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Post by Admin on Jul 17, 2018 10:45:34 GMT -6
The Force As a student of the force, you can master and use force disciplines and talents.
Force Talents A force talent is a minor force effect you have mastered. At 1st level, you know one force talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the class tables.
Force Disciplines A force discipline is a rigid set of mental exercises that allows a force wielder to manifest the force. Such disciplines are divided into two categories: lesser, greater, and exotic. A force wielder masters only a few disciplines at a time. At 1st level, you know two lesser disciplines of your choice (see the discipline options later in this class description). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic table. You must be at least 5th level to learn a greater discipline, and 10th level to learn an exotic discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. You can replace a lesser discipline with a greater discipline, but only if you are at least 5th level.
Force Points You have an internal reservoir of energy that can be devoted to the force disciplines you know. This energy is represented by force points. Each force discipline describes effects you can create with it by spending a certain number of force points. A force talent requires no force points. The number of force points you have is based on your force wielder level, as shown in the Force Points column of the class tables. The number shown for your level is your force point maximum. Your force point total returns to its maximum after you finish a long rest. The number of force points you have can’t go below 0 or over your maximum.
Force Limit Though you have access to a potent amount of force energy, it takes training and practice to channel that energy. There is a limit on the number of force points you can spend to activate a force discipline ability. The limit is based on your force wielder level, as shown in the Force Limit column of the class tables. For example, as a 3rd level consular, you can spend no more than 3 force points on a discipline ability each time you use it, no matter how many force points you have.
Focus You can focus energy on one of your force disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your force disciplines and gain its focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a new focus benefit. You can have only one focus benefit at a time.
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Post by Admin on Jul 17, 2018 10:52:47 GMT -6
Class | Description | Force Ability | Saving Throw Proficiencies | Armor Weapon Proficiencies | Adept | - | Wisdom | Dexterity Wisdom | - | Consular | Consulars seek to perfect the art of diplomacy and mediation, hoping to calm a tense situation or get what they want through reasoning, rather than drawing their lightsabers and cutting down an attacker
| Charisma | Charisma Wisdom | Light Armor Light Blaster | Guardian | Concentrating on martial training and combat, Guardians engage in combat more than either of the other two classes of trained force wielders
| Wisdom | Constitution Strength | Light Armor
Light Blaster | Sentinel | Sentinels blended both schools of teaching and amplified them with a series of non-Force skills, such as in the fields of security, computers, stealth techniques, demolitions, repair or medicine
| Intelligence | Dexterity Intelligence | Light Armor
Light Blaster
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Post by Admin on Jul 17, 2018 10:59:30 GMT -6
ADEPTForce Adepts were Force-wielders of all species with varying powers and abilities. Some of these Force Adepts were known to wield Force weapons such as quarterstaffs imbued with the Force, which inflicted more damage and were able to withstand lightsaber blows. This generic concept of Force Adepts often depicted them with little to no formal Jedi training in the Force and often coming from primitive planets. Class Features As an adept, you gain the following class features. Hit Points Hit Dice: 1d8 per adept level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per adept level after 1st Proficiencies Armor: Medium Weapons: Simple, martial weapons Tools: None Saving Throws: Dexterity, Wisdom Skills: Choose four skills from Equipment You start with the following equipment, in addition to the equipment granted by your background:- a) a blaster rifle and 5 charge packs or b) a shortsword
