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Published by Bookscraper, 2021-01-10 17:15:11

SW5e - Player's Handbook (Print Friendly)

SW5e - Player's Handbook (Print Friendly)

THE BERSERKER

Level Pro ciency Features Rages Rage Berserker
1st Bonus Rage, Unarmored Defense 2 Damage Instincts
2nd +2 Reckless Attack, Berserker Instincts 2
3rd +2 Danger Sense, Berserker Approach 3 +2 —
4th +2 Ability Score Improvement 3 +2 2
5th +2 Extra Attack 3 +2 2
6th +3 Approach feature 4 +2 2
7th +3 Feral Impulse 4 +2 2
8th +3 Ability Score Improvement 4 +2 2
9th +3 Brutal Critical (one die) 4 +2 3
10th +4 Approach feature 4 +2 3
11th +4 Relentless Rage 4 +3 3
12th +4 Ability Score Improvement 5 +3 3
13th +4 Brutal Critical (two dice) 5 +3 3
14th +5 Approach feature 5 +3 3
15th +5 Persistent Rage 5 +3 4
16th +5 Ability Score Improvement 5 +3 4
17th +5 Brutal Critical (three dice) 6 +3 4
18th +6 Indomitable Might 6 +4 4
19th +6 Ability Score Improvement 6 +4 5
20th +6 Primal Champion +4 5
+6 Unlimited +4 5
+4 5

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a berserker, you gain the follow class features. the equipment granted by your background:

HIT POINTS (a) a martial vibroweapon and a light or medium
Hit Dice: 1d12 per berserker level physical shield or (b) two martial vibroweapons
Hit Points at 1st Level: 12 + your Constitution modi er (a) two techaxes or (b) two vibrospears
Hit Points at Higher Levels: 1d12 (or 7) + your An explorer's pack

Constitution modi er per berserker level after 1st VARIANT: STARTING WEALTH
PROFICIENCIES In lieu of the equipment granted by your class and
Armor: Light armor, medium armor background, you can elect to purchase your starting
Weapons: All vibroweapons, simple blasters gear. If you do so, you receive no equipment from your
Tools: None class and background, and instead roll for your starting
wealth using the criteria below:
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,

Intimidation, Nature, Perception, Survival

Class Funds
Berserker 5d4 x 100 cr

51 CHAPTER 3 | CLASSES | BERSERKER

RAGE ABILITY SCORE IMPROVEMENT

Beginning at 1st level, in battle, you ght with primal When you reach 4th level, and again at 8th, 12th, 16th,
ferocity. On your turn, you can enter a rage as a bonus and 19th level, you can increase one ability score of
action if you aren't wearing heavy armor. your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can't increase an
While raging, you gain the following bene ts: ability score above 20 using this feature. Alternatively,
you can choose a feat (see Chapter 6 for a list of feats).
You have advantage on Strength checks and Strength
saving throws. EXTRA ATTACK
When you make a melee weapon attack using Strength,
you gain a bonus to the damage roll that increases as Beginning at 5th level, you can attack twice, instead of
you gain levels as a berserker, as shown in the Rage once, whenever you take the Attack action on your
Damage column of the berserker table. turn.
You have resistance to kinetic and energy damage.
FERAL IMPULSE
If you are able to cast powers, you can't cast them or
concentrate on them while raging. By 7th level, your instincts are so honed that you have
advantage on initiative rolls.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious, you don heavy armor, or if your Additionally, if you are surprised at the start of
turn ends and you haven't taken a hostile action or combat and aren't incapacitated, you can act normally
taken damage since your last turn. You can also end on your rst turn, but only if you enter your rage
your rage on your turn as a bonus action. before doing anything else on that turn.

You can enter a rage a number of times as shown for BRUTAL CRITICAL
your berserker level in the Rages column of the
berserker table. You regain all expended uses when Beginning at 9th level, you can roll one additional
you complete a long rest. weapon damage die when determining the extra
damage for a critical hit with a melee attack.
UNARMORED DEFENSE
This increases to two additional dice at 13th level
Also at 1st level, while you are not wearing any armor, and three additional dice at 17th level.
your Armor Class equals 10 + your Dexterity modi er +
your Constitution modi er. You can use a shield and RELENTLESS RAGE
still gain this bene t.
Starting at 11th level, your rage can keep you ghting
RECKLESS ATTACK despite grievous wounds. If you drop to 0 hit points
while you're raging and don't die outright, you can
Starting at 2nd level, you can throw aside all concern make a DC 10 Constitution saving throw. If you
for defense to attack with erce desperation. When succeed, you drop to 1 hit point instead.
you make your rst attack on your turn, you can decide
to attack recklessly. Doing so gives you advantage on Each time you use this feature after the rst, the DC
melee weapon attack rolls using Strength during this increases by 5. When you nish a short or long rest,
turn, but attack rolls against you have advantage until the DC resets to 10.
your next turn.
PERSISTENT RAGE
BERSERKER INSTINCTS
Beginning at 15th level, your rage is so erce that it
Also at 2nd level, you've honed two instincts, as ends early only if you fall unconscious or if you choose
detailed at the end of the class description. You hone to end it.
an additional instinct at 7th, 13th, and 17th level.
INDOMITABLE MIGHT
DANGER SENSE
Beginning at 18th level, if your total for a Strength
At 3rd level, you gain an uncanny sense of when things check is less than your Strength score, you can use that
nearby aren't as they should be, giving you an edge score in place of the total.
when you dodge away from danger.
PRIMAL CHAMPION
You have advantage on Dexterity saving throws
against e ects that you can see, such as traps and At 20th level, you embody the power of the wilds. Your
powers. To gain this bene t, you can't be blinded, Strength or Dexterity score increases by 2, and your
deafened, or incapacitated. Constitution score increases by 2. Your maximum for
those scores increases by 2.
BERSERKER APPROACH
Additionally, you can enter rage an unlimited
Also at 3rd level, you choose an approach that shapes number of times, and entering rage no longer requires
the nature of your rage which is detailed at the end of your bonus action.
the class description. Your choice grants you features
at 3rd level and again at 6th, 10th, and 14th levels.

CHAPTER 3 | CLASSES | BERSERKER 52

BERSERKER INSTINCTS KATARN'S INSTINCT
You gain a climbing speed equal to your movement
The instincts are presented in alphabetical order. If an speed.
instinct has prerequisites, you must meet them to
learn it. You can learn an instinct at the same time you LOTH-CAT'S INSTINCT
meet its prerequisites. While you're raging, other creatures have disadvantage
on opportunity attack rolls against you, and you can
ACKLAY'S INSTINCT take the Dash action as a bonus action on your turn.
While raging, you have advantage on Constitution
saving throws. PREDATOR'S INSTINCT
Your speed increases by 10 feet.
BANTHA'S INSTINCT
Prerequisite: 7th level RANCOR'S INSTINCT
Your carrying capacity and the weight you can push, Prerequisite: 13th level
drag, or lift doubles. If it would already double, it While you're raging any creature within 5 feet of you
instead triples. Additionally, you have advantage on that's hostile to you has disadvantage on attack rolls
Strength checks made to push, pull, lift, or break against targets other than you or another character
objects. with this feature. An enemy is immune to this e ect if it
can't see or hear you or if it can't be frightened.
BLURRG'S INSTINCT
Whether mounted or on foot, your travel pace is TACTICIAN'S INSTINCT
doubled, as is the travel pace of up to ten companions When you use your Reckless Attack feature, you can
while they're within 60 feet of you and you're not choose to not have advantage on your attack rolls this
incapacitated. turn. If you do so, friendly creatures within 5 feet of a
hostile creature that is within 5 feet of you have
BOGGDO'S INSTINCT advantage on attack rolls against that creature.
Prerequisite: 13th level
While raging you have a ying speed equal to your TRACKER'S INSTINCT
current walking speed, though you fall if you end your Prerequisite: 7th level
turn in the air and nothing else is holding you aloft. You can track other creatures while traveling at a fast
pace, and you can move stealthily while traveling at a
CHIRODACTYL'S INSTINCT normal pace.
Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, TERENTATEK'S INSTINCT
and you have advantage on Wisdom (Perception) Prerequisite: 13th level
checks that rely on sound, as long as you aren't When you are forced to make a saving throw against a
deafened. force power, you can immediately use your reaction to
move up to half your speed towards the source
DEWBACK'S INSTINCT power's caster. If you end this movement within 5 feet
Choose three damage types. While raging, you have of the target, you can immediately make one melee
resistance to the chosen damage types. weapon attack against the target as a part of that
reaction.
FIGHTER'S INSTINCT
You adopt a particular style of ghting as your VARACTYL'S INSTINCT
specialty. Choose one of the Fighting Style options, Prerequisite: 13th level
detailed in Chapter 6. You can't take a Fighting Style While raging, you have advantage Dexterity checks,
option more than once, even if you later get to choose your attack rolls can't su er from disadvantage, and
again. each slowed level only reduces your speed by 5 feet,
unless it would reduce your speed to 0.
FYRNOCK'S INSTINCT
While raging, you can use your bonus action to leap up BERSERKER APPROACHES
to 30 feet to an empty space you can see. When you
land you deal kinetic damage equal to your Strength For berserkers, rage is an internal
modi er to each creature within 5 feet of where you reservoir where pain, grief, and
land. You can use this feature a number of times equal anger are forged into a fury hard
to your Constitution modi er (a minimum of once). You as steel. Your approach grants you
regain all expended uses when you complete a long features at 3rd, 6th, 10th, and 14th
rest. level.

HAWK'S INSTINCT
Prerequisite: 7th level
You can see up to 1 mile away with no di culty. You
are able to discern even ne 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.

53 CHAPTER 3 | CLASSES | BERSERKER

BALLISTIC APPROACH FIRESTORM

For many, rushing an opponent with guns blazing is a When you choose this approach at 3rd level, you gain
last resort. For Berserkers of the Ballistic Approach, pro ciency in martial blasters with the burst or rapid
this isn't a last resort; it's the primary plan. Leading property. Additionally, you've learned to use ranged
with a blaster and pure, unbridled rage, the berserker weapons with untold fury. While wielding a blaster with
never lets an empty gun diminish their fury. which you are pro cient, you gain the following
bene ts:

When making a ranged weapon attack while within 30
feet of your target, you use your choice of Strength or
Dexterity modi er for the attack and damage rolls. You
must use the same modi er for both rolls.
When you use a blaster as an improvised weapon, you
are considered pro cient with it.

EXPLOSIVE

Also at 3rd level, while raging, you gain the
 following bene ts:

When you roll a 1 or 2 on a damage die for an attack
made with a blaster weapon, you can reroll the die
and must use the new roll, even if the new roll is a 1

or a 2.
You add your rage damage to damage rolls from
ranged weapon attacks using Strength.
You may only apply your rage damage to one
target when you use the burst property.

RAMPAGE

At 6th level, while raging, when you deal
  damage with a blaster with which you
  are pro cient, and you added your

Strength modi er to the damage roll,
you can use a bonus action to move up
to half your speed towards your target.
You must end this movement
closer to your target than you started. If
you end this movement within 5 feet of your target,
you can make one melee weapon attack with your
blaster as a part of this bonus action.

DOWN, NOT OUT

Starting at 10th level, when you are hit with an
attack by a creature within 30 feet of you, you can
use your reaction to make a single attack against

that creature with a blaster with which you are
pro cient.

BRAWN

At 14th level, when you use the burst property
of a blaster with which are you pro cient, you
 can apply your rage damage bonus to every
 target that takes damage, instead of just one.
Additionally, when a creature fails the saving throw
against your burst or rapid property, it is knocked
prone.

CHAPTER 3 | CLASSES | BERSERKER 54

MARAUDER APPROACH FURIOUS FORCE

Few things are more terrifying than being in the path of Also at 3rd level, you can cast force powers while
a Berserker who has learned the ways of the Force. raging as long as the power's casting time is no more
Those who follow this path unlock something deep than 1 action, the power does not require
within them, a well of untamed power from the depths concentration, and you are not wearing heavy armor or
of their fury. When a marauder unleashes their rage, wielding a medium or heavy shield. While raging, you
they channel their brute strength into primal might, add your rage damage to damage rolls from force
and uses it to devastate his foes in a hail of re, blades, powers you cast that require a force attack or saving
and blood. Due to the uncontrolled nature of their throw. If a force power damages more than one target,
powers, marauders have a dangerous predilection for you may only apply your rage damage to one of them.
the strength and raw power o ered by the dark side,
and many fall into it's clutches. Even those who do not Casting force powers during rage counts as attacking
are always temped by the voices of fury barely for the purposes of maintaining rage, and you can use
contained within. your Reckless Attack feature to gain advantage when
casting a force power that requires a force attack.
FORCECASTING

When you choose this approach at 3rd level, 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 Forcecasting table, + your
Wisdom or Charisma modi er (your choice). You use
these force points to cast force powers. You regain all
expended force points when you nish a long rest.

MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater e ect. 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 Forcecasting
table.

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

FORCECASTING ABILITY
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
score modi er whenever a power refers to your
forcecasting ability. Additionally, you use this ability
score modi er 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 pro ciency bonus +
your forcecasting ability modi er

Force attack modifier = your pro ciency bonus +
your forcecasting ability modi er

55 CHAPTER 3 | CLASSES | BERSERKER

MARAUDER APPROACH
FORCECASTING

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

RECKLESS POWER 56

At 6th level, 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.

POWERFUL PRESENCE

Starting at 10th level, 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 nish a long rest.

FORCE STORM

At 14th level, 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.

CHAPTER 3 | CLASSES | BERSERKER

PRECISION APPROACH

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

CAREFUL STEPS

When you choose this approach at 3rd level, you gain
skills that represent your precise movement. You gain
pro ciency your choice of Acrobatics or Stealth. While
raging, you have advantage on checks you make with
the chosen skill.

FOCUSED RAGE

Also at 3rd level, you hone your rage to a razor sharp
focus. While raging, when you make a melee weapon
attack using Dexterity, you add your rage damage to
the damage roll. Additionally, you can use your
Reckless Attack feature to give you advantage on
melee weapon attacks using Dexterity during your
turn.

BATTLE ANTICIPATION

At 6th level, while raging, your critical hit range with
melee weapon attacks using Dexterity increases by 1.

IMPROVED DANGER SENSE

Starting at 10th level, while raging, when you are
subjected to an e ect that allows you to make a
Dexterity saving throw to take only half damage
against e ects that you can see, such as traps and
powers, you are treated as pro cient in the save, and
you instead take no damage if you succeed on a saving
throw, and only half damage if you fail.

CALM WITHIN THE STORM

At 14th level, the precision with which you act during
your rage causes you to become a storm of reactive
lethality. When you use your Reckless Attack feature,
you can make a number of opportunity attacks equal
to your pro ciency bonus without using your reaction,
and when a creature within 5 feet of you misses you
with an attack, you can use your reaction to make a
melee weapon attack using Dexterity against that
creature. You can only take one reaction per turn.

57 CHAPTER 3 | CLASSES | BERSERKER

WARCHIEF APPROACH SAVAGE DIPLOMAT

For some berserkers, it is their duty or birthright to Your path necessitates that you build relationships
lead their tribe and kin to battle and victory. The with others, for the betterment of your tribe or
Warchief Approach is one forged from alliances, bonds, yourself.
and strategy. In combat, your rages are less mindless,
and more focused. Ignoring the distractions of When you choose this approach at 3rd level, you
unimportant events, your attention hones in on the gain pro ciency in one of the following skills of your
battle eld and how best to direct and control it. You choice: Persuasion or Intimidation. You can choose to
guide your allies' strikes, and your presence is enough learn one language in place of the skill pro ciency.
to wash away their fatigue.
COMMANDING RAGE

Also at 3rd level, when in your rage, you become more
aware of your allies, and their intent when ghting at
your side. While you are raging, when an ally within 10
feet of you makes an attack roll against an enemy, you
can use your reaction to grant advantage to that attack
and add your rage damage bonus to the damage roll, if

the attack hits.

INSPIRING PRESENCE

At 6th level your mere presence on the
battle eld rallies your allies. When you rage,
choose up to 3 allies that you can see within 30 feet
of you. Each creature gains temporary hit points equal
to half your berserker level (rounded down) + your
Charisma modi er (minimum of one).

RAID PLANNING

Starting at 10th level, you learn to are up your allies'
drive for combat, urging them to follow you into the
fray. During a long rest, you tell sagas, sing battle
songs, and give inspiring speeches. At the end of the
long rest choose up to 5 creatures that can hear and
understand you (which can include yourself) to add
your Charisma modi er (minimum of one) to their next
initiative roll, and a 10 foot bonus to their speed on
their rst turn of combat.

WAR CHANT

By 14th level you have memorized the litanies, songs,
and chants of your people and their dedication to war.
When you enter a rage you can take a commanding
stance. If you do so, for the duration of your rage you
have a special reaction you can take on a number of
allies' turns equal to your Charisma modi er (minimum
of one). You can only use this special reaction to use
your Commanding Rage feature.

Additionally, during this rage, when an enemy within
10 feet of you makes an attack roll against an ally, you
can use your reaction to reduce that roll by an amount
equal to your Charisma modi er.

Once you've used this feature, you must complete a
long rest before you can use it again.

CHAPTER 3 | CLASSES | BERSERKER 58

CONSULAR

A TWI'LEK IN BLACK ROBES STEPS ON A TERRIFIED RODIAN, WHO
scampers away on the ground. Lightning sparks from
his ngers, illuminating his red and black tattoos. The
rodian's pleas for mercy fall on deaf ears as the Sith
channels his lightning into his failed apprentice, leaving
nothing but a charred husk behind.