- a blaster pistol and 5 charge packs
- Clothes
Level | Proficiency Bonus | Features | Talents Known | Discipline Known | Force Points | FOrce Limit | 1 | +2 | Force, Force Knife, Unarmored Defense | 1 | 1 | 1 | 2 | 2 | +2
| Unarmored Movement | 1 | 1 | 2 | 2 | 3 | +2
| Hone the Blade | 2 | 2 | 3 | 3 | 4 | +2
| Ability Score Improvement/Feat | 2 | 2 | 4 | 3 | 5 | +3 | Extra Attack | 2 | 3 | 5 | 4 | 6 | +3 | Consumptive Knife, Force Heal | 2 | 3 | 6 | 4 | 7 | +3 | Deflect Blaster Bolts | 3 | 4 | 7 | 5 | 8 | +3 | Ability Score Improvement/Feat | 3 | 4 | 8 | 5 | 9 | +4 | Force Knife Projection | 3 | 5 | 9 | 6 | 10 | +4 | Force Mastery | 3 | 5 | 10 | 6 | 11 | +4 | -- | 4 | 6 | 12 | 7 | 12 | +4 | Ability Score Improvement/Feat | 4 | 6 | 13 | 7
| 13 | +5 | Channel Force | 4 | 7 | 14 | 7
| 14 | +5 | Phantom Knife | 4 | 7 | 15 | 7
| 15 | +5 |
| 5 | 8 | 16 | 7
| 16 | +5 | Ability Score Improvement/Feat | 5 | 8 | 17 | 7
| 17 | +6 | Force Resistance | 5 | 9 | 18 | 7
| 18 | +6 | - | 5 | 9 | 19 | 7
| 19 | +6 | Ability Score Improvement/Feat | 6 | 10 | 20 | 7
| 20 | +6 | Force Palm | 6 | 10 | 20 | 7
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Force Ability Wisdom is your force ability for your force disciplines. You use your Wisdom modifier when setting the saving throw DC for a force discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Wisdom modifier Discipline attack modifier = your proficiency bonus + your Wisdom modifier
Force Knife Starting at 1st level, you gain the ability to manifest a blade of force energy. As a bonus action, you create scintillating knives of force energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 force damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your force ability modifier.
Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases by 5 more feet when you reach level 6 in adept, and again when you reach levels 10, 14, and 18. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Hone the Blade Starting at 3rd level, you can spend force points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of force points spent, as shown on the table below. This bonus lasts for 10 minutes.
Force Points | Attakc and Damage Bonus | 2 | +1 | 5 | +2 | 7 | +4 |
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Consumptive Knife Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 force points.
Force Heal At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your adept level. You must finish a long rest before you can use this feature again.
Deflect Blaster Bolts Starting at 7th level, you can use your reaction to deflect or catch the blaster bolt when you are hit by a ranged blaster attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your adept level. If you reduce the damage to 0, you can catch the energy of the blaster bolt if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a bolt in this way, you can spend 2 force points to make a ranged attack with the bolt you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Force Knife Projection Beginning at level 9, you can use the same power drawn for force knife to throw your knives at enemies. When you do so, a new knife will take the thrown one's place. The range for this thrown attack is 30ft, after which you will have disadvantage out to 60ft, which is the maximum range.
Force Mastery Beginning at 10th level, your mastery of force energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special force points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal force points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines that you’re concentrating on end. At 15th level, the pool of force points you gain from this feature increases to 12. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 12th, 15th, and 18th level.
Channel Force From level 13 onwards, you can channel the force into yourself in an incredibly short amount of time. Whenever you take a short rest, as long as you spend at least 30 minutes meditating, you regain 25 force points.
Phantom Knife Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
Force Resistance Beginning at 14th level, your mastery of the force grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 3 force points to reroll it and take the second result.
Shatterpoint At 20th level, you gain the ability to set up lethal force vibrations in someone’s body. When you hit a creature with your force knife or your unarmed strike, you can spend 7 force points to start these imperceptible vibrations, which last for a number of days equal to your adept level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same planet. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
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Post by Admin on Jul 17, 2018 11:30:01 GMT -6
CONSULARLevel | Proficiency Bonus | Features | Talents Known | Discipline Known | Force Points | FOrce Limit | 1 | +2 | Force, Force Order, Telepathy | 1 | 1 | 2 | 2 | 2 | +2
| Force Recovery | 1 | 1 | 3 | 2 | 3 | +2
| Force Order Feature | 2 | 2 | 4 | 3 | 4 | +2
| Ability Score Improvement/Feat | 2 | 2 | 5 | 3 | 5 | +3 | Healer | 2 | 3 | 6 | 4 | 6 | +3 | Force Order Feature | 2 | 3 | 7 | 4 | 7 | +3 | Heightened Senses | 3 | 4 | 8 | 5 | 8 | +3 | Ability Score Improvement/Feat | 3 | 4 | 9 | 5 | 9 | +4 | Advanced healing, Precognitive Instinct | 3 | 5 | 10 | 6 | 10 | +4 | Force Order Feature | 3 | 5 | 11 | 6 | 11 | +4 | - | 4 | 6 | 12 | 7 | 12 | +4 | Ability Score Improvement/Feat | 4 | 6 | 13 | 7
| 13 | +5 | Precognitive Defense | 4 | 7 | 14 | 7
| 14 | +5 | Force Order feature | 4 | 7 | 15 | 7
| 15 | +5 | - | 5 | 8 | 16 | 7
| 16 | +5 | Ability Score Improvement/Feat | 5 | 8 | 17 | 7
| 17 | +6 | Cleansing Touch | 5 | 9 | 18 | 7
| 18 | +6 | - | 5 | 9 | 19 | 7
| 19 | +6 | Ability Score Improvement/Feat | 6 | 10 | 20 | 7
| 20 | +6 | Force Body | 6 | 10 | 23 | 7
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Led by the Council of Reconciliation, the Consulars sought diplomatic measures in spreading peace and harmony across the Galactic Republic. Refraining from drawing their lightsabers (many Consulars wielded green lightsabers) except as a measure of last resort, Consulars spent a great deal of time studying the mysteries of the Force.Class Features As a consular, you gain the following class features. Hit Points Hit Dice: 1d12 per consular level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per consular level after 1st.ProficienciesArmor: Medium, Heavy armor Weapons: Simple weapons, lightsabers Tools: None Saving Throws: Constitution, Wisdom Skills: Choose four skills from Animal Handling, Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:
- A lightsaber according to the lightsaber color table.
- Robes
Force Ability Charisma is your force ability for your force disciplines. You use your Charisma modifier when setting the saving throw DC for a force discipline or when making an attack roll with one. Discipline save DC = 8 + your proficiency bonus + your Charisma modifier Discipline attack modifier = your proficiency bonus + your Charisma modifier
Force Recovery Starting at 2nd level, you can draw vigor from the force energy you use to power your force disciplines. Immediately after you spend force points on a force discipline, you can take a bonus action to regain hit points equal to the number of force points you spent.
Telepathy At 1st level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Healer At level 5, you have mastered the art of channeling the force to heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your consular level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healer, expending hit points separately for each one. This feature has no effect on droids.
Heightened Senses Starting at 7th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 15 feet of you.
Advanced Healing Starting at level 9, whenever you use a force ability to heal you or another target creature, for every force point spent, add your force ability modifier to the total health gained. For instance, if your modifier is 4, and you use 3 force points, add 12 to the total health gained.
Precognitive Instinct By 9th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.
Precognitive Defense At level 13, as long as you moved more than 10 feet during your last turn, you can use your reaction and 3 force points to ignore a single melee or ranged attack made against you.
Cleansing Touch Beginning at 17th level, you can use your action to end one spell or force ability on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Force ability modifier (a minimum of once). You regain expended uses when you finish a long rest.
Force Body At 20th level, your mastery of force power causes your mind to transcend the body. Your physical form is infused with force energy. You gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- You no longer age.
- You are immune to disease, poison damage, and the poisoned condition
- If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 - 1 days later on the plane of existence where you died, having gained the benefits of one long rest.