Sitting cross-legged on a dense patch of grass, a
miraluka mystic meditates on the Force. With every
breath, the trees sway with a rhythmic breeze. Though
she lacks simple vision, she can see the Force as it
moves everything around her.

A drably-robed human focuses inward, channeling
the Force into the ground around him. Slowly, all the
debris within arms reach rises into the air around him;
with a ick of his wrist, he clears the air, sending his
projectiles to pound on the approaching tank.

Consulars are the supreme wielders of the Force,
de ned and united by the powers they cast. Drawing
on the omnipresent Force that permeates the universe,
consulars cast powers of rejuvenating healing and
destructive lightning, draining life-force and
manipulating minds; the most powerful with the Force
can even experience brief glimpses of the future.

STRONG WITH THE FORCE CREATING A CONSULAR

Refraining from drawing their lightsabers except as a While creating your consular, consider your personal
measure of last resort, consulars spend a great deal of philosophy in regards to the Force and its most famous
time studying the mysteries of the Force. Their practitioners – the Jedi and the Sith. Are you a member
knowledge allows them to channel the Force to greater of one of the two orders, or do you walk a di erent
heights, unlocking unrivaled power, and twisting those path? Perhaps you were ostracized from your primitive
powers to greater e ect. village out of superstition or jealousy. You may have
been brutally trained from a young age in the dark
SAGE OR SORCERER side, fueling your innate thirst for power, or perhaps
you were trained as a padawan in one of the Jedi
Consulars who follow the light side of the Force, using temples. How do you treat strangers, and how do they
their powers to better their communities and people, treat you once they know your abilities? What was your
are often called sages, while consulars who fall to the family like, or what did you have instead of a family?
dark side and subjugate or cast aside all in their path Do you see the Force as light and dark, or an impartial
are commonly called sorcerers. Alternatively, they may river of gray?
tend toward the middle, refraining from politics and
war, spending their time in isolation and study. QUICK BUILD
You can make a consular quickly by following these
59 CHAPTER 3 | CLASSES | CONSULAR suggestions. First, make Wisdom or Charisma your
highest ability score, followed by Dexterity. Second,
choose the Jedi or Sith background.

THE CONSULAR

Level Pro ciency Features Force Powers Force Max Power
1st Bonus Forcecasting, Force Recovery Known Points Level
2nd +2 Force-Empowered Casting, Force Shield 9 1st
3rd +2 Force A nity, Consular Tradition 11 4 1st
4th +2 Ability Score Improvement 13 8 2nd
5th +2 — 15 12 2nd
6th +3 Tradition feature 17 16 3rd
7th +3 — 19 20 3rd
8th +3 Ability Score Improvement 21 24 4th
9th +3 — 23 28 4th
10th +4 Tradition feature 25 32 5th
11th +4 — 26 36 5th
12th +4 Ability Score Improvement 28 40 6th
13th +4 — 29 44 6th
14th +5 Tradition feature 31 48 7th
15th +5 — 32 52 7th
16th +5 Ability Score Improvement 34 56 8th
17th +5 — 35 60 8th
18th +6 Tradition feature 37 64 9th
19th +6 Ability Score Improvement 38 68 9th
20th +6 One with the Force 39 72 9th
+6 40 76 9th
80

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a consular, you gain the following class features. the equipment granted by your background:

HIT POINTS (a) a simple lightweapon or (b) a simple vibroweapon
Hit Dice: 1d6 per consular level (a) a scholar's pack, (b) an explorer's pack, or (c) a
Hit Points at 1st Level: 6 + your Constitution modi er diplomat's pack
Hit Points at Higher Level: 1d6 (or 4) + your Constitution
VARIANT: STARTING WEALTH
modi er per consular level after 1st In lieu of the equipment granted by your class and
PROFICIENCIES background, you can elect to purchase your starting
Armor: None gear. If you do so, you receive no equipment from your
Weapons: Simple lightweapons, simple vibroweapons class and background, and instead roll for your starting
Tools: None wealth using the criteria below:

Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Insight, Intimidation,

Investigation, Lore, Medicine, and Persuasion

Class Funds
Consular 5d4 x 100 cr

CHAPTER 3 | CLASSES | CONSULAR 60

FORCECASTING FORCE-EMPOWERED CASTING

Beginning at 1st level, in your meditations on the force, At 2nd level, you gain the ability to twist your powers to
you have learned powers, fragments of knowledge that suit your needs. When you cast a force power, you can
imbue you with an abiding force ability. See chapter 10 expend additional force points to modify the power.
for the general rules of forcecasting and chapter 11 for You gain two of the following Force-Empowered
the force powers list. Casting options of your choice. You gain another one at
10th and 17th level.
FORCE POWERS KNOWN
You learn 9 force powers of your choice, and you learn You can use only one Force-Empowered Casting
more at higher levels, as shown in the Force Powers option on a power when you cast it, unless otherwise
Known column of the consular table. You may not noted.
learn a force power of a level higher than your Max
Power Level, and you may learn a force power at the CAREFUL POWER
same time you learn its prerequisite. When you cast a power that forces other creatures to
make a saving throw, you can protect some of those
FORCE POINTS creatures from the power's full force. To do so, you
You have a number of force points equal to your spend 1 additional force point and choose a number of
consular level x 4, as shown in the Force Points column those creatures up to your Wisdom or Charisma
of the consular table, + your Wisdom or Charisma modi er (your choice, minimum of one). A chosen
modi er (your choice). You use these force points to creature automatically succeeds on its saving throw
cast force powers. You regain all expended force points against the power.
when you nish a long rest.
DISTANT POWER
MAX POWER LEVEL When you cast a power that has a range of 5 feet or
Many force powers can be overpowered, consuming greater, you can spend 1 additional force point to
more force points to create a greater e ect. You can double the range of the power.
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max Power Alternatively, when you cast a power that has a
Level column of the consular table. range of touch, you can spend 1 additional force point
to make the range of the power 30 feet.
You may only cast force powers at 6th, 7th, 8th, and
9th-level once. You regain the ability to do so after a EXTENDED POWER
long rest. When you cast a power that has a duration of 1 minute
or longer, you can spend 1 additional force point to
FORCECASTING ABILITY double its duration, to a maximum duration of 24
Your forcecasting ability varies based on the alignment hours.
of the powers you cast. You use Wisdom for light side
powers, Charisma for dark side powers, and Wisdom HEIGHTENED POWER
or Charisma for universal powers (your choice). You When you cast a power that forces a creature to make
use this ability score modi er whenever a power refers a saving throw to resist its e ects, you can spend 3
to your forcecasting ability. Additionally, you use this additional force points to give one target of the power
ability score modi er when setting the saving throw DC disadvantage on its rst saving throw made against the
for a force power you cast and when making an attack power.
roll with one.
IMPROVED POWER
Force save DC = 8 + your pro ciency bonus + When you roll damage for a power, you can spend 1
your forcecasting ability modi er additional force point to reroll a number of the
damage dice up to your Wisdom or Charisma modi er
Force attack modifier = your pro ciency bonus + (your choice, minimum of one). You must use the new
your forcecasting ability modi er rolls.

FORCE RECOVERY You can use Improved Power even if you have
already used a di erent Force-Empowered Casting
Also at 1st level, you have learned to regain some of option during the casting of the power.
your energy by brie y meditating. When you nish a
short rest, you can regain a number of force points LINGERING POWER
equal to half your consular level (rounded down) + When you cast a power that requires concentration to
your Wisdom or Charisma modi er (your choice, maintain you can choose to spend 3 additional force
minimum of one). Once you've used this feature, you points. If you do, when you lose concentration on the
must complete a long rest before you can use it again. power, the power will not end until the end of your
next turn.
61 CHAPTER 3 | CLASSES | CONSULAR
PINPOINT POWER
When you cast a power that allows you to force
creatures in an area to make a saving throw you can
instead spend 1 force point and make a ranged force
attack against a single target that would be in the
range. On a hit the target su ers the e ects as though
they failed their saving throw.

QUICKENED POWER FORCE AFFINITY
When you cast a power that has a casting time of 1
action, you can spend 2 additional force points to When you reach 3rd level, you've developed an a nity
change the casting time to 1 bonus action for this for one of the three aspects of the Force: the Ashla, the
casting. Bendu, or the Bogan. Choose one from the following:

REFOCUSED POWER ASHLA
When you are forced to make a Constitution saving When you successfully cast a light side power, either
throw to maintain concentration on a power you can your or the target's (your choice) hit point maximum
use your reaction and spend 2 force points to and current hit points increase by an amount equal to
automatically succeed on the saving throw. the power's level. This e ect lasts for 1 minute. You can
only have one instance of this e ect active at a time.
You can use Refocused Power even if you have
already used a di erent Force-Empowered Casting BENDU
option during the casting of the power. You can add both your Wisdom and Charisma modi er
to your maximum number of force points, instead of
SEEKING POWER just one.
If you miss with a force power that calls for an attack
roll, you can spend 2 force points to reroll the attack. BOGAN
You must use the new roll. When you roll a 1 on a damage die for a dark side
power, you can reroll the die and must use the new
You can use Seeking Power even if you have already roll, even if the new roll is a 1.
used a di erent Force-Empowered Casting option
during the casting of the power. CONSULAR TRADITION

TWINNED POWER Also at 3rd level, you choose a consular tradition, which
When you cast a power that targets only one creature is detailed at the end of the class description. Your
and doesn't have a range of self, you can spend a choice grants you features at 3rd level and again at 6th,
number of additional force points equal to the power's 10th, 14th, and 18th level.
level to target a second creature in range with the
same power (1 force point if the power is at-will). ABILITY SCORE IMPROVEMENT

FORCE SHIELD When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
Also at 2nd level, you learn how to defend yourself your choice by 2, or you can increase two ability scores
purely through your strength with the Force. When you of your choice by 1. As normal, you can't increase an
are hit by an attack, you can use your reaction to ability score above 20 using this feature. Alternatively,
shroud yourself in Force energy. Until the start of your you can choose a feat (see Chapter 6 for a list of feats).
next turn, you have a bonus to AC equal to your
Wisdom or Charisma modi er (your choice, minimum ONE WITH THE FORCE
of +1). This includes the triggering attack.
At 20th level, your attunement to the Force is absolute.
You can use this feature twice. You gain an additional Your Wisdom or Charisma score increases by 4, and
use at 5th, 11th, and 17th level in this class. You regain your maximum for this score increases by 4.
all expended uses when you nish a long rest. Additionally, you gain mastery over a single force
power, and can cast it with little e ort. Choose one 3rd-
level force power that you know as your signature
power. You can cast it once at 3rd level without
expending force points. When you do so, you can't do
so again until you nish a short or long rest.

If you want to cast it at a higher level, you must
expend force points as normal.

CONSULAR TRADITIONS

Di erent consulars select di erent traditions, called
Ways, to follow as they hone their powers. Your
tradition grants you features at 3rd, 6th, 10th, 14th,
and 18th level.

CHAPTER 3 | CLASSES | CONSULAR 62

WAY OF BALANCE FORCE RESISTANCE

There is serenity in balance, and no one knows this Starting at 18th level, you have advantage on saving
better than the consular. Those consulars who follow throws against force powers. Additionally, you have
the Way of Balance focus on utilizing the Force to resistance against the damage of force powers.
equalize the battle eld. They bend the Force to shield
their allies and expose their foes.

FORCE BARRIER

When you choose this tradition at 3rd level, you can
weave the Force around yourself for protection. When
you cast a universal power of 1st level or higher, you
can simultaneously manipulate the Force to create a
barrier on yourself that lasts until you nish a long rest.
The barrier has hit points equal to twice your consular
level + your Wisdom or Charisma modi er (your
choice). Your barrier can never have hit points
greater than twice your consular level +
your Wisdom or Charisma modi er
(your choice).

Whenever you take damage, the barrier
takes the damage instead. If this damage
reduces the barrier to 0 hit points, you take
any remaining damage.

While the barrier has 0 hit points, it can't
absorb damage, but its power remains.
Whenever you cast a universal power of 1st level or
higher, the barrier regains a number of hit points equal
to twice the level of the power.

Once you create the barrier, you can't create it again
until you nish a long rest.

PROJECTED BARRIER

At 6th level, when a creature that you can see within 30
feet of you takes damage, you can use your reaction to
cause your Force Barrier to absorb that damage. If this
damage reduces the barrier to 0 hit points, the warded
creature takes any remaining damage.

AT-WILL BARRIER

Beginning at 10th level, your at-will universal powers
grant a small boost to your Force Barrier. When you
cast an at-will universal power, the barrier regains 1 hit
point.

IMPROVED SUPPRESSION

At 14th level, when you cast a force power that
requires you to make an ability check as a part of
casting that power, such as sever force or force
suppression, you add your pro ciency bonus to that
ability check.

63 CHAPTER 3 | CLASSES | CONSULAR

WAY OF LIGHTNING you hit with the power, or the target fails the power's
saving throw, a ected creatures become shocked until
Of all of the dark arts of the Force, little can match the the start of your next turn. You can use this feature a
spectacle and devastation of Force lightning. Those number of times equal to your Wisdom or Charisma
consulars who follow the Way of Lightning summon modi er (your choice, a minimum of once). You regain
intense discharges of pure Force energy, overwhelming all expended uses when you nish a short or long rest.
enemies with punishing damage from a distance,
leaving them shaken and vulnerable -- if not dead. POTENT LIGHTNING

SHOCKING AFFINITY At 6th level you add your governing ability modi er
(minimum of +1) to any damage you deal with force
When you choose this tradition at 3rd level, when you powers that deal lightning damage that don't already
cast a force power that deals lightning damage, you include that modi er.
can use Wisdom or Charisma as your forcecasting
ability for it. BLISTERING REBUKE

Additionally, when you cast a damage-dealing force Beginning at 10th level, when a creature within 5 feet
power that requires a force attack or saving throw, you of you that you can see hits you with an attack, you can
can cause that power to instead deal lightning damage. use your reaction to cause the creature to make a
If the power would call for a saving throw other than Dexterity saving throw. On a failed save, the creature
Dexterity, it instead calls for a Dexterity saving throw. If takes 1d10 plus your consular level lightning damage,
is pushed back 10 feet, and becomes shocked until the
end of their next turn. On a successful save, the
creature takes half as much damage and isn't moved
or shocked.

You can use this feature a number of times equal to
your Wisdom or Charisma modi er (your choice, a
minimum of once). You regain all expended uses when
you nish a long rest.

ELECTRIC ATTUNEMENT

At 14th level, you gain resistance to lightning damage.
Additionally, force powers you cast ignore resistance to
lightning damage.

UNLIMITED POWER

Starting at 18th level, you can increase the power of
your simpler lightning force powers. When you cast a

force power of 1st through 6th level that deals
lightning damage, you can deal maximum damage
with that power.

You can use this feature with no adverse
e ects a number of times equal to

your Wisdom or Charisma modi er (your
choice, a minimum of once). If you use

this feature beyond this before you nish a long
rest, you take 2d12 necrotic damage for each

level of the power, immediately after you cast
it. Each time you use this feature again
before nishing a long rest, the necrotic
damage per power level increases by
1d12. This damage can not
be reduced in any way.

CHAPTER 3 | CLASSES | CONSULAR 64

WAY OF THE SAGE BLESSED BY THE FORCE

The rejuvenating power of the Force is incredible, and At 14th level you gain the ability to overcome grievous
the consular is the master of this usage. Those injuries. As a bonus action when you have fewer than
consulars who follow the Way of the Sage assist with half your hit points remaining, you can regain a
an array of healing powers that grant allies the number of hit points equal to half your hit point
strength to continue through even the harshest of maximum.
encounters. Separated from the heart of the fray, the
sage can be an unfailing warden to those in need. Once you've used this feature, you can't use it again
until you nish a long rest.
DISCIPLE OF LIFE
SUPREME HEALING
When you choose this tradition at 3rd level, when you
cast a force power that restores hit points, you can use Starting at 18th level, when you would normally roll
Wisdom or Charisma as your forcecasting ability for it. one or more dice to restore hit points with a power,
you instead use the highest number possible for each
Additionally, whenever you use a force power of 1st die. For example, instead of restoring 2d6 hit points to
level or higher to restore hit points to a creature, the a creature, you restore 12.
creature regains additional hit points equal to 2 + the
power's level.

PRESERVE LIFE

At 6th level, as an action, you can channel the Force
and evoke healing energy that restores a number of hit
points equal to ve times your consular level. Choose
any creatures within 30 feet of you, and divide those
hit points among them. This feature can restore a
creature to no more than half its hit point maximum.
This feature has no e ect on droids or constructs.

You can use this feature a number of times equal to
your Wisdom or Charisma modi er
(your choice, a minimum of
once). You regain all
expended uses when you

nish a long rest.

BLESSED HEALER

Beginning at 10th level, the healing
powers you cast on others heal you
as well. When you cast a force power
that restores hit points to a creature
other than you, you regain hit points
equal to 2 + the power's level.

65 CHAPTER 3 | CLASSES | CONSULAR

WAY OF SUGGESTION DELICATE POTENCY

There is power in a light touch, and no one knows this Beginning at 10th level, your mind-a ecting powers are
better than the consular. Those consulars who follow particularly potent. When you cast one of cloud mind,
the Way of Suggestion have honed their attunement to dominate mind, mass coerce mind, and dominate
the Force, allowing them to disappear, despite being in monster, you can choose to treat the power as if cast
plain sight. at your Max Power Level.