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Post by Admin on Jul 17, 2018 12:58:46 GMT -6
GUARDIANConcentrating on martial training and combat, Guardians engaged in combat more than either of the other two classes of Jedi; the Consulars or the Sentinels. Descended from the Order's founders on Tython whose role in the galaxy was to defend the weak and uphold the laws of the Galactic Republic, the Guardians were often seen as representatives of the Order and the classic Jedi weapon: the lightsaber. Class Features As a guardian, you gain the following class features. Hit Points Hit Dice: 1d10 per guardian level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st Proficiencies Armor: Light and medium armor, shields Weapons: Simple weapons, lightsabers Tools: None Saving Throws: Strength, Wisdom Skills: You are proficient with the Athletics and Perception skills Equipment You start with the following equipment, in addition to the equipment granted by your background:- A lightsaber according to your fighting style
- Robes
- Combat Suit
Level | Proficiency Bonus | Features | Talents Known | Discipline Known | Force Points | FOrce Limit | 1 | +2 | Fighting Style, Force, Force Order | 1 | 1 | 4 | 2 | 2 | +2
| Starfighter Corps | 1 | 1 | 5 | 2 | 3 | +2
| Force Order Feature | 2 | 2 | 6 | 3 | 4 | +2
| Ability Score Improvement/Feat | 2 | 2 | 7 | 3 | 5 | +3 | Extra Attack | 1 | 2 | 8 | 4 | 6 | +3 | Force Order Feature | 2 | 3 | 9 | 4 | 7 | +3 | Reckless Attack | 2 | 3 | 10 | 5 | 8 | +3 | Ability Score Improvement/Feat | 2 | 3 | 11 | 5 | 9 | +4 | Fighting Style Feature | 2 | 4 | 12 | 6 | 10 | +4 | Force Order Feature | 3 | 4 | 13 | 6 | 11 | +4 | - | 3 | 4 | 14 | 7 | 12 | +4 | Ability Score Improvement/Feat | 3 | 5 | 15 | 7
| 13 | +5 | Auxiliary Power, Overwhelm | 3 | 5 | 16 | 7
| 14 | +5 | Force Order Feature | 3 | 5 | 17 | 7
| 15 | +5 | - | 3 | 6 | 18 | 7
| 16 | +5 | Ability Score Improvement/Feat | 3 | 6 | 19 | 7
| 17 | +6 | Survivor | 4 | 6 | 20 | 7
| 18 | +6 | - | 4 | 7 | 20 | 7
| 19 | +6 | Ability Score Improvement/Feat | 4 | 7 | 20 | 7
| 20 | +6 | Flurry of Blows | 5 | 7 | 20 | 7
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Force Ability Wisdom is your force ability for your force disciplines. You use your Wisdom modifier when setting the saving throw DC for a force discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Wisdom modifier Discipline attack modifier = your proficiency bonus + your Wisdom modifier
Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. When you choose a fighting style, you are also deciding which weapons your character starts with.
Fighting Style | Weapons | Ataru | Lightsaber, Vibroblade | Makashi | Lightsaber | Niman | Double Bladed Lightsaber | Shien | Lightsaber Pike | Soresu | Lightsaber |
Starfighter Corps Additionally, at level 2, you can join the Jedi Starfighter Corps. You gain proficiency with up to one starfighter of your choice. In addition, you can be proficient with a total of two vehicles.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack At level 5, you can make a second attack when you use the Attack action on your turn.
Reckless Attack Starting at 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Auxiliary Power Beginning at level 13, the guardian learns how to transfer power to other systems as a bonus action. Auxiliary power is only available if you are piloting a starship. You must be proficient with the class of starship you are using in order to use Auxiliary Power. You can only use each Auxiliary Power system once, but you regain all expended uses upon finishing repairs while docked. In addition, once you have used Auxiliary Power, you must wait one round before you can use it again. When auxiliary power is shifted to a system, the following applies: Engines: Your starship gains an additional 1000ft movement for the rest of your turn Shields: Your starship immediately gains 25 SP Targeting: You gain advantage on your next attack roll Weapons: You take a -5 penalty to the next attack roll made this turn, but add 10 to the total damage roll if the attack lands (before any multipliers).
Overwhelm Additionally at level 13, you gain permanent knowledge of the Brute Force force discipline, and permanent focus on its focus. This focus cannot be lost, and therefore cannot be used for abilities such as Surge of Health.
Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Flurry of Blows At level 20, you can choose to make a third attack when you use the Attack action on your turn, with the penalty being a -3 to your AC for the round.
Fighting Styles Ataru When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. If the second weapon is a lightsaber, you must be attuned with it to use this feature.
Battle Mastery Starting at level 9, if you are dual wielding two lightsabers with which you are proficient, when you use a bonus action to cast a force ability followed by the Attack action, you may use a free action to make an attack with your off-hand saber.