SUBTLE CONTROL You can use this feature a number of times equal to
your Wisdom or Charisma modi er (your choice, a
At 3rd level, you can befuddle a creature's mind with minimum of once). You regain all expended uses when
nothing but a gesture. As an action, you can cause a you nish a long rest.
creature you can see within 30 feet to make a Wisdom
saving throw against your universal force save DC. On DELAYED EFFECT
a failed save, you can force the creature to believe or
forget a single aspect of a conversation, observation or At 14th level, when you cast a force power, you can
encounter it had that you were present for in the past delay the e ects of the force power for up to a number
10 minutes. Whether the creature succeeds or fails of rounds equal to half your consular level. If you do
their saving throw, you can't use this feature on them so, the power immediately takes e ect at the start of
again until you nish a long rest. your turn, after the speci ed number of rounds have
passed.
 Additionally, creatures who attempt to
detect your use of the Force have Once you've used this feature, you can't use it again
 disadvantage on ability checks to do so, until you complete a long rest.
  and if a creature has the sense force or
 force sight power active, they must SUBTLE PRESENCE
succeed on a universal forcecasting
At 18th level, you've learned how to weave the Force
  ability check against your universal force around you in a cloak of your choice. As an action, you
save DC in order to notice your usage of can focus the Force for 10 minutes. For the duration,
  the Force, your alignment within the you gain your choice of one of the following e ects.

 Force, or how strong your connection You can use each feature once. You regain all
 to the Force is. expended uses when you complete a long rest.

OUT OF MIND CLOAK OF FRIGHT
Each creature of your choice that is within 60 feet must
   At 6th level, you can erase yourself succeed on a Wisdom saving throw against your
from a single creature's sight universal force save DC or become frightened for 1
  momentarily. As a bonus action, minute. A creature can repeat the saving throw at the
choose a creature within 60 feet end of each of its turns, ending the e ect on itself on a
of you that you are aware of. That success.
creature must make a Wisdom
saving throw against your CLOAK OF INVISIBILITY
universal force save DC. You and everything you are wearing or carrying
On a failed save, you become invisible to creatures of your choice. If you
become invisible to damage a creature or a ect it with a force power, it can
that creature for 1 make a Wisdom saving throw against your universal
 minute, or until you force save DC. On a success, you are no longer invisible
deal damage to to that creature.
 it.
Once you've used this CLOAK OF MEMORY
  feature, you can't use it Creatures that see you or any allies within 30 feet of
again until you nish a you during this time cannot recall your physical
  short or long rest. appearances, your mannerisms, or any other
identifying features.

Creatures that interact with you must make a
Wisdom saving throw against your universal force save
DC once the interaction ends. You can choose to
exclude a creature from this e ect. On a failed save,
the creature forgets all details of the interaction,
rationalizing any of its outcomes.

CHAPTER 3 | CLASSES | CONSULAR 66

ENGINEER

FLINCHING OCCASIONALLY AS A BLASTER BOLT HITS THE NEARBY
bulkhead, a Sullustan mechanic quickly solders a large
wire. He peers through his tinted goggles, ignoring the
shouts of his ship captain as the enemy descends on
the hanger. Finally he shouts with pride as the repaired
coupling powers up, causing the frigate to hum with
energy. He gathers his tools and runs into the ship
moments before it nally takes o .

Inside, the human captain jumps into the cockpit.
She nods to her droid co-pilot, who quickly begins
charting a course home. Before the calculations can
be completed, enemy Star ghters scream in from the
clouds. The pilot rolls the ship, nimbly evading
incoming re. She reroutes the power to shields,
leaving just enough for astronavigation. Just as the
energy reserves near depletion, the exosphere and
stars beyond blur into streaks of light. In a ash, they
warp to safety.

A Cerean o cer surveys the battle eld, looking for
weaknesses. When he identi es a potential problem,
he keys in a quick combination in his wristpad. In a
blink, a custom suit of armor assembles itself around
him. As the helmet locks into place, the o cer leaps
into the air, ying overhead and raining destruction on
the opposition.

Every machine needs an engineer to run it, and a
living crew is no di erent. Engineers are the experts
and professionals who rely on skill, bravery, and their
tools to survive and keep others alive. While they do
not claim to be ghters, their mere presence can turn
the tide of battle or simply keep operations running.

BEHIND THE CURTAIN CREATING AN ENGINEER

While perhaps not as intimidating as a heavily-armored While creating your engineer character, consider what
trooper, or as exotic as a lighsaber-wielding guardian, your primary skill set is and how you use it. You could
engineers are no less vital to group dynamic. They are be a street-smart mechanic who taught yourself how
armorers and gunsmiths, electricians and welders, or to x swoop bikes as a teenager. Perhaps you are the
any other facet to be found in facilities across the recent graduate of an esteemed medical college, or a
galaxy. Their work, often unsung, is what keeps rookie pilot in the edgling Rebel Alliance. What is the
starships (and their crew) intact. number one skill you are known for? Why are you
willing to enter battles when you have no combat
UNFLAPPABLE training? How do you view the more adventurous
members of your group, and how do they see you and
It takes bravery for a soldier to enter a battle eld. It your role?
perhaps takes more for someone who is unarmed, and
untrained in combat, to do the same. Engineers put QUICK BUILD
their lives on the line for a living, whether by choice or You can make an engineer quickly by following these
acknowledging their plights as an occupational hazard. suggestions. First, make Intelligence your highest
Whether they come from an elite training academy or ability score. Your next-highest score should be
learned their talents surviving in the slums, they are no Constitution. Second, choose the scientist
strangers to danger and con ict. background.

67 CHAPTER 3 | CLASSES | ENGINEER

THE ENGINEER Tech Powers Tech Max Power Potent Modi cation
Known Points Level Aptitude Slots
Pro ciency 6 1st —
Level Bonus Features 7 2 1st d4 —
9 4 2nd d4 4
1 +2 Techcasting, Potent Aptitude 10 6 2nd d4 4
2 +2 Infuse Item (+1), Tool Expertise 12 8 3rd d4 5
3 +2 Engineering Discipline 13 10 3rd d6 5
4 +2 Ability Score Improvement 15 12 4th d6 5
5 +3 Quick Thinking 16 14 4th d6 5
6 +3 Discipline feature 18 16 5th d6 6
7 +3 — 19 18 5th d8 6
8 +3 Ability Score Improvement 21 20 6th d8 7
9 +4 — 22 22 6th d8 7
10 +4 Infuse Item (+2) 23 24 7th d8 8
11 +4 — 24 26 7th d10 8
12 +4 Ability Score Improvement 25 28 8th d10 8
13 +5 — 26 30 8th d10 8
14 +5 Discipline feature 27 32 9th d10 9
15 +5 Infuse Item (+3) 28 34 9th d12 9
16 +5 Ability Score Improvement 29 36 9th d12 9
17 +6 — 30 38 9th d12 9
18 +6 Discipline feature 40 d12
19 +6 Ability Score Improvement
20 +6 Tech Mastery

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As an engineer, you gain the following class features. the equipment granted by your background:

HIT POINTS (a) a simple vibroweapon or (b) a simple blaster and
Hit Dice: 1d8 per engineer level two power cells
Hit Points at 1st Level: 8 + your Constitution modi er (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Combat suit, a set of tinker's implements, a
vibrodagger, and a wristpad
modi er per engineer level after 1st
PROFICIENCIES VARIANT: STARTING WEALTH
Armor: Light armor In lieu of the equipment granted by your class and
Weapons: Simple blasters, simple vibroweapons background, you can elect to purchase your starting
Tools: Tinker's implements and one of your choice gear. If you do so, you receive no equipment from your
class and background, and instead roll for your starting
Saving Throws: Constitution, Intelligence wealth using the criteria below:
Skills: Choose three from Investigation, Lore, Medicine,

Nature, Piloting, and Technology

Class Funds
Engineer 6d4 x 100 cr

CHAPTER 3 | CLASSES | ENGINEER 68

TECHCASTING deciding to use the Potent Aptitude die, but must
decide before the GM says whether the roll succeeds
Beginning at 1st level, during your training you have or fails. Once the Potent Aptitude die is rolled, it is lost.
derived powers from schematics with the aid of your
wristpad. See chapter 10 for the general rules of A creature can have only one Potent Aptitude die at a
techcasting and chapter 12 for the tech powers list. time.

TECH POWERS KNOWN You can use this feature a number of times equal to
You learn 6 tech powers of your choice, and you learn your Intelligence modi er (a minimum of once). You
more at higher levels, as shown in the Tech Powers regain any expended uses when you nish a long rest.
Known column of the engineer table. You may not
learn a tech power of a level higher than your Max INFUSE ITEM
Power Level.
At 2nd level, you gain the ability to temporarily
TECH POINTS enhance a weapon or armor. At the end of a long rest,
You have a number of tech points equal to your you can touch one unenhanced object that is a suit of
engineer level x 2, as shown in the Tech Points column armor, a shield, or a simple or martial weapon. Until
of the engineer table, + your Intelligence modi er. You the end of your next long rest or until you die, the
use these tech points to cast tech powers. You regain object becomes an enhanced item, granting a +1
all expended tech points when you nish a short or bonus to AC if it's armor or a shield or a +1 bonus to
long rest. attack and damage rolls if it's a weapon.

MAX POWER LEVEL Once you've used this feature, you can't use it again
Many tech powers can be overcharged, consuming until you nish a long rest.
more tech points to create a greater e ect. You can
overcharge these powers to a maximum level, which This bonus increases to +2 at 10th level and +3 at
increases at higher levels, as shown in the Max Power 15th level.
Level column of the engineer table.
TOOL EXPERTISE
You may only cast tech powers at 6th, 7th, 8th, and
9th-level once. You regain the ability to do so after a Also at 2nd level, you gain expertise in any tool
long rest. pro ciencies you gain from this class.

TECHCASTING ABILITY ENGINEERING DISCIPLINE
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a power Starting at 3rd level, you begin to focus on a speci c
refers to your techcasting ability. Additionally, you use engineering discipline, which is detailed at the end of
your Intelligence modi er when setting the saving the class description. Your discipline grants you
throw DC for a tech power you cast and when making features at 3rd level and again at 6th, 14th, and 18th
an attack roll with one. level.

Tech save DC = 8 + your pro ciency bonus + ABILITY SCORE IMPROVEMENT
your Intelligence modi er
When you reach 4th level, and again at 8th, 12th, 16th,
Tech attack modifier = your pro ciency bonus + and 19th level, you can increase one ability score of
your Intelligence modi er your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can't increase an
TECHCASTING FOCUS ability score above 20 using this feature. Alternatively,
You use a wristpad (found in chapter 5) or your tool you can choose a feat (see Chapter 6 for a list of feats).
pro ciencies granted by this class as a tech focus for
your tech powers. QUICK THINKING

POTENT APTITUDE Beginning when you reach 5th level, you regain all of
your expended uses of Potent Aptitude when you
Also at 1st level, your technological experience lends
you an uncommon insight that you can use to bolster nish a short or long rest.
your allies. To do so, you use a bonus action on your
turn to choose one creature other than yourself within TECH MASTERY
60 feet of you who can hear you. That creature gains
one Potent Aptitude die, a d4. This die changes as you At 20th level, your mastery of technology is unrivaled.
gain engineer levels, as shown in the Potent Aptitude Your Constitution and Intelligence scores increase by 2.
column of the engineer table. Your maximum for those scores increases by 2.

Once within the next 10 minutes, the creature can Additionally, when you roll initiative and have no
roll the die and add the number rolled to one ability uses of Potent Aptitude left, you regain one use.
check, attack roll, or saving throw it makes. The
creature can wait until after it rolls the d20 before ENGINEERING DISCIPLINES

The wide range of tool applications gives birth to well
de ned distinctions between di erent engineering
disciplines. Each discipline focuses on maximizing the
personal use of a certain tool. Your discipline grants
you features at 3rd, 6th, 14th, and 18th level.

69 CHAPTER 3 | CLASSES | ENGINEER

ARMORMECH ENGINEERING MODIFIED ARMOR

Those engineers who choose the Armormech Also at 3rd level, you learn to modify one unenhanced
Engineering discipline focus on the ability to work with suit of armor or shield utilizing your armormech
hard metals and electronic shielding to construct and knowledge. Over the course of a long rest, you can
enhance all types of personal armor. modify one suit of armor or a shield. You must have
the armor or shield and armormech's implements in
BONUS PROFICIENCIES order to perform this modi cation.

When you choose this discipline at 3rd level, you gain Your modi ed armor or shield is enhanced, requires
pro ciency in armormech's implements, medium attunement, can only be used by you, and counts as a
armor, and heavy armor. Additionally, when you tech focus for your tech powers while you are attuned
engage in crafting with armormech's implements, the to it. Your modi ed armor has 4 modi cation slots, and
rate at which you craft doubles. it gains more at higher levels, as shown in the
Modi cation Slots column of the engineer table. For
each modi cation installed in excess of your
pro ciency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you can
replace or remove a number of modi cations up to
your Intelligence modi er (minimum of one).

Some modi cation e ects require saving throws.
When you use such an e ect from this class, the DC
equals your tech save DC.

At 9th level, you can maintain both a modi ed suit of
armor and shield. Each modi ed item has modi cation
slots as shown in the Modi cation Slots column of the
engineer table.

DAMAGE ABSORPTION

Lastly at 3rd level, when you take damage, you can use
your reaction and expend one use of your Potent
Aptitude to absorb some of that damage. When you do
so, the damage you take from the attack is reduced by
the amount rolled on the die + your Intelligence
modi er (minimum of one).

EXTRA ATTACK

Beginning at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your
turn. You must be wearing your modi ed armor or
wielding your modi ed shield to gain this bene t.

ARMORMECH'S CELERITY

At 14th level, when you take the Attack action or use
your action to a cast a tech power of 1st-level or
higher, you can make one weapon attack as a bonus
action.

You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a long
rest.

SUIT RELIABILITY

Starting at 18th level, your suit is like a second
  skin. Whenever you make an ability check or
saving throw that uses Strength, Dexterity,
  or Constitution, you can treat a d20 roll
of 9 or lower as a 10. You must be
wearing your modi ed armor or
wielding your modi ed shield to gain
this bene t.

CHAPTER 3 | CLASSES | ENGINEER 70

ARMORMECH MODIFICATIONS its normal weight. As an action you can don or do the
armor, allowing it to transform as needed.
If a modi cation has prerequisites, you must meet
them to install it. You can install the modi cation at the DARKVISION VISOR
same time that you meet its prerequisites. Prerequisite: Armor
While wearing your modi ed armor, you have
ABSORPTION SHIELD darkvision to a range of 60 feet. If you already have
Prerequisite: Physical Shield darkvision, this modi cation increases its range by 30
You modify your physical shield to block incoming feet.
damage. As a bonus action you can activate this ability
and gain temporary hit points equal to 1d4 + ENHANCED ENDURANCE
Intelligence modi er, which last for one hour. Prerequisite: Armor
When you are reduced to 0 hit points while wearing
You can use this feature a number of times equal to your modi ed armor but not killed outright, you can
your Intelligence modi er (a minimum of once). You drop to 1 hit point instead. You can't use this feature
regain any expended uses when you nish a long rest. again until you nish a long rest.

ACCELERATED MOVEMENT ELECTROSHOCK SHIELD
Prerequisite: Armor Prerequisite: Shield Generator
You reduce the weight of your modi ed armor's bulk You install electroshockers in your shield generator.
and increase the power to joints. If the armor has a Whenever an enemy misses you with a melee attack,
Strength requirement, you ignore it. The modi ed you can use your reaction to do 1d4 + your Intelligence
armor's weight is reduced by 15 lbs. While wearing modi er lightning damage to the attacker.
your modi ed armor your speed increases by 10 feet.
This applies to all movement speeds you have while FLIGHT
wearing your armor. Prerequisite: 9th level, Armor
You integrate a propulsion system into your modi ed
ADAPTABLE ARMOR armor. While wearing your modi ed armor you have
Prerequisite: Armor an enhanced ying speed of 30 feet.
You integrate deployable hooks and ns into your
armor, augmenting its mobility. While wearing your GRAPPLING HARPOON
modi ed armor, you gain a climbing speed equal to Prerequisite: Armor
your walking speed, and you can move up, down, and Your modi ed armor gains an integrated grappling
across vertical surfaces and upside down along harpoon set into your gauntlet. With this harpoon, you
ceilings, while leaving your hands free. Additionally, can make a ranged weapon attack with a range of
you gain a swim speed equal to your walking speed. 30/60. On a hit, it deals 1d6 kinetic damage. This attack
can target a surface, object, or creature.
ADVANCED POWER FIST
Prerequisite: 11th level, Armor A creature struck by this attack is impaled by the
Prerequisite: Prototype Power Fist harpoon. As an action, a creature can attempt to
You further modify your modi ed armor's gauntlet remove the harpoon. Removing the harpoon requires
with increased reinforcement and weight. Your a Strength check. While the harpoon is stuck in the
modi ed armor's unarmed strike deals 1d8 kinetic target, you are connected to the target by a 60 foot
damage. Additionally, your critical hit range with your cable.
unarmed strikes increases by 1.
While the harpoon is deployed, you can use your
ARTIFICIALLY INTELLIGENT bonus action to activate the reel, pulling yourself to the
Prerequisite: 9th level, Armor location if the target is larger than you. A creature or
You install an arti cial intelligence into your modi ed object your size or smaller is pulled to you.
armor. While wearing your modi ed armor, when you Alternatively, you can opt to release the cable (no
make an ability check, your armor's arti cial action required).
intelligence can take the Help action.
Once you've used this feature, you can't use it again
You can use this feature a number of times equal to until you recover and reinsert the harpoon as an
your Intelligence modi er (a minimum of once). You action.
regain all expended uses when you complete a long
rest. HEAVY SUIT
Prerequisite: 5th level, Armor
BONDED PLATES You enhance your suit, making it di cult to move. As a
Prerequisite: 5th level bonus action, you can anchor your feet to the ground.
You gain a +1 bonus to AC against melee attacks. This While anchored, your speed is 0, you have advantage
bonus increases to +2 at 9th level and +3 at 13th level. on Strength checks and Strength saving throws, and
your carrying capacity and the weight you can push,
COLLAPSIBLE SUIT drag, or lift doubles. If it would already double, it
Prerequisite: 5th level, Armor instead triples.
Your modi ed armor can collapse into a case for easy
storage. When transformed this way the armor is
indistinguishable from a normal case and weighs 1/3

71 CHAPTER 3 | CLASSES | ENGINEER

INFILTRATION SUIT SEALED SUIT
Prerequisite: Armor Prerequisite: 5th level, Armor
You install a cloaking device in your modi ed armor. As a bonus action you can hermetically seal your
This device has 2 charges. As an action you can use 1 modi ed armor, giving you an air supply for up to 1
charge to cast in ltrate targeting yourself. hour and making you immune to poison (but not
curing you of existing poisoned conditions). Your
The cloaking device regains all expended charges armor regains 1 minute of air for every minute that you
after a long rest. are not submerged and the armor is not sealed.

MAGNETIZED SHIELD Additionally, while you are wearing your modi ed
Prerequisite: Physical Shield armor you are considered adapted to cold and hot
You modify your physical shield such that when a climates as well as high altitude, as described in
melee weapon attack misses you by an amount less chapter 5 of the Dungeon Master's Guide.
than or equal to your bonus to AC from your shield, the
attacking creature must make a Strength check against SENTIENT ARMOR
your tech save DC. On a failed save, the creature's Prerequisite: 13th level
weapon adheres to the shield. As an action, a creature Prerequisite: Arti cially Intelligent
can repeat this check. On a success, the weapon is Your arti cial intelligence has learned to control the
freed. suit without you being in it. It is now a valid target of
the tracker droid interface tech power.
OVERLOAD SHIELD
Prerequisite: Shield Generator While your armor is acting independently, it uses
You modify your shield generator to overload. As an your ability scores, saving throws, and skills, and it has
action you can overload your shield. Each Large or hit points equal to your engineer level. If reduced to 0
smaller creature within 5 feet of you must make a hit points, it falls directly to the ground, and it can not
Dexterity or Strength saving throw (their choice) be equipped again until you nish a long rest.
against your tech save DC. On a failed save, they are
pushed back 5 feet and knocked prone. SHIELD AMPLIFIER
Prerequisite: Shield Generator
You can use this feature a number of times equal to You modify your shield generator to project outward.
your Intelligence modi er (a minimum of once). You As a bonus action you can amplify your shield until the
regain any expended uses when you nish a long rest. start of your next turn. Each creature within 5 feet of
you gains a bonus to AC equal to your shield's bonus.
POWER FIST
Prerequisite: Armor You can use this feature a number of times equal to
You modify your modi ed armor gauntlet with your Intelligence modi er (a minimum of once). You
increased reinforcement and weight. Your modi ed regain any expended uses when you nish a long rest.
armor's unarmed strike deals 1d4 kinetic damage.
SHIELD ANCHOR
Additionally, when you take the Attack action and Prerequisite: Physical Shield
make an unarmed attack, you can make an additional You modify your shield to be used as a portable source
unarmed attack as a bonus action. of cover. As an action, you can anchor or recover the
shield. While anchored, you gain no bene t from a
PROTOTYPE POWER FIST shield, and it does not require the use of a hand.
Prerequisite: 5th level, Armor Instead, while anchored, a light shield provides one-
Prerequisite: Power Fist quarter cover, a medium shield provides half cover,
You further modify your modi ed armor gauntlet with and a large shield provides three-quarters cover.
increased reinforcement and weight. Your modi ed
armor's unarmed strike deals 1d6 kinetic damage and TECH BLAST
has the following property. Prerequisite: Armor
You modify your modi ed armor gauntlet with a
If you or your target move at least 10 feet in a blaster weapon with which you are pro cient. The
straight line immediately before making an unarmed weapon uses your Intelligence modi er for its attack
attack, the rst unarmed attack you make deals and damage rolls, and deals 1d8 energy damage on a
additional damage equal to your Intelligence modi er. hit. It has a normal range of 30 feet and a long range of
120 feet.
REINFORCED UNDERLAY
Prerequisite: 5th level WEAPON INTEGRATION ARMORING
You gain a +1 bonus to AC against ranged attacks. This Prerequisite: Armor
bonus increases to +2 at 9th level and +3 at 13th level. You can integrate a single weapon that weighs no more
than 8 lb. into your armor. While integrated, that
RESISTANCE weapon gains the hidden property. Additionally, you
Prerequisite: Armor have advantage on Strength saving throws to avoid
You tune your modi ed armor against certain forms of being disarmed.
damage. Choose acid, cold, re, ion, lightning, or sonic
damage. While wearing your modi ed armor you have
resistance to that type of damage.

You can select this modi cation multiple times. Each
time you do so, you must choose a di erent damage
type.

CHAPTER 3 | CLASSES | ENGINEER 72

ARMSTECH ENGINEERING TARGETING MATRIX

Those engineers who choose the Armstech At 14th level, when you cast a tech power that allows
Engineeering discipline focus on the skill of you to force creatures in an area to make a saving
constructing and modifying blasters and throw, you can instead make an attack roll with your
vibroweapons. modi ed weapon against a single target that would be
in the range of the power. On a hit, the target su ers
BONUS PROFICIENCIES the e ects as though they failed their saving throw. If
the power would a ect more than one creature, it
When you choose this discipline at 3rd level, you gain instead a ects only one.
pro ciency in armstech's implements, medium armor,
martial blasters, and martial vibroweapons. You can use this feature a number of times equal to
Additionally, when you engage in crafting with your Intelligence modi er (a minimum of once). You
armstech's implements, the rate at which you craft regain any expended uses when you nish a long rest.
doubles.
ARMSTECH'S SALVO
MODIFIED WEAPONRY
Starting at 18th level, when you use your Targeting
Also at 3rd level, you learn to modify one unenhanced Matrix feature, and the tech power would a ect more
weapon with which you are pro cient utilizing your than one creature, you can instead attack each
armstech experience. Over the course of a long rest, a ected creature that would be in the range of the
you can modify the weapon. You must have the power. Make a separate attack roll for each target. On
weapon and armstech's implements in order to a hit, each target su ers the e ects as though they
perform this modi cation. failed their saving throw.

Your modi ed weapon is enhanced, requires
attunement, can only be used by you, and counts as a
tech focus for your tech powers while you are attuned
to it. Your modi ed weapon has 4 modi cation slots,
and it gains more at higher levels, as shown in the
Modi cation Slots column of the engineer table. For
each modi cation installed in excess of your
pro ciency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you
can replace or remove a number of modi cations
up to your Intelligence modi er (minimum of one).

Some modi cation e ects require saving throws.
When you use such an e ect from this class, the
DC equals your tech save DC.

At 9th level, you can maintain two modi ed
weapons. Each modi ed weapon has modi cation
slots as shown in the Modi cation Slots column of
the engineer table.

CLOSE CALL

Lastly at 3rd level, when you make an attack roll with
your modi ed weapon and miss, you can expend one
use of your Potent Aptitude to attempt to turn that
miss into a hit. Roll the die and add it to the attack roll.

ARMSTECH'S STRIKE

Beginning at 6th level, once per round, when you deal
damage to a creature with your modi ed weapon, you
can increase the damage by 1d6. The damage is of the
same type as the weapon's damage.

The damage increases to 2d6 at 11th level and 3d6 at
17th level.

73 CHAPTER 3 | CLASSES | ENGINEER

ARMSTECH MODIFICATIONS FLASHLIGHT
You a x a targeted light to your weapon. As a bonus
If a modi cation has prerequisites, you must meet action, you can toggle the light on or o . While on, your
them to install it. You can install the modi cation at the weapon sheds bright light in a 60-foot cone.
same time that you meet its prerequisites.
HARPOON REEL
ACCURACY FOCUS You install a secondary remode that launches a
Prerequisite: 5th level, Blaster harpoon attached to a tightly coiled cord. With this
You gain a +1 bonus to attack rolls made with this harpoon, you can make a ranged weapon attack with a
weapon. This bonus increases to +2 at 9th level and +3 range of 30/60. On a hit, it deals 1d6 kinetic damage.
at 13th level. This attack can target a surface, object, or creature.

AMPLIFYING BARREL A creature struck by this attack is impaled by the
Prerequisite: 5th level, Blaster harpoon. As an action, a creature can attempt to
You gain a +1 bonus to damage rolls made with this remove the harpoon. Removing the harpoon requires
weapon. This bonus increases to +2 at 9th level and +3 a Strength check. While the harpoon is stuck in the
at 13th level. target, you are connected to the target by a 60 foot
cable.
BAYONET
Prerequisite: Blaster While connected in this manner, you can use your
You a x a short blade to the barrel of your modi ed bonus action to activate the reel, pulling yourself to the
blaster weapon, allowing you to make a melee weapon location if the target is your size or larger. A creature or
attack with it. The blade is a melee weapon with the object smaller than you is pulled to you. Alternatively,
you can opt to release the cable (no action required).
nesse property that you are pro cient with, and deals
1d6 kinetic damage. Once you've used this feature, you can't use it again
until you recover and reinsert the harpoon as an
BURST CORE action.
Prerequisite: Blaster
Your weapon gains the burst property, with a burst IMBUE WEAPON
number equal to its reload number. Prerequisite: 9th level
You modify your weapon to carry a charge. Over the
BOOMING STRIKES course of a short rest, you can cast an at-will tech
Prerequisite: 5th level power, channeling it into your weapon. The next time
You pack extra power into your modi ed weapon. you hit with your weapon, the stored power is
Once per turn, when you hit with the weapon, you can released. If the power would require an attack roll,
deal an additional 1d6 damage. If you do so, the make a tech attack roll. If the power would require a
weapon makes a loud boom which can be heard 100 saving throw, the target must make the saving throw
feet away. If you are hidden, Intelligence (Investigation) as normal. On a hit, or a failure, the target su ers the
and Wisdom (Perception) checks made to locate you power's normal e ects.
that rely on sound have advantage.
IMPROVED BURST CORE
CELERITY OSCILLATOR Prerequisite: 9th level
Once per turn, when you deal damage with your Prerequisite: Burst Core
modi ed weapon, your walking speed increases by 10 Your weapon's burst number is reduced to half its
feet until the start of your next turn, and the damaged reload number.
creature can't make opportunity attacks against you
for the rest of your turn. INTEGRATED MAGAZINE
Prerequisite: Expanded Magazine
COLLAPSIBLE FRAME Your modi ed weapon can be more e ciently
Prerequisite: Vibroweapon reloaded. You can reload your modi ed weapon twice
You install an expandable hilt on your modi ed without using an action. You can't use this feature
weapon. Your modi ed weapon gains the reach again until you reload the weapon with an action.
property.
JAGGED OSCILLATOR
CONTOURED GRIP Prerequisite: Vibroweapon
Prerequisite: 5th level, Vibroweapon When you critically hit with the weapon, you deal an
You gain a +1 bonus to attack rolls made with this additional 1d8 kinetic damage.
weapon. This bonus increases to +2 at 9th level and +3
at 13th level. KEEN OSCILLATOR
Prerequisite: 5th level
EXPANDED MAGAZINE Prerequisite: Jagged Oscillator
Prerequisite: Blaster Your weapon's critical hit range increases by 1.
Your modi ed weapon can be more e ciently
reloaded. You can reload your modi ed weapon once
without using an action. You can't use this feature
again until you reload the weapon with an action.

CHAPTER 3 | CLASSES | ENGINEER 74

NEUTRONIUM EDGE requires an attack roll, you have advantage. If the
Prerequisite: 5th level, Vibroweapon target requires a saving throw, the target has
You gain a +1 bonus to damage rolls made with this disadvantage.
weapon. This bonus increases to +2 at 9th level and +3
at 13th level. Once you've used this feature, you can't use it again
until you recover the harpoon.
OVERCHARGE WEAPON
Prerequisite: 11th level SHOCKING OSCILLATOR
Prerequisite: Booming Strikes Prerequisite: 9th level, Vibroweapon
You gain the ability to channel your tech power to When you hit with the weapon, you can create an
enhance your weapon's damage. You can expend one electronic burst. Each creature in a 15-foot cone
tech slot to deal additional damage to the target. The centered on the creature you hit must make a
extra damage is 1d6 for a 1st-level tech slot, plus 1d6 Dexterity saving throw against your tech save DC,
for each slot level higher than 1st, to a maximum of taking 1d8 lightning damage on a failed save or half as
5d6. The damage is the same type as the weapon much on a successful one.
damage. If you also use your Booming Strikes with an
attack, you add this damage to the extra damage of Once you've used this feature, you must complete a
your Booming Strikes. long rest before you can use it again.

POWER LOOP SNAP FIRE
Prerequisite: 9th level Prerequisite: 9th level, Blaster
When you hit with the weapon, you can choose You modify your modi ed blaster weapon for quick
channel the energy generated, gaining temporary hit shots. You can use your reaction to take a opportunity
points equal to half the damage dealt. attack with your modi ed weapon if an enemy comes
within 10 feet of you. You have disadvantage on this
Once you've used this feature, you must complete a attack.
long rest before you can use it again.
STABILIZER CELL
RECOIL DAMPENER Prerequisite: Vibroweapon with the dexterity property
Prerequisite: Blaster with the strength property You install a stabilizer cell in your modi ed
You install a recoil dampener in your modi ed blaster, vibroweapon, removing the dexterity property from it.
removing the strength property from it.
STAGGERING OSCILLATOR
RETURNING WEAPON GUARD Prerequisite: Vibroweapon
Prerequisite: Vibroweapon When you hit with the weapon, you can force the
You install a retractible chain in your modi ed target to make a Strength saving throw. On a failed
vibroweapon. If the weapon does not already have the save, the creature is pushed back 10 feet and knocked
thrown property, it gains it with a range of 20/60. prone.
Additionally, it gains the returning property.
Once you've used this feature, you must complete a
SCREENING WEAPON short or long rest before you can use it again.
You modify your modi ed weapon with a sound
dampening module. When you make a weapon attack TRACKER
with your weapon while hidden, Investigation and Prerequisite: 5th level
Perception checks made to locate you that rely on You add a tracking mechanism to your modi ed
sound have disadvantage. weapon. The tracker has 3 charges. As an action you
can use 1 charge to cast target lock. As an action you
SHOCK ABSORBER can use 2 charges to cast detect invisibility.
You add a reclamation device to your modi ed weapon
to gather energy from the surroundings when it is The tracker regains all expended charges after a long
present. While wielding your modi ed weapon, you can rest.
cast the absorb energy tech power and the power's
extra damage applies to both melee and ranged TRUELIGHT
weapon attacks. Prerequisite: 11th level
Prerequisite: Flashlight
SIEGE WEAPON When toggled on, your ashlight now automatically
You modify your weapon to be more e ective against dispels illusions and can detect invisibility, as with
barriers. Your weapon deals double damage against truesight.
structures.
VENOMOUS OSCILLATOR
SHOCKING HARPOON Prerequisite: 9th level, Vibroweapon
Prerequisite: 9th level As a bonus action, you can coat your weapon in a thin
Prerequisite: Harpoon Reel layer of poison for 1 minute. The next time you hit with
After hitting a creature with the harpoon re mode, the weapon, the creature must make a Constitution
you can use the connection to deliver an at-will tech saving throw against your tech save DC. On a failed
power. As a bonus action, you can cast an at-will tech save, a creature takes 1d10 poison damage and
power at the target with a range of touch. If the power becomes poisoned for 1 minute.

75 CHAPTER 3 | CLASSES | ENGINEER Once you've used this feature, you must complete a
long rest before you can use it again.

GADGETEER ENGINEERING Some modi cation e ects require saving throws.
When you use such an e ect from this class, the DC
Those engineers who choose the Gadgeteer discipline equals your tech save DC.
focus on the ability to craft reusable consumables and
items that augment and complement their techcasting PROJECTED BARRIER
abilities.
Lastly at 3rd level, as a bonus action while wearing
BONUS PROFICIENCIES your gadgeteer harness, you can expend a use of your
Potent Aptitude to project a barrier on a friendly
When you choose this discipline at 3rd level, you gain creature you can see within 30 feet. A creature can only
pro ciency in gadgeteer's implements. Additionally, have one barrier active at a time.
when you engage in crafting with gadgeteer's
implements, the rate at which you craft doubles. ENVIRONMENTAL BARRIER
You project an environmental barrier that lasts until
GADGETEER HARNESS the end of your next short or long rest. The barrier has
a number of hit points equal to the amount rolled on
Also at 3rd level, you learn to create and modify your Potent Aptitude die + your engineer level.
adventuring gear utilizing your gadgeteer experience. Whenever a creature with this barrier takes damage
Over the course of a long rest, you can create your (one of acid, cold, re, force, lightning, necrotic, poison,
modi ed gadgeteer harness. You must have psychic, or sonic, chosen by you when you activate the
gadgeteer's implements in order to perform this e ect), the barrier takes the damage instead. If this
modi cation. damage reduces the barrier to 0 hit points, the
creature take any remaining damage.
Your gadgeteer harness is enhanced, requires
attunement, can only be used by you, and counts as a PHYSICAL BARRIER
tech focus for your tech powers while you are attuned You project a physical barrier that lasts until the end of
to it. Your gadgeteer harness has 4 modi cation slots your next short or long rest. The barrier has a number
to which you can a x gadgets, and it gains more at of hit points equal to the amount rolled on your Potent
higher levels, as shown in the Modi cation Slots Aptitude die + half your engineer level (rounded down).
column of the engineer class table. For each Whenever a creature with this barrier takes damage
modi cation installed in excess of your pro ciency (one of energy, ion, or kinetic, chosen by you when you
bonus, your tech point maximum is reduced by 1. Over activate the e ect), the barrier takes the damage
the course of a long rest, you can replace or remove a instead. If this damage reduces the barrier to 0 hit
number of modi cations up to your Intelligence points, the creature take any remaining damage.
modi er (minimum of one).
VERSATILE DIRECTION

Beginning at 6th level, you can take a second bonus
action on each of your turns.