Makashi When you are wielding only one lightsaber you are attuned with, you gain a +2 bonus to damage rolls with it.
Flurry Starting at 9th level, when you miss with an attack during your turn, you can immediately make an additional attack. You can only gain one additional attack on your turn with this ability.
Niman When you use a double-bladed lightsaber you are attuned with, you get a +2 bonus to attacks made with it.
Double Bladed Fury At level 9, when wielding a double-bladed lightsaber you are attuned with, you can make a second attack as a free action whenever you use the Attack action.
Shien When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a lightsaber you are attuned with.
Pike Mastery At level 9, you excel at defending narrow passageways, doorways, and other tight space. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Soresu While you are wearing armor, you gain a +1 bonus to AC.
Parry Starting at level 9, as a reaction, when you are hit with an attack, you can choose to add your proficiency bonus to your AC.
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Post by Admin on Jul 17, 2018 13:42:34 GMT -6
SentinelLevel | Proficiency Bonus | Features | Talents Known | Discipline Known | Force Points | FOrce Limit | 1 | +2 | Fighting Style, Force, Force Order | 1 | 1 | 4 | 2 | 2 | +2
| Slow Fall | 1 | 1 | 6 | 2 | 3 | +2
| Force Order Feature | 2 | 2 | 14 | 3 | 4 | +2
| Ability Score Improvement/Feat | 2 | 2 | 17 | 3 | 5 | +3 | Extra Attack, Ranged Percision | 2 | 2 | 27 | 4 | 6 | +3 | Force Order Feature | 2 | 3 | 32 | 4 | 7 | +3 | Lightsaber control | 2 | 3 | 38 | 5 | 8 | +3 | Ability Score Improvement/Feat | 2 | 3 | 44 | 5 | 9 | +4 | Force Shield | 2 | 4 | 57 | 6 | 10 | +4 | Force ORder Feature | 3 | 4 | 64 | 6 | 11 | +4 | -- | 3 | 4 | 64 | 7 | 12 | +4 | Ability Score Improvement/Feat | 3 | 5 | 64 | 7
| 13 | +5 | Battle Meditation | 3 | 5 | 64 | 7
| 14 | +5 | Force Order Feature | 3 | 5 | 64 | 7
| 15 | +5 | - | 3 | 6 | 64 | 7
| 16 | +5 | Ability Score Improvement/Feat | 3 | 6 | 64 | 7
| 17 | +6 | Stealthy | 4 | 6 | 64 | 7
| 18 | +6 | - | 4 | 7 | 64 | 7
| 19 | +6 | Ability Score Improvement/Feat | 4 | 7 | 64 | 7
| 20 | +6 | Perfect self | 5 | 7 | 64 | 7
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While they possessed considerable combat skills and had somewhat extensive knowledge of the Force, Sentinels blended both schools of teaching and amplified them with a series of non-Force skills, such as in the fields of security, computers, stealth techniques, demolitions, repair or medicine. These skills tended to take the forefront in their middle-road approach to problems. Class Features As a sentinel, you gain the following class features. Hit Points Hit Dice: 1d8 per sentinel level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st
Proficiencies Armor: Light armor Weapons: Simple weapons, martial weapons, and lightsabers Tools: None Saving Throws: Dexterity, Intelligence Skills: Choose four skills from Acrobatics, Arcana, History, Investigation, Nature, Religion, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:
- A blaster rifle
- A lightsaber according to your fighting style
- Robes
Force Ability Intelligence is your force ability for your force disciplines. You use your Intelligence modifier when setting the saving throw DC for a force discipline or when making an attack roll with one. Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier Discipline attack modifier = your proficiency bonus + your Intelligence modifier Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. When you choose a fighting style, you are also deciding which weapons your character starts with. Fighting Style | Weapons | Ataru | Lightsaber, Vibroblade | Makashi | Lightsaber | Niman | Double Bladed Lightsaber | Shien | Lightsaber Pike | Soresu | Lightsaber |
Fighting Styles Ataru
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. If the second weapon is a lightsaber, you must be attuned with it to use this feature.
Makashi