You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You
regain all expended uses when you nish a long rest.

REINFORCED BARRIERS

At 14th level, when you cast a tech power while you
have a barrier active, you can restore hit points to the
barrier, provided it is within 30 feet of you. You restore
a number of hit points equal to twice the power's level,
or 1 hit point for an at-will power. This can't increase a
barrier's hit points above its initial hit points. If you
have multiple barriers active, you can divide these hit
points between them as you see t.

ADAPTIVE BARRIER

Starting at 18th level, when a creature who has one of
your barriers within 30 feet of you that you can see
takes damage, and that damage is of a type that could
be a ected by that barrier, you can use your reaction
to grant them resistance to the triggering damage. If
that damage is the same type as the barrier's chosen
damage, you instead grant them immunity. Whether
resistance or immunity, the barrier immediately drops
to 0 hit points.

CHAPTER 3 | CLASSES | ENGINEER 76

GADGETEER CONTRAPTIONS INTEGRATED TARGETER
Prerequisite: 5th level
If a modi cation has prerequisites, you must meet While using your harness as a tech focus, you gain a +1
them to install it. You can install the modi cation at the bonus to tech attack rolls. This bonus increases to +2 at
same time that you meet its prerequisites. 9th level and +3 at 13th level.

ADVANCED GROUNDING SYSTEM INTELLIGENCE CORE OVERRIDE
Prerequisite: 13th level Prerequisite: 9th level
Prerequisite: Prototype Grounding System You can cast the override interface tech power at 5th
While wearing your gadgeteer harness you have level without spending tech points.
immunity to lightning damage.
Once you've used this feature, you must complete a
AUTO-INJECTION REGENERATOR long rest before you can use it again.
Prerequisite: 5th level
You install a special kolto injector into your gadgeteer JET PACK
harness that can inject you with kolto in response to You integrate a jet pack into your gadgeteer harness to
pain. When you take damage, you can use your grant you temporary, limited ight. Activating or
reaction and expend a Hit Die to regain health as long deactivating the jets requires a bonus action and, while
as the damage would not reduce your hit points to 0. active, you have a ying speed of 30 feet.

AUTOTHRUSTERS The jet pack last for 1 minute before deactivating.
Prerequisite: Jet Pack Once the jets have been activated, they can't be
You can take the Dash and Disengage actions as a activated again until you nish a short or long rest.
bonus action while your jet pack is active.
Your jet pack's speed increases to 40 feet at 5th level,
CLIMBING GLOVES 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th
You craft a set of gloves with a powerful assisted grip. level, and 80 feet at 20th level.
While wearing these gloves, you have a climbing speed
of 20 feet, and you have advantage on Strength saving MECHANICAL ARM
throws and Strength (Athletics) checks that involve You create a mechanical arm which mounts to your
climbing. shoulder, which you can use independently. You can
only gain the bene t of items held by two of your arms
DARKVISION GOGGLES at any given time.
You craft a pair of sight-enhancing goggles. While
wearing these goggles, you have darkvision to a range You can choose this modi cation twice.
of 60 feet. If you already have darkvision, this
modi cation increases its range by 30 feet. MIMICKER
Prerequisite: 9th level
EXTENDED TANK You create a device that attaches to your gadgeteer
Prerequisite: 5th level harness. Your mimicker casts a shadow that makes you
Prerequisite: Jet Pack appear to be standing in a place near your actual
Your jet pack now lasts up to 10 minutes when location, causing any creature to have disadvantage on
activated. attack rolls against you. If you take damage, the
property ceases to function for 1 minute. Your
FLAME VENTS mimicker is suppressed while you are incapacitated,
Prerequisite: 9th level restrained, or otherwise unable to move.
Prerequisite: Jet Pack
You learn the ame sweep tech power and can cast it MINIATURIZED HYDRAULICS
at rst level without using tech points. Once you have Your gadgeteer harness can store 20 pounds of
used this ability, you cannot use it again until you nish equipment without adding to your encumbrance.
a short or long rest.
OIL SPILL
Additionally, while your jet pack is active, you can As an action, you can cast the oil slick tech power
cast ame sweep using your bonus action instead of without expending tech points. Casting the power in
your action. this way does not require concentration, and the oil
will remain in place for the full duration of the power.
GROUNDING SYSTEM
While wearing your gadgeteer harness you are Once you've used this feature, you must complete a
immune to the shocked condition. short or long rest before you can use it again.

INTEGRATED INHIBITOR POWERED GRAPPLING HOOK
Prerequisite: 5th level Prerequisite: 9th level
While using your harness as a tech focus, you gain a +1 Prerequisite: Wrist-Mounted Grappling Hook
bonus to your tech save DC. This bonus increases to +2 While your wrist-mounted grappling hook is deployed,
at 9th level and +3 at 13th level. when you cast a tech power with a range of touch, your
hook can deliver the power as if it had cast it.

77 CHAPTER 3 | CLASSES | ENGINEER

PROTOTYPE GROUNDING SYSTEM STEALTH FIELD GENERATOR
Prerequisite: 9th level Prerequisite: 9th level
Prerequisite: Grounding System You create an augmented belt that functions as a
While wearing your gadgeteer harness you have portable, personal cloaking device. Activating or
resistance to lightning damage. deactivating the generator requires a bonus action
and, while active, you have advantage on Dexterity
QUICK START ENGINE (Stealth) ability checks that rely on sight. The generator
Prerequisite: 5th level lasts for 1 minute. This e ect ends early if you make an
Prerequisite: Jet Pack attack or cast a force- or tech- power.
You can now activate your Jet Pack as an object
interaction rather than as a bonus action. Once the belt has been activated, it can't be activated
again until you nish a short or long rest.
RECYCLED ADRENALS
You can augment a single adrenal to regain its charge. SHOCKING BARRIER
This adrenal can only be used by you, and it can only Prerequisite: 5th level
a ect you. Once you've used this adrenal, you can't use You enhanced your barriers. Whenever a creature with
it again until you nish a short or long rest. one of your barriers active takes damage from a
creature within 5 feet of it, the damaged creature can
RECYCLED EXPLOSIVES roll your Potent Aptitude die, dealing the result of the
You can augment a single explosive to regain its die as lightning damage to the creature that damaged
charge. This explosive can only be used by you, and it it.
uses your tech save DC instead of its own, unless its
own DC would be higher. Once you've used this TRUESIGHT GOGGLES
explosive, you can't use it again until you nish a short Prerequisite: 11th level
or long rest. Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to
RECYCLED STIMPACS brie y gain enhanced sight. As a bonus action, you can
You can augment a single stimpac to regain its charge. activate the truesight feature of your goggles. When
This stimpac can only be used by you, and it can only toggled on, for the next minute your goggles now
a ect you. Once you've used this stimpac, you can't automatically dispel illusions and can detect invisibility,
use it again until you nish a short or long rest. as with truesight.

SENTRY TURRET Once you've used this feature, you must complete a
You learn how to craft small sentry turrets shaped like short or long rest before you can use it again.
globes that can adhere to any surface. As an action or
bonus action (your choice), you can throw a sentry to a WEAPON INTEGRATION
point you can see within range (30 feet + your Strength You can integrate a single weapon that weighs no more
modi er x 5). At the end of each of your turns, a than 8 lb. into your gadgeteer harness. While
deployed sentry automatically targets a hostile integrated, that weapon gains the hidden and xed
creature within 10 feet of it. If multiple targets are properties.
available, one is chosen at random. The target must
make a Dexterity saving throw. On a failed save, it WRIST-MOUNTED GRAPPLING HOOK
takes 1d4 energy damage and gains 1 slowed level You craft a wrist-mounted grappling hook weapon
until the end of your next turn. If a creature would be attached to a tightly coiled cord. With this contraption,
targeted by more than one of these sentries, it only you can make a ranged weapon attack with a range of
makes this saving throw once, taking an additional d4 30/60. On a hit, it deals 1d4 kinetic damage. This attack
damage for each sentry beyond the rst. can target a surface, object, or creature.

The sentries have 1 hit point, an armor class of 10, A creature struck by this attack is impaled by the
and can be repaired over the course of a long rest. hook. As an action, a creature can attempt to remove
Each sentry lasts for 1 minute before deactivating. You the hook. Removing the hook requires a Strength
can maintain a number of sentries equal to your check. While the hook is stuck in the target, you are
Intelligence modi er. Once a sentry has been activated, connected to the target by a 60 foot cable.
it can't be activated again until you nish a short or
long rest. While the hook is deployed, you can use your bonus
action to activate the reel, pulling yourself to the
SHOCKING HOOK location if the target is your size or larger. A creature or
Prerequisite: 9th level object smaller than you is pulled to you. Alternatively,
Prerequisite: Wrist-Mounted Grappling Hook you can opt to release the cable (no action required).
After hitting a creature with your grappling hook, you
can use the connection to deliver an at-will tech power. Once you've used this feature, you can't use it again
As a bonus action, you can cast an at-will tech power at until you recover and reinsert the hook as an action.
the target with a range of touch. If the power requires
an attack roll, you have advantage. If the target
requires a saving throw, the target has disadvantage.

Once you've used this feature, you can't use it again
until you recover the harpoon.

CHAPTER 3 | CLASSES | ENGINEER 78

UNSTABLE ENGINEERING This damage increases when you reach certain levels
in this class, increasing to 2d6 at 5th level, 3d6 at 11th
Those engineers who choose the Unstable Engineering level, and 4d6 at 17th level.
discipline create and use untested combinations,
resulting in powerful—and often unpredictable— CREATIVE DESTRUCTION
e ects.
Beginning at 6th level, you can add your governing
BONUS PROFICIENCIES ability modi er (minimum of +1) to any damage you
deal with tech powers and class features that don't
When you choose this discipline at 3rd level, you gain already include that modi er. If the tech power or class
pro ciency in a set of implements of your choice. feature would damage multiple creatures, you can only
Additionally, when you engage in crafting with tinker's deal this additional damage to one of them.
implements, the rate at which you craft doubles.
If you choose to deal this additional damage, your
MODIFIED TINKERCANNON GM can have you roll on the Unstable Engineering
Surge table.
Also at 3rd level, you learn to enhance your tinker's
implements with unstable science, modifying them into EXPERIMENTAL OVERRIDES
a harness with a cannon. Over the course of a long
rest, you can modify your tinker's implements to create At 14th level, you gain a modicum of control over your
a tinkercannon. You must have tinker's implements in surges. Whenever you roll on the Unstable Engineering
order to perform this modi cation. Surge table and use one of your overrides, you can
choose either total.
Whenever you cast a tech power of 1st level or
higher while wielding your tinkercannon, you risk ENGINEERING BOMBARDMENT
unexpected complications. Your GM can have you roll a
d20. If you roll a 1, roll on the Unstable Engineering Starting at 18th level, the harmful energies of your tech
Surge table to create a random e ect. powers and class features intensify. When you roll
damage for a tech power or class feature and roll the
Additionally, your tinkercannon come equipped with highest number possible on any of the dice, you can
four overrides, and they gain more at higher levels, as roll it again and use both results. You can only use this
shown in the Modi cation Slots column of the engineer ability once per tech power or class feature.
table. Each time you trigger an Unstable Engineering
Surge, you can use an override to reroll the percentile
dice. You must use the new result, you can only do this
once per surge, and each time you do so in
excess of your pro ciency bonus (resetting
on a long rest) your maximum tech points
is reduced by 1 until you complete a long
rest. You regain all expended overrides
when you complete a long rest.

UNSTABLE VOLLEY

Lastly at 3rd level, while
wielding your tinkercannon,
as a bonus action you can
expend one use of your Potent
Aptitude to launch a volley of
unstable energy at a surface
located within 30 feet of you
that you can see. This energy
adheres to the surface for 1
minute, after which it erupts.
As a part of this bonus
action, or as a bonus
action on a following
turn, you can cause the
energy to erupt early.
Each creature within
5 feet of it must make a
Dexterity saving throw
against your tech save DC.
A creature takes 1d6 lightning damage on a
failed save, or half as much on a successful
one.

The range at which you can launch
your volley increases to 60 feet at 9th
level, and 120 feet at 17th level.

79 CHAPTER 3 | CLASSES | ENGINEER

UNSTABLE ENGINEERING SURGE

d100 Result d100 Result

 01- Roll on this table at the start of each of your turns for 1  51- A shimmering energy barrier grants you a +2 bonus to
 02 minute, ignoring this result on subsequent rolls.  52 AC for 1 minute.

 03- For the next minute, you can see any invisible creature  53- You are immune to being intoxicated by alcohol for the
 04 if you have line of sight to it.  54 next 5d6 days.

 05- A DRK-1 tracker droid appears with 5 feet of you, then  55- Your hair falls out but grows back within 24 hours. If
 06 disappears 1 minute later.  56 you don't have hair, you instead grow it for 24 hours.

 07- You cast explosion at 3rd-level centered on yourself  57- For 1 minute, any ammable object not worn or
 08 without expending tech points.  58 carried you touch bursts into ame.

 09- You cast homing rockets at 5th-level without  59- You regain tech points equal to your Intelligence
 10 expending tech points.  60 modi er (minimum of one).

 11- Roll a d10. Your height changes by a number of inches  61- For the next minute, you shout whenever you speak.
 12 equal to the roll: if odd, you shrink; if even, you grow.  62

 13- You fall asleep standing for 1 minute or until you take  63- You cast smoke cloud centered on yourself without
 14 damage.  64 expending tech points.

 15- For the next minute, you regain 5 hit points at the start  65- Up to three creatures you choose within 30 feet of you
 16 of each of your turns  66 take 4d10 lightning damage.

 17- You grow a long beard made of feathers that remains  67- You are frightened by the nearest creature until the
 18 until you sneeze.  68 end of your next turn.

 19- You cast oil slick centered on yourself without  69- Each creature within 30 feet of you becomes invisible
 20 expending tech points.  70 for 1 minute, or until it attacks or casts a power.

 21- Creatures have disadvantage on the rst saving throw  71- You gain resistance to all damage for the next minute.
 22 they make against you in the next minute.  72

 23- Your skin turns a vibrant shade of blue. Any e ect that  73- A random creature within 60 feet of you becomes
 24 ends a curse ends this.  74 poisoned for 1d4 hours.

 25- You grow an extra eye, granting advantage on Wisdom  75- You emit bright light in a 30-foot radius for 1 minute.
 26 (Perception) checks that rely on sight for 1 minute.  76

 27- For the next minute, all your tech powers with a casting  77- Each creature within 30 feet of you except you gains
 28 time of 1 action have a casting time of 1 bonus action.  78 the bene ts of mirror image for 1 minute.

 29- You teleport up to 60 feet to an unoccupied space of  79- Illusory butter ies and ower petals utter in the air
 30 your choice that you can see.  80 within 10 feet of you for the next minute.

 31- You take 2d10 lightning damage and are shocked for 1  81- You can take one additional action immediately.
 32 minute.  82

 33- Maximize the damage of the next damaging tech  83- Each creature within 30 feet of you takes 1d10 necrotic
 34 power you cast within the next minute.  84 damage and you gain hit points equal to the damage.

 35- Roll a d10. Your age changes by a number of years  85- You cast mirror image without expending tech points.
 36 equal to the roll: if odd, younger; if even, older.  86

 37- You start running uncontrollably for 1 minute, moving  87- You are frozen in carbonite and paralyzed for 1 minute
 38 your entire speed each turn.  88 or until you take damage.

 39- You regain 2d10 hit points.  89- You turn invisible and can't make sound for 1 minute,
 40  90 or until you attack or cast a power.

 41- Each creature within 30 feet of you is subjected to the  91- If you die within the next minute, you immediately
 42 gleaming outline tech power for 1 minute.  92 come back to life as if by the de brillate power.

 43- For the next minute, you can teleport up to 20 feet as a  93- Your size increases by one size category for the next
 44 bonus action on each of your turns.  94 minute.

 45- You are blinded and deafened for 1 minute.  95- You and all creatures within 30 feet of you gain
 46  96 vulnerability to energy damage for the next minute.

 47- You have disadvantage on the rst ability check, attack  97- You are surrounded by faint, ethereal music for the
 48 roll, or saving throw you make each turn for 1 minute.  98 next minute.

 49- You can't speak for the next minute. Whenever you try,  99- You regain half your expended tech points.
 50 pink bubbles oat out of your mouth.  100

CHAPTER 3 | CLASSES | ENGINEER 80

FIGHTER

A TRANDOSHAN RUNS FRANTICALLY ACROSS ROOFTOPS, CONSTANTLY
looking over his shoulder. As he prepares to leap a gap,
a blaster bolt hits him in the back and renders
him unconscious. His blurry vision barely
makes out the gure of a masked woman
who casually approaches, ready to collect her
bounty.

With his muscular arms held wide, a
grizzled-looking Wookiee grins to his
bloodthirsty crowd. He turns back to
his arena opponent just in time to
see the Besalisk take a swing. He
ducks, punching the four-armed

ghter in the gut. Two wild
haymakers later, and he stands
alone as the
gladiatorial
champion.

Taking a deep breath, a Republic
soldier looks out onto the war zone
waging across the frozen surface of
Ilum. He grips his blaster ri e tightly
then, with a nod to the dozen squad-
mates beside him, he charges onto
the battle eld.

Fighters combine discipline with
martial skills to become the best
pure warriors in the galaxy. Fighters
can be stalwart defenders of those in
need, cruel marauders, or brave advent-
urers. They ght for glory, honor, to right
wrongs, to gain power, to acquire wealth, or
simple for the thrill of battle.

ALL IN A DAY'S WORK CREATING A FIGHTER

Many ghters see adventures, raids on enemy While creating your ghter character, consider where
strongholds, and dangerous missions as their jobs. your loyalties lie. You could be part of a formal military,
Some want to defend those who can't defend one of countless troopers ghting for your enterprise.
themselves while others seek to use their muscle to Perhaps you are a gun-for-hire, traveling the galaxy in
carve their own place of importance in the galaxy. search of your next gig. What weapons do you prefer
Fighters can take the form of guards, champions, and specialize in? Who or what do you ght for? Do you
bounty hunters, enforcers, mercenaries, freedom have aspirations of a life beyond the battle eld, or
have you been at war so long you know of nothing
ghters, or simply armed explorers. else?

CODE RED QUICK BUILD
You can make a ghter quickly by following these
Most ghters come to the profession after receiving at suggestions. First, make Strength or Dexterity your
least some amount of formal training from a military highest ability modi er, depending on whether you
organization. Some attend formal academies; others want to focus on melee combat or on ranged weapons
are self-taught and well tested. A ghter may have (or nesse weapons). Your next-highest score should
taken up his weapon to escape a mundane life while be Constitution. Second, choose the soldier
another may be following a proud family tradition. background.
Whatever their origins, most ghters share an
unshakeable loyalty. Fighters follow orders with little
hesitation, as failure can often mean death.

81 CHAPTER 3 | CLASSES | FIGHTER

THE FIGHTER

Combat Superiority Maneuvers

Level Pro ciency Bonus Features Superiority Dice Known

1st +2 Fighting Style, Second Wind —— —

2nd +2 Action Surge (one use), Combat Superiority d4 2 2

3rd +2 Fighting Mastery, Fighter Specialty d4 2 2

4th +2 Ability Score Improvement d4 2 2

5th +3 Extra Attack d6 2 2

6th +3 Ability Score Improvement d6 2 2

7th +3 Specialty feature d6 3 3

8th +3 Ability Score Improvement d6 3 3

9th +4 Indomitable (one use) d8 3 3

10th +4 Specialty feature d8 3 3

11th +4 Greater Extra Attack d8 4 4

12th +4 Ability Score Improvement d8 4 4

13th +5 Indomitable (two uses) d10 4 4

14th +5 Ability Score Improvement d10 4 4

15th +5 Specialty feature d10 5 5

16th +5 Ability Score Improvement d10 5 5

17th +6 Action Surge (two uses), Indomitable (three uses) d12 5 5

18th +6 Specialty feature d12 5 5

19th +6 Ability Score Improvement d12 5 5

20th +6 Master of Combat d12 5 5

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a ghter, you gain the following class features. the equipment granted by your background:

HIT POINTS (a) mesh armor or (b) combat suit, blaster ri e, and two
Hit Dice: 1d10 per ghter level power cells
Hit Points at 1st Level: 10 + your Constitution modi er (a) a martial vibroweapon and a light or medium
Hit Points at Higher Levels: 1d10 (or 6) + your physical shield or (b) two martial vibroweapons
(a) a hold-out and a power cell or (b) two vibrodaggers
Constitution modi er per ghter level after 1st (a) a dungeoneer's pack or (b) an explorer's pack
PROFICIENCIES
Armor: All armor VARIANT: STARTING WEALTH
Weapons: All blasters, all vibroweapons In lieu of the equipment granted by your class and
Tools: None background, you can elect to purchase your starting
gear. If you do so, you receive no equipment from your
Saving Throws: Strength, Constitution class and background, and instead roll for your starting
Skills: Choose two skills from Acrobatics, Animal Handling, wealth using the criteria below:

Athletics, Lore, Insight, Intimidation, Perception, and
Survival

Class Funds
Fighter 8d4 x 100 cr

CHAPTER 3 | CLASSES | FIGHTER 82

FIGHTING STYLE COMMANDER'S STRIKE
When you take the Attack action on your turn, you can
Beginning at 1st level, you adopt a particular style of forgo one of your attacks and use a bonus action to
ghting as your specialty. Choose one of the ghting direct one of your companions to strike. When you do
so, choose a friendly creature who can see or hear you
style options, detailed in Chapter 6. You can't take a and expend one superiority die. That creature can
ghting style option more than once, even if you later immediately use its reaction to make one weapon
attack, adding the superiority die to the attack's
get to choose again. damage roll.

SECOND WIND DISARMING ATTACK
When you hit a creature with a weapon attack, you can
Also at 1st level, you have a limited well of stamina that expend one superiority die to attempt to disarm the
you can draw on to protect yourself from harm. On target, forcing it to drop one item of your choice that
your turn, you can use a bonus action to regain hit it's holding. You add the superiority die to the attack's
points equal to 1d10 + your ghter level. damage roll, and the target must make a Strength
saving throw. On a failed save, it drops the object you
Once you've used this feature, you must nish a choose. The object lands at its feet.
short or long rest before you can use it again.
DISTRACTING STRIKE
ACTION SURGE When you hit a creature with a weapon attack, you can
expend one superiority die to distract the creature,
Starting at 2nd level, you can push yourself beyond giving your allies an opening. You add the superiority
your normal limits for a moment. On your turn, you die to the attack's damage roll. The next attack roll
can take one additional action on top of your regular against the target by an attacker other than you has
action and a possible bonus action. advantage if the attack is made before the start of your
next turn.
Once you've used this feature, you must nish a
short or long rest before you can use it again. Starting EVASIVE FOOTWORK
at 17th level, you can use it twice before a rest, but When you move, you can expend one superiority die,
only once on the same turn. rolling the die and adding the number rolled to your AC
until you stop moving.
COMBAT SUPERIORITY
FEINTING ATTACK
Also at 2nd level, you learn maneuvers that are fueled You can expend one superiority die and use a bonus
by special dice called superiority dice. action on your turn to feint, choosing one creature
within 5 feet of you as your target. You have advantage
MANEUVERS on your next attack roll against that creature. If that
You learn two maneuvers of your choice, which are attack hits, add the superiority die to the attack's
detailed under "Maneuvers" below, and you earn more damage roll.
at higher levels, as shown in the Maneuvers Known
column of the ghter table. Many maneuvers enhance GOADING ATTACK
an attack in some way. You can use only one maneuver When you hit a creature with a weapon attack, you can
per attack, and you may only use each maneuver once expend one superiority die to attempt to goad the
per turn. target into attacking you. You add the superiority die to
the attack's damage roll, and the target must make a
Each time you learn new maneuvers, you can also Wisdom saving throw. On a failed save, the target has
replace one maneuver you know with a di erent one. disadvantage on all attack rolls against targets other
than you until the end of your next turn.
SUPERIORITY DICE
You have two superiority dice, which are d4s, and you LUNGING ATTACK
earn more at higher levels, as shown in the Superiority When you make a melee weapon attack on your turn,
Dice column of the ghter table. This die changes as you can expend one superiority die to increase your
you gain ghter levels, as shown in the Combat reach for that attack by 5 feet. If you hit, you add the
Superiority column of the scholar table. A superiority superiority die to the attack's damage roll.
die is expended when you use it.
MANEUVERING ATTACK
You regain all of your expended superiority dice When you hit a creature with a weapon attack, you can
when you nish a short or long rest. expend one superiority die to maneuver one of your
comrades into a more advantageous position. You add
SAVING THROWS the superiority die to the attack's damage roll, and you
Some of your maneuvers require your target to make a choose a friendly creature who can see or hear you.
saving throw to resist the maneuver's e ects. The
saving throw DC is calculated as follows: That creature can use its reaction to move up to half
its speed without provoking opportunity attacks from
Maneuver save DC = 8 + your pro ciency bonus + the target of your attack.
your Strength or Dexterity modi er (your choice)

MANEUVERS

The maneuvers are presented in alphabetical order.

83 CHAPTER 3 | CLASSES | FIGHTER

MENACING ATTACK FIGHTING MASTERY
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to frighten the At 3rd level, you've mastered a particular style of
target. You add the superiority die to the attack's ghting. Choose one of the Fighting Mastery options,
damage roll, and the target must make a Wisdom
saving throw. On a failed save, it is frightened of you detailed in Chapter 6. You can't take a Fighting Mastery
until the end of your next turn. option more than once, even if you later get to choose
again.
PARRY
When another creature damages you with a melee FIGHTER SPECIALTY
attack, you can use your reaction and expend one
superiority die to reduce the damage by the number Also at 3rd level, you choose a specialty that you strive
you roll on your superiority die + your Dexterity to emulate in your combat styles and techniques,
modi er. which is detailed at the end of the class description.
The archetype you choose grants you features at 3rd
PRECISION ATTACK level and again at 7th, 10th, 15th, and 18th level.
When you make a weapon attack roll against a
creature, you can expend one superiority die to add it ABILITY SCORE IMPROVEMENT
to the roll. You can use this maneuver before or after
making the attack roll, but before any e ects of the When you reach 4th level, and again at 6th, 8th, 12th,
attack are applied. 14th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
PUSHING ATTACK ability scores of your choice by 1. As normal, you can't
When you hit a creature with a weapon attack, you can increase an ability score above 20 using this feature.
expend one superiority die to attempt to drive the Alternatively, you can choose a feat (see Chapter 6 for
target back. You add the superiority die to the attack's a list of feats).
damage roll, and if the target is Large or smaller, it
must make a Strength saving throw. On a failed save, EXTRA ATTACK
you push the target up to 15 feet away from you.
Beginning at 5th level, you can attack twice, instead of
RALLY once, whenever you take the Attack action on your
On your turn, you can use a bonus action and expend turn.
one superiority die to bolster the resolve of one of your
companions. When you do so, choose a friendly INDOMITABLE
creature who can see or hear you. That creature gains
temporary hit points equal to the superiority die roll + Beginning at 9th level, you can reroll a saving throw
your Charisma modi er. that you fail. If you do so, you must use the new roll,
and you can't use this feature again until you nish a
RIPOSTE long rest.
When a creature misses you with a melee attack, you
can use your reaction and expend one superiority die You can use this feature twice between long rests
to make a melee weapon attack against the creature. If starting at 13th level and three times between long
you hit, you add the superiority die to the attack's rests starting at 17th level.
damage roll.
GREATER EXTRA ATTACK
SWEEPING ATTACK
When you hit a creature with a melee weapon attack, Beginning at 11th level, you can attack three times,
you can expend one superiority die to attempt to instead of once, whenever you take the Attack action
damage another creature with the same attack. on your turn.
Choose another creature within 5 feet of the original
target and within your reach. If the original attack roll Additionally, when you use a bonus action to engage
would hit the second creature, it takes damage equal in Double- or Two-Weapon Fighting, you can make two
to the number you roll on your superiority die. The attacks, instead of one.
damage is of the same type dealt by the original attack.
MASTER OF COMBAT
TRIP ATTACK
When you hit a creature with a weapon attack, you can At 20th level, you are the master of combat. Your
expend one superiority die to attempt to knock the Strength or Dexterity score increases by 2, and your
target down. You add the superiority die to the attack's Constitution score increases by 2. Your maximum for
damage roll, and if the target is Large or smaller, it those scores increases by 2.
must make a Strength saving throw. On a failed save,
you knock the target prone. Additionally, you can attack four times, instead of
once, whenever you take the Attack action on your
turn.

FIGHTER SPECIALTIES

Di erent ghters choose di erent approaches to
perfecting their ghting prowess. The ghter specialty
you choose to emulate re ects your approach. Your
specialty grants you features at 3rd, 7th, 10th, 15th,
and 18th level.

CHAPTER 3 | CLASSES | FIGHTER 84

ASSAULT SPECIALIST

Those ghters who choose to become Assault
Specialists focus on the development of raw physical
power honed to deadly perfection. Assault Specialists
combine rigorous training with physical excellence to
deal devastating blows.

BRUTE FORCE

When you choose this specialty at 3rd level, once per
turn, when you deal damage with a weapon, you can
deal an additional 1d4 damage of the same type as the
weapon's damage. If this damage would a ect multiple
creatures, you can only apply this damage bonus to
one of them.

This damage increases to 1d6 at 5th level, 1d8 at 9th
level, 1d10 at 13th level, and 1d12 at 17th level.

REMARKABLE ATHLETE

Also at 3rd level, you can add half your pro ciency
bonus (rounded up) to any Strength, Dexterity, or
Constitution check you make that doesn't already use
your pro ciency bonus.

BRUTISH DURABILITY

Beginning at 7th level, once per round, roll 1d6 and
add the die to your saving throw total. If applying this
bonus to a death saving throw increases the total to
20 or higher, you gain the bene ts of rolling a 20 on
the d20. You can choose to use this feature before or
after you make a saving throw, but you must decide
before the GM says whether the save succeeds or fails.

ADDITIONAL FIGHTING STYLE

At 10th level, you can choose a second ghting
style option.

DEVASTATING CRITICAL

Starting at 15th level, when you score a critical hit with
a weapon attack, you gain a bonus to that weapon's
damage roll equal to your ghter level.

SURVIVOR

At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modi er if you
have no more than half your hit points left. You don't
gain this bene t if you have 0 hit points.

85 CHAPTER 3 | CLASSES | FIGHTER

HEAVY WEAPONS SPECIALIST MY LITTLE FRIEND SAYS HELLO THERE

Some manned instruments of war require their user to Also at 3rd level, you know how to use the sheer size of
have superior physical prowess to overcome their your weapon to strike fear in those around you. You
weight and encumbrance. Those ghters who choose can add your Strength modi er to any Charisma
to become Heavy Weapons Specialists use their (Intimidation) check you make while wielding a weapon
powerful bodies, and powerful armaments, to with the heavy or strength properties that doesn't
overwhelm their foes. already include that modi er.

ROCK STEADY MAXIMUM OUTPUT

When you choose this specialty at 3rd level, you have Beginning at 7th level, when you take the Attack action
learned to use the heft of your weapon to root yourself while wielding a weapon with the heavy or strength
in place. At the end of each of your turns, if you move properties, you can forgo one or more attacks. If you
less than half your speed while wielding a weapon with do so, the rst time you deal damage with the weapon
the heavy or strength properties, you have advantage before the start of your next turn, you deal additional
on saving throws to avoid being restrained, moved, or damage of the same type as the weapon's damage. If
knocked prone. This advantage lasts until the end of this instance would deal damage to multiple creatures,
your next turn. you can only apply this additional damage to one of
them. For each attack you forgo, you deal additional
damage equal to 1d12 + half your ghter level
(rounded down). If you miss with the rst attack roll
you make before the end of your next turn, or one
target succeeds on the saving throw against your
weapon's burst or rapid property, you instead deal
normal weapon damage.

STRAIGHT THROUGH

At 10th level, when you score a critical hit on your turn
while wielding a weapon with the heavy or strength
properties, you can make one weapon attack against a
creature within 5 feet of the target using your reaction.

OVERWHELM

Starting at 15th level, when you use your
  Second Wind while wielding a weapon

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

PURE
PERFORMANCE

At 18th level, attack
 rolls you make while
  wielding a weapon
  with the heavy or
   strength properties
   can't su er from
   disadvantage.

CHAPTER 3 | CLASSES | FIGHTER 86

SHIELD SPECIALIST SHIELD SPECIALIST TECHCASTING

Those ghters who choose to become Shield Level Tech Powers Tech Max Power
Specialists train to bolster those around them. They 3rd Known Points Level
can inspire their allies with renewed vigor, lifting them 4th 3 1st
to new heights, while simultaneously protecting them 5th 4 2 1st
from harm. 6th 5 2 1st
7th 6 3 1st
TECHCASTING 8th 7 3 2nd
9th 8 4 2nd
When you choose this specialty at 3rd level, you have 10th 9 4 2nd
derived powers from schematics with the aid of your 11th 10 5 2nd
wristpad. See chapter 10 for the general rules of 12th 11 5 2nd
techcasting and chapter 12 for the tech powers list. 13th 12 6 2nd
14th 13 6 3rd
TECH POWERS KNOWN 15th 14 7 3rd
You learn 3 tech powers of your choice, and you learn 16th 15 7 3rd
more at higher levels, as shown in the Tech Powers 17th 16 8 3rd
Known column of the Shield Specialist Techcasting 18th 17 8 4th
table. You may not learn a tech power of a level higher 19th 18 9 4th
than your Max Power Level. 20th 19 9 4th
20 10 4th
TECH POINTS 10
You have a number of tech points equal to half your
INSPIRING SURGE
ghter level (rounded up), as shown in the Tech Points
column of the Shield Specialist Techcasting table, + At 10th level, when you use your Action Surge feature,
your Intelligence modi er. You use these tech points to you can choose one creature within 60 feet of you that
cast tech powers. You regain all expended tech points is allied with you. That creature can make one melee or
when you nish a short or long rest. ranged weapon attack with its reaction, provided that it
can see or hear you.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming BULWARK
more tech points to create a greater e ect. You can
overcharge these powers to a maximum level, which Starting at 15th level, you can extend the bene t of
increases at higher levels, as shown in the Max Power your Indomitable feature to an ally. When you decide
Level column of the Shield Specialist Techcasting table. to use Indomitable to reroll an Intelligence, a Wisdom,
or a Charisma saving throw and you aren't
You may only cast tech powers at 4th-level once. You incapacitated, you can choose one ally within 60 feet of
regain the ability to do so after a long rest. you that also failed its saving throw against the same
e ect. If that creature can see or hear you, it can reroll
TECHCASTING ABILITY its saving throw and must use the new roll.
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a power GREATER INSPIRING SURGE
refers to your techcasting ability. Additionally, you use
your Intelligence modi er when setting the saving At 18th level, you can choose two allies within 60 feet
throw DC for a tech power you cast and when making of you, rather than one, when you using your Inspiring
an attack roll with one. Surge feature.

Tech save DC = 8 + your pro ciency bonus +
your Intelligence modi er

Tech attack modifier = your pro ciency bonus +
your Intelligence modi er

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

STAY IN FORMATION

Also at 3rd level, you can take the Guard action as a
bonus action on your turn.

RALLYING CRY

Beginning at 7th level, when you use your Second Wind
feature, you can choose up to three creatures within 60
feet of you that are allied with you. Each one regains
hit points equal to your ghter level, provided that the
creature can see or hear you.

87 CHAPTER 3 | CLASSES | FIGHTER

TACTICAL SPECIALIST TACTICAL SPECIALIST
COMBAT SUPERIORITY
Those ghters who choose to become Tactical
Specialists employ martial techniques passed down Level Superiority Maneuvers
through generations. To a Tactical Specialist, combat is 3rd Dice Known
an academic eld, sometimes including subjects 4th 4 4
beyond battle such as armstech or armormech. Not 5th 4 4
every ghter absorbs the lessons of history, theory, 6th 4 4
and artistry that are re ected in the Tactical Specialty, 7th 4 4
but those who do are well-rounded ghters of great 8th 6 6
skill and knowledge. 9th 6 6
10th 6 6
BONUS PROFICIENCIES 11th 6 6
12th 8 8
You gain pro ciency with one type of artisan's 13th 8 8
implements of your choice. 14th 8 8
15th 8 8
IMPROVED COMBAT SUPERIORITY 16th 10 10
17th 10 10
When you choose this specialty at 3rd level, your 18th 10 10
tactical skill in combat improves, granting bonuses to 19th 10 10
your Combat Superiority. 20th 10 10
10 10
IMPROVED MANEUVERS
You know four maneuvers of your choice, instead of combat, you can learn certain information about its
two, and you earn more at higher levels, as shown in capabilities compared to your own. The GM tells you if
the Maneuvers Known column of the Tactical Specialist the creature is your equal, superior, or inferior in
Combat Superiority table. regard to two of the following characteristics of your
choice:
IMPROVED SUPERIORITY DICE
You have four superiority dice, instead of two, and you Strength score
earn more at higher levels, as shown in the Superiority Dexterity score
Dice column of the Tactical Specialist Combat Constitution score
Superiority table. Armor Class
Current hit points
SIGNATURE MANEUVER Total class levels (if any)
Fighter class levels (if any)
Also at 3rd level, you choose a maneuver you know
from this class as your signature maneuver. Whenever GREATER SIGNATURE MANEUVER
you use that maneuver, you can use it without
expending a Superiority Dice. You may only use this At 10th level, you can choose a second signature
feature once per round. maneuver.

KNOW YOUR ENEMY RELENTLESS

Beginning at 7th level, if you spend at least 1 minute Starting at 15th level, when you roll initiative and have
observing or interacting with another creature outside no Superiority Dice remaining, you regain 1 Superiority
Die.

MANEUVER MASTERY

At 18th level, once per round, when you would roll a
Superiority Die, you can instead choose the maximum.

CHAPTER 3 | CLASSES | FIGHTER 88

GUARDIAN

A DARK-SKINNED HUMAN QUICKLY RUNS DOWN A CORRIDOR, THE
metal armor under his grey cloak clanking with each
step. He rounds the corner into the prison while the
lights and power are still out, urging the weakened
prisoners to escape. Just then a handful of slavers
arrive and ready their blasters. The man draws and
ignites a white-bladed lightsaber, ready to die for the
strangers behind him.

A sith pureblood, clad head to toe in black and red
armor, charges towards a line of soldiers. Shot after
shot de ects o his armor until he reaches his prey,
where he unleashes his fury in a series of devastating
lightsaber sweeps.

A zabrak general dramatically leaps to his soon-to-be
overrun squad, landing with a urry of lightsaber
attacks. At the arrival of this powerful Jedi, the
attackers fall back.

Guardians are the master of the art of lightsaber
combat. They focus on utilizing the everpresent power
of the Force to enable devastating attacks, often single-
handedly turning the tide of battle.

PROTECTOR OR DESTROYER

An unstoppable agent of the Force, the guardian
channels the power owing through him into his
weapons. Their skills with a lightsaber are unrivalled.
Subduing their enemies and bolstering their allies, the
guardian uses the Force to control what happens
around them.

NATURAL LEADERS CREATING A GUARDIAN

The guardian's command of the Force lends them a While creating your guardian, consider your attraction
powerful presence. Whether through fear and to the Force and its most famous practitioners – the
intimidation or respect and admiration, the guardian is Jedi and the Sith. Are you a member of one of the two
one of the greatest generals on the battle eld. They orders, or do you walk a di erent path? Are you a
are a symbol of power to their followers. soldier tapping into a latent Force-sensitivity? Were you
trained in the force from a young age, or did you
89 CHAPTER 3 | CLASSES | GUARDIAN discover it as an adult? How do you treat those weaker
than you? What was your family like? Do you see the
Force as light and dark, or an impartial river of gray?

QUICK BUILD
You can make a guardian quickly by following these
suggestions. First, make Strength your highest ability
score, followed by Constitution. Second, choose the
Jedi or Sith background.

THE GUARDIAN

Pro ciency Force Powers Force Max Power Focused
Level Bonus Features Known Points Level Strikes
5 1st
1st +2 Forcecasting, Channel the Force 7 2 1st —
9 4 1st 2d8
2nd +2 Force-Empowered Strikes, Fighting Style 10 6 1st 2d8
12 8 2nd 2d8
3rd +2 Guardian Aura, Guardian Focus 13 10 2nd 3d8
14 12 2nd 3d8
4th +2 Ability Score Improvement 15 14 2nd 3d8
17 16 3rd 3d8
5th +3 Extra Attack 18 18 3rd 4d8
19 20 3rd 4d8
6th +3 Force Purity 20 22 3rd 4d8
22 24 4th 4d8
7th +3 Focus feature 23 26 4th 5d8
24 28 4th 5d8
8th +3 Ability Score Improvement 25 30 4th 5d8
27 32 5th 5d8
9th +4 Guardian Aura (15-foot radius) 28 34 5th 6d8
29 36 5th 6d8
10th +4 Guardian Aura (two auras) 30 38 5th 6d8
40 6d8
11th +4 Improved Force-Empowered Strikes

12th +4 Ability Score Improvement

13th +5 —

14th +5 Cleansing Touch

15th +5 Focus feature

16th +5 Ability Score Improvement

17th +6 Guardian Aura (30-foot radius)

18th +6 Guardian Aura (three auras)

19th +6 Ability Score Improvement

20th +6 Focus feature

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a guardian, you gain the following class features. the equipment granted by your background:

HIT POINTS (a) a lightweapon or vibroweapon and a light or
Hit Dice: 1d10 per guardian level medium physical shield or (b) two lightweapons or
Hit Points at 1st Level: 10 + your Constitution modi er vibroweapons
Hit Points at Higher Levels: 1d10 (or 6) + your (a) combat suit and a light physical shield or (b) mesh
armor
Constitution modi er per guardian level after 1st. (a) a priest's pack or (b) an explorer's pack
PROFICIENCIES
Armor: Light armor, medium armor VARIANT: STARTING WEALTH
Weapons: All lightweapons, all vibroweapons In lieu of the equipment granted by your class and
Tools: None background, you can elect to purchase your starting
gear. If you do so, you receive no equipment from your
Saving Throws: Constitution, Charisma class and background, and instead roll for your starting
Skills: Choose two from Acrobatics, Athletics, Deception, wealth using the criteria below:

Insight, Intimidation, Lore, Perception, Persuasion, and
Piloting

Class Funds
Guardian 8d4 x 100 cr

CHAPTER 3 | CLASSES | GUARDIAN 90

FORCECASTING CAUSE HARM
As an action, you can expend a use of your Channel the
Beginning at 1st level, in your meditations on the force, Force to sap the life from a hostile creature you can
you have learned powers, fragments of knowledge that see within 60 feet. That creature must make a
imbue you with an abiding force ability. See chapter 10 Constitution saving throw. On a failed save, the
for the general rules of forcecasting and chapter 11 for creature takes necrotic damage equal to your guardian
the force powers list. level + your Charisma modi er (minimum of one), or
half as much on a successful one.
FORCE POWERS KNOWN
You learn 5 force powers of your choice, and you learn LEND AID
more at higher levels, as shown in the Force Powers As a bonus action, you can expend a use of your
Known column of the guardian table. You may not Channel the Force and touch a beast or humanoid
learn a force power of a level higher than your Max within 5 feet of you. That creature regains hit points
Power Level, and you may learn a force power at the equal to your guardian level + your Wisdom modi er
same time you learn its prerequisite. (minimum of one). Alternatively, if the beast or
humanoid is poisoned or diseased, you neutralize the
FORCE POINTS poison or disease. If more than one poison or disease
You have a number of force points equal to your a icts the target, you neutralize one poison or disease
guardian level x 2, as shown in the Force Points column that you know is present, or you neutralize one at
of the guardian table, + your Wisdom or Charisma random.
modi er (your choice). You use these force points to
cast force powers. You regain all expended force points FORCE-EMPOWERED STRIKES
when you nish a long rest.
Starting at 2nd level, when you hit a creature with a
MAX POWER LEVEL melee weapon attack, you can expend force points to
Many force powers can be overpowered, consuming deal additional damage to the target, which is the same
more force points to create a greater e ect. You can type as the weapon's damage. The additional damage
overpower these abilities to a maximum level, which is 1d8 for each point spent in this way. You can't deal
increases at higher levels, as shown in the Max Power more additional damage than the amount shown in
Level column of the guardian table. the Focused Strikes column of the guardian table.

You may only cast force powers at 5th-level once. FIGHTING STYLE
You regain the ability to do so after a long rest.
Also at 2nd level, you adopt a particular style of ghting
FORCECASTING ABILITY as your specialty. Choose one of the ghting style
Your forcecasting ability varies based on the alignment options, detailed in Chapter 6. You can't take a ghting
of the powers you cast. You use Wisdom for light side style option more than once, even if you later get to
powers, Charisma for dark side powers, and Wisdom choose again.
or Charisma for universal powers (your choice). You
use this ability score modi er whenever a power refers GUARDIAN AURA
to your forcecasting ability. Additionally, you use this
ability score modi er when setting the saving throw DC When you reach 3rd level, you gain an aura of your
for a force power you cast and when making an attack choice, as detailed at the end of the class description.
roll with one. You gain an additional aura at 10th and 18th level.

Force save DC = 8 + your pro ciency bonus + GUARDIAN FOCUS
your forcecasting ability modi er
Also at 3rd level, you begin to focus your studies on a
Force attack modifier = your pro ciency bonus + speci c lightsaber form, which is detailed at the end of
your forcecasting ability modi er the class description. Your focus grants you features at
3rd level and again at 7th, 15th, and 20th level.
CHANNEL THE FORCE
ABILITY SCORE IMPROVEMENT
Also at 1st level, you know how to channel the Force to
create a unique e ect. You start with your choice of When you reach 4th level, and again at 8th, 12th, 16th,
one from two such e ects: Cause Harm or Lend Aid. At and 19th level, you can increase one ability score of
3rd level, your Guardian Focus grants you an additional your choice by 2, or you can increase two ability scores
e ect. When you use your Channel the Force, you of your choice by 1. As normal, you can't increase an
choose which e ect to create. ability score above 20 using this feature. Alternatively,
you can choose a feat (see Chapter 6 for a list of feats).
Some Channel the Force e ects require saving
throws. When you use such an e ect from this class, EXTRA ATTACK
the DC equals your universal force save DC.
Beginning at 5th level, you can attack twice, instead of
You can use this feature a number of times equal to once, whenever you take the Attack action on your
your Wisdom or Charisma modi er (your choice, turn.
minimum of once). You regain all expended uses when
you nish a short or long rest.

91 CHAPTER 3 | CLASSES | GUARDIAN

FORCE PURITY CLEANSING TOUCH

By 6th level, the Force owing through you makes you Beginning at 14th level, you can use your action and
immune to poison and disease. expend a use of your Channel the Force ability to end
one force power on yourself or on one willing creature
IMPROVED FORCE-EMPOWERED STRIKES that you touch.

By 11th level, you are so in tune with the Force that all GUARDIAN AURAS
your melee weapon strikes carry the power of the
Force with them. Whenever you hit a creature with a The auras are presented in alphabetical order. If
melee weapon attack, the creature takes an extra 1d8 multiple guardians grant the same aura, a ected
damage. If you also use your Force-Empowered Strikes creatures can only bene t from it once. You must be
with an attack, you add this damage to the extra conscious to grant the bene ts of your auras.
damage of your Force-Empowered Strikes. The
damage is the same type as the weapon's damage. At 9th level, the range of these auras increases to 15
feet, and at 17th level, the range of these auras
increases to 30 feet.

AURA OF CONQUEST
Whenever a creature who is frightened of you starts its
turn within 5 feet of you, its speed is reduced to 0 and
that creature takes psychic damage equal to half your
guardian level.

AURA OF CONVICTION
You and friendly creatures within 5 feet of you have
advantage on saving throws against e ects that would
cause you to be charmed or frightened.

AURA OF HATRED
You and friendly creatures within 5 feet of you gain a
bonus to the rst melee weapon damage rolls you
make each round equal to your Charisma modi er
(minimum of +1).

AURA OF PRESENCE
Whenever you or a friendly creature within 5 feet of
you must make a saving throw, the creature gains a
bonus to the saving throw equal to your Wisdom
modi er (minimum of +1).

AURA OF PROTECTION
Whenever a creature within 5 feet of you takes
damage, you can use your reaction to take that
damage instead of that creature taking it. This feature
doesn't transfer any other e ects that might
accompany the damage, and this damage can't be
reduced in any way.

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 modi er (your
choice, minimum of one).

AURA OF WARDING
You and friendly creatures within 5 feet of you have
resistance to damage from force powers.

GUARDIAN FOCI

Di erent guardians focus on di erent lightsaber styles,
called Forms, as they hone their powers. Your focus
grants you features at 3rd, 7th, 15th, and 20th level.

CHAPTER 3 | CLASSES | GUARDIAN 92

MAKASHI FORM Strength score
Dexterity score
Makashi Form, also known as Contention Form, Wisdom score
encourages precision and e ciency over power, using Charisma score
jabs, parries and light cuts over slashes, blocks and Armor Class
chops. Those guardians who focus on Makashi Form Current hit points
utilize calculated blade manipulation, intense focus, Total class levels (if any)
and expert timing to confuse and trap their opponents. Total Forcecaster levels (if any)

FORM BASICS GLANCING BLOW

When you choose this form as your focus at 3rd level, By 15th level, when an attacker that you can see hits
you learn the basics of the chosen form. You gain the you with an attack, you can use your reaction to halve
Makashi lightsaber form, detailed in Chapter 6. If you the attack's damage against you.
already know this form, you can instead choose
another lightsaber form. You can't take a lightsaber MASTER OF CONTENTION
form option more than once, even if you later get to
choose again. At 20th level, you are a duelist of the highest caliber.
Your Dexterity and Wisdom or Charisma scores (your
THE WAY OF THE YSALAMIRI choice) increase by 2. Your maximum for those scores
increases by 2. Additionally, you can use your action to
Also at 3rd level, as a bonus action, you can enter an gain the following bene ts for 1 minute:
o ensive stance for one minute. While in this stance,
you add your Wisdom or Charisma modi er (your You have resistance to kinetic and energy damage, and
choice) to the rst melee weapon attack and damage you ignore resistance to kinetic and energy damage.
rolls you make each turn. All melee attacks have disadvantage against you.
Your melee weapon attacks in ict an additional
This e ect ends early if you are incapacitated or die. damage die.
Once you've used this feature, you can't use it again
until you nish a long rest. This e ect ends early if
you are incapacitated or die.
CHANNEL THE FORCE Once you've used this
feature, you can't use it
Lastly at 3rd level, you gain the following Channel the again until you
Force option.
nish a long rest.
MAKASHI RIPOSTE
When another creature damages you with a melee
attack, you can expend a use of your Channel the Force
and use your reaction to attempt to de ect the attack.
When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modi er + your
guardian level.

If you reduce the damage to 0, you can immediately
make a single melee weapon attack against that
creature as a part of the reaction.

SHATTERPOINT

Starting at 7th level, if you spend at least 1
minute observing or interacting with
another creature outside combat,
you can use your connection to the
Force to sense their strengths
and weaknesses, and learn
certain information
about its capabilities
compared to your
own. The GM tells you if the creature is your equal,
superior, or inferior in regard to two of the following
characteristics of your choice:

93 CHAPTER 3 | CLASSES | GUARDIAN

NIMAN FORM of Strength or Dexterity for the attack and damage rolls
of your melee weapon attacks. You must use the same
Niman Form, also known as Moderation Form, strikes a modi er for both rolls.
balance between bladework and force powers. Those
guardians who focus on Niman Form weave Force This e ect ends early if you are incapacitated or die.
manipulation with their melee weapon strikes, pushing Once you've used this feature, you can't use it again
their opponents o -balance to create an opening. until you nish a long rest.

FORM BASICS CHANNEL THE FORCE

When you choose this form as your focus at 3rd level, Lastly at 3rd level, you gain the following Channel the
you learn the basics of the chosen form. You gain the Force option.
Niman lightsaber form, detailed in Chapter 6. If you
already know this form, you can instead choose TELEKINETIC SLASH
another lightsaber form. You can't take a lightsaber When you deal damage with an at-will force power that
form option more than once, even if you later get to requires a force attack or a saving throw, you can
choose again. expend a use of your Channel the Force and expend
force points to deal additional damage to the target,
THE WAY OF THE RANCOR which is the same type as the power's damage. The
additional damage is 1d8 for each point spent in this
Also at 3rd level, as a bonus action, you can enter a way. You can't deal more additional damage than the
balanced stance for one minute. As a part of this bonus amount shown in the Focused Strikes column of the
action, and as a bonus action on each of your turns, guardian table.
when you use your action to cast a force power, you
can make one melee weapon attack. Additionally, for ENLIGHTENMENT
the duration, you can use Wisdom or Charisma instead
Starting at 7th level, you can add half your Wisdom or
Charisma modi er (your choice, rounded down, 94
minimum of one) to any saving throw you make that
doesn't already include that modi er.

REDIRECT

By 15th level, when you would be a ected by a weapon
or force power that requires a Dexterity saving throw
or attack roll and would a ect 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

At 20th level, the Force ows 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 bene ts
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 e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you nish a long rest.

CHAPTER 3 | CLASSES | GUARDIAN

SHIEN/DJEM SO FORM

Shien/Djem So Form, also known as Perseverance
Form, utilizes a force-enhanced strength to overwhelm
opponents. Those guardians who focus on Shien/Djem
So Form actively attempt to force an opening rather
than waiting for the opportunity to present itself.

BONUS PROFICIENCIES

You gain pro ciency in heavy armor.

FORM BASICS

When you choose this form as your focus at 3rd level,
you learn the basics of the chosen form. You gain the
Shien/Djem So lightsaber form, detailed in Chapter 6. If
you already know this form, you can instead choose
another lightsaber form. You can't take a lightsaber
form option more than once, even if you later get to
choose again.

THE WAY OF THE KRAYT DRAGON

Also at 3rd level, as a bonus action, you can take a
threatening stance for one minute. While in this stance,
the rst time you hit with a melee weapon attack using
Strength each turn, you can attempt to damage
another creature with the same attack. Choose
another creature within 5 feet of the original target and
within your reach. If the original attack roll would hit
the second creature, it takes damage equal to your
Strength modi er. The damage is of the same type
dealt by the original attack.

This e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you nish a long rest.

CHANNEL THE FORCE

Lastly at 3rd level, you gain one of the following
Channel the Force options. Choose Blade Barrier for
Shien or Falling Avalanche for Djem So.

BLADE BARRIER
On your turn, when you deal melee weapon damage
that includes your Strength modi er, you can forgo
your Strength modi er to the damage roll, expend a
use of your Channel the Force (no action required), and
reduce your speed by half. If you do so, energy and
kinetic damage you take from weapons before the end
of your next turn is reduced by an amount equal to
your Strength modi er. You can not use this feature if
you have moved more than half your speed this turn.

FALLING AVALANCHE
On your turn, you can expend a use of your Channel
the Force (no action required) and reduce your speed
by half to gain advantage on the next ability check or
attack roll you make using Strength before the end of
your next turn. You can not use this feature if you have
moved more than half your speed this turn.

95 CHAPTER 3 | CLASSES | GUARDIAN

DETERMINATION

Starting at 7th level, you gain one of the following
features. Choose Aggressive Negotiations for Shien or
Reliable Vigor for Djem So.

AGGRESSIVE NEGOTIATIONS
When you make a Charisma (Intimidation) or Charisma
(Persuasion) check, you gain a bonus to the check
equal to half your Strength modi er (rounded down) if
it doesn't already include that modi er.

RELIABLE VIGOR
If your total for a Strength check or saving throw is less
than your guardian level, you can use your guardian
level in place of the total.

PRESENCE

By 15th level, you gain one of the following features.
Choose Precise Re ection for Shien or Brutal Strikes
for Djem So.

PRECISE REFLECTION
When you hit with an attack made by the saber re ect
power, 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.

BRUTAL STRIKES
The Force owing through you grants you incredible
strength. When you roll a 1 or 2 on a Force-Empowered
Strikes or Improved Force-Empowered Strikes damage
die, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2.

Additionally, when you spend force points to use
your Force-Empowered Strikes feature, you gain
temporary hit points equal to twice the number of
points spent.

MASTER OF PERSEVERANCE

At 20th level, your might overwhelms even the most
implacable of foes. Your Strength and Constitution
scores increase by 2. Your maximum for these scores
increases by 2. Additionally, you can use your action to
gain the following bene ts for 1 minute:

You have resistance to kinetic and energy damage from
unenhanced weapons.
Once per turn, when you hit with a melee weapon
attack using Strength, you can use your Force-
Empowered Strikes feature at 1st-level without
expending force points. You gain temporary hit points
equal to the extra damage dealt.
When a creature within 5 feet of you makes an attack
roll against you, you can use your reaction to make a
single weapon attack with advantage against that
creature. If the attack hits, you impose disadvantage on
the triggering attack roll.

This e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you nish a long rest.

CHAPTER 3 | CLASSES | GUARDIAN 96

SORESU FORM MASTER OF RESILIENCE

Soresu Form, also known as Resilience Form, relies on At 20th level, your presence on the eld of battle is an
tight bladework and subtle dodges to provide inspiration to your allies. Your Constitution and
maximum defensive coverage, minimizing exposure to Wisdom or Charisma scores (your choice) increase by
ranged weaponry. Those guardians who focus on 2. Your maximum for those scores increases by 2.
Soresu Form use broad footwork to move around the Additionally, you can use your action to gain the
playing eld, making broad, short sweeping motions following bene ts for 1 minute:
that protect the body.
You have resistance to kinetic and energy damage from
BONUS PROFICIENCIES unenhanced weapons.
When you use the saber re ect force power, you can
You gain pro ciency in heavy armor. make a single melee attack on an enemy within 5ft of
you as a part of that same reaction.
FORM BASICS You have advantage on Dexterity saving throws, as do
your allies within 30 feet of you.
When you choose this form as your focus at 3rd level,
you learn the basics of the chosen form. You gain the This e ect ends early if you are incapacitated or die.
Soresu lightsaber form, detailed in Chapter 6. If you Once you've used this feature, you can't use it again
already know this form, you can instead choose until you nish a long rest.
another lightsaber form. You can't take a lightsaber
form option more than once, even if you later get
to choose again.

THE WAY OF THE MYNOCK

Also at 3rd level, 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 pro ciency bonus that you can only use to cast
the saber re ect force power. You can only take
one reaction per turn.

This e ect ends early if you are incapacitated
or die. Once you've used this feature, you can't use
it again until you nish a long rest.

CHANNEL THE FORCE

Lastly at 3rd level, you gain the following Channel the
Force option.

ADVANCING DEFENDER
When you cast the saber re ect 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

Starting at 7th level, you learn to fend o strikes
directed at you, your mount, 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 a number of times equal to
your Constitution modi er (a minimum of once), and
you regain all expended uses when you nish a long
rest.

STAND AGAINST THE TIDE

By 15th level, 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.

97 CHAPTER 3 | CLASSES | GUARDIAN

MONK

HER VIBROSTAFF A BLUR AS THEY DEFLECT AN INCOMING HAIL OF
blaster bolts, a human springs over a barricade and
throws herself into the massed ranks of pirates on the
other side. She whirls among them, knocking their
blows aside and sending them reeling, until at last she
stands alone.

Taking a deep breath, a zabrak covered in tattoos
settles into a battle stance. As the rst charging
mercenaries reach him, he exhales and a blast of
negative energy courses from his hands, engul ng his
foes.

Moving with the silence of the night, a black-clad
mirialan steps into a shadow beneath an arch and
nimbly climbs to the balcony a stone's throw above
her. She slides her blade free of its cloth-wrapped
scabbard and peers through the open window at the
warlord, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their
ability to harness the energy that ows in their bodies.
Whether channeled as a striking display of combat
prowess or a subtler focus of defensive ability and
speed, this energy infuses all that a monk does.

THE POWER OF FOCUS CREATING A MONK

Monks make careful study of a mystical energy that As you make your monk character, think about your
most monastic orders call focus. This energy is an connection to the monastery where you learned your
element of the power that su uses the galaxy— skills and spent your formative years. Were you an
speci cally, the element that ows through living orphan or a child left on the monastery's threshold?
bodies. Monks harness this energy within themselves Did your parents promise you to the monastery in
to create powerful e ects and exceed their bodies' gratitude for a service performed by the monks? Did
physical capabilities, and some of their special attacks you enter this secluded life to hide from a crime you
can hinder the ow of focus in their opponents. Using committed? Or did you choose the monastic life for
this energy, monks channel uncanny speed and yourself?
strength into their unarmed strikes. As they gain
experience, their martial training and their mastery of Consider why you left. Did the head of your
focus gives them more power over their bodies and monastery choose you for a particularly important
the bodies of their foes. mission beyond the cloister? Perhaps you were cast
out because of some violation of the community's
TRAINING AND ASCETICISM rules. Did you dread leaving, or were you happy to go?
Is there something you hope to accomplish outside the
Most monks live entirely apart from the surrounding monastery? Are you eager to return to your home?
population, secluded from anything that might impede
their spiritual progress. Others are sworn to isolation, As a result of the structured life of a monastic
emerging only to serve as spies or assassins at the community and the discipline required to harness
command of their leader, a noble patron, or some focus, monks are typically lawful in alignment.
other power.
QUICK BUILD
The majority of monks don't shun their neighbors, You can make a monk quickly by following these
making frequent visits to nearby towns or villages and suggestions. First, make Dexterity your highest ability
exchanging their service for food and other goods. As score, followed by Wisdom. Second, choose the agent
versatile warriors, monks often end up protecting their background.
neighbors from monsters or brigands.
CHAPTER 3 | CLASSES | MONK
For a monk, becoming an adventurer means leaving
a structured, communal lifestyle to become a
wanderer. This can be a harsh transition, and monks
don't undertake it lightly. Those who leave their
cloisters take their work seriously, approaching their
adventures as personal tests of their physical and
spiritual growth.

98

THE MONK

Pro ciency Martial Focus Monastic Unarmored
Level Bonus Features Arts Points Vows Movement

1st +2 Martial Arts, Unarmored Defense d4 — — —

2nd +2 Focus, Monastic Vows d4 2 2 —

3rd +2 Unarmored Movement, De ect Missiles, Monastic Order d4 3 2 +10 ft.

4th +2 Ability Score Improvement, Slow Fall d4 4 2 +10 ft.

5th +3 Extra Attack, Stunning Strike d6 5 2 +15 ft.

6th +3 Enhanced Strikes, Order feature d6 6 2 +15 ft.

7th +3 Evasion, Stillness of Mind d6 7 3 +15 ft.

8th +3 Ability Score Improvement d6 8 3 +15 ft.

9th +4 Unarmored Movement Improvement d8 9 3 +20 ft.

10th +4 Ability Score Improvement d8 10 3 +20 ft.

11th +4 Order feature d8 11 3 +20 ft.

12th +4 Ability Score Improvement d8 12 3 +20 ft.

13th +5 Purity of Body d10 13 4 +25 ft.

14th +5 Diamond Soul d10 14 4 +25 ft.

15th +5 Timeless Vessel d10 15 4 +25 ft.

16th +5 Ability Score Improvement d10 16 4 +25 ft.

17th +6 Order feature d12 17 5 +30 ft.

18th +6 Empty Body d12 18 5 +30 ft.

19th +6 Ability Score Improvement d12 19 5 +30 ft.

20th +6 Perfect Self d12 20 5 +30 ft.

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a monk, you gain the following class features. the equipment granted by your background:

HIT POINTS (a) a chakram, (b) a techblade, (c) a simple
Hit Dice: 1d8 per monk level vibroweapon, or (d) a simple blaster and a power cell
Hit Points at 1st Level: 8 + your Constitution modi er (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 10 vibrodarts

modi er per monk level after 1st VARIANT: STARTING WEALTH
PROFICIENCIES In lieu of the equipment granted by your class and
Armor: None background, you can elect to purchase your starting
Weapons: Simple blasters, simple vibroweapons, gear. If you do so, you receive no equipment from your
class and background, and instead roll for your starting
chakrams, techblades wealth using the criteria below:
Tools: None

Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Lore,

Perception, and Stealth

Class Funds
Monk 4d4 x 100 cr

99 CHAPTER 3 | CLASSES | MONK

MARTIAL ARTS making an attack with a focus feature or setting the
saving throw DC for one.
Beginning at 1st level, your practice of martial arts
gives you mastery of combat styles that use unarmed Focus save DC = 8 + your pro ciency bonus +
strikes and monk weapons, which are chakrams, your Wisdom or Charisma modi er (your choice)
techblades, and any simple vibroweapons that don't
have the two-handed property. Focus attack modifier = your pro ciency bonus +
your Wisdom or Charisma modi er (your choice)
You gain the following bene ts while you are
unarmed or wielding only monk weapons and you FLURRY OF BLOWS
aren't wearing armor or wielding a shield: When you make your Martial Arts bonus action attack,
you can spend 1 focus point to make an additional
You can use Dexterity instead of Strength for the attack unarmed strike (no action required). At 11th level, you
and damage rolls of your unarmed strikes and monk can instead spend 2 focus points to make two
weapons. You must use the same modi er for both additional unarmed strikes.
rolls.
You can roll a d4 in place of the normal damage of your PATIENT DEFENSE
unarmed strike or monk weapon. This die changes as When you use your bonus action to Disengage, you can
you gain monk levels, as shown in the Martial Arts spend 1 focus point to also Dodge (no action required).
column of the monk table. At 11th level, you can instead spend 2 focus points to
You can use Dexterity instead of Strength whenever Dodge and gain an additional reaction until the start of
you would make a Strength (Athletics) check to grapple, your next turn. You can only take one reaction per
shove, or trip a creature. turn.
When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one STEP OF THE WIND
unarmed strike as a bonus action. When you use your bonus action to Dash, you can
You can take the Dash and Disengage actions as a spend 1 focus point to double your jump distance for
bonus action. the turn. At 11th level, you can instead spend 2 focus
points to gain a ying speed equal to your walking
Variant: Monks with Lightweapons speed until the end of your turn, though you fall if you
end your speed in the air and nothing else is holding
If monks gain lightweapon pro ciency, consider letting you aloft.
them use lightweapons as monk weapons, provided
the lightweapon has a vibroweapon analogue. For MONASTIC VOWS
instance, chakrams count as monk weapons. If a monk
gains pro ciency in a light ring, they could also use it Also at 2nd level, you've sworn two vows, as detailed at
as a monk weapon. the end of the class description. You swear an
additional vow at 7th, 13th, and 17th level.
UNARMORED DEFENSE
UNARMORED MOVEMENT
Also at 1st level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Starting at 3rd level, your speed increases by 10 feet
Dexterity modi er + your Wisdom or Charisma while you are not wearing armor or wielding a shield.
modi er (your choice). This bonus increases when you reach certain monk
levels, as shown in the Unarmored Movement column
FOCUS of the monk table.

Starting at 2nd level, your training allows you to At 9th level, you gain the ability to move along
harness the mystic energy of focus. Your access to this vertical surfaces and across liquids on your turn
energy is represented by a number of focus points. without falling during the move.
Your monk level determines the number of points you
have, as shown in the Focus Points column of the DEFLECT MISSILES
monk table.
Also at 3rd level, you can use your reaction to de ect a
You can spend these points to fuel various focus projectile when you are dealt damage by a ranged
features. You start knowing three such features: Flurry weapon attack. When you do so, the damage you take
of Blows, Patient Defense, and Step of the Wind. You from the attack is reduced by 1d10 + your Dexterity
learn more focus features as you gain levels in this modi er + your monk level.
class.
If you reduce the damage to 0, and the damage is
When you spend a focus point, it is unavailable until kinetic, energy, or ion, you can redirect it at another
you nish a short or long rest, at the end of which you target if you have a weapon capable of doing so. You
draw all of your expended focus back into yourself. can spend 1 focus point to make a ranged attack as
You must spend at least 30 minutes of the rest you de ect the projectile, as part of the same reaction.
meditating to regain your focus points. You make this attack with pro ciency, regardless of
your weapon pro ciencies, and the projectile counts as
You use your choice of Wisdom or Charisma for your a monk weapon for the attack.
focus ability. You use the chosen ability modi er
whenever a feature refers to your focus ability.
Additionally, you use the chosen ability modi er when

CHAPTER 3 | CLASSES | MONK 100


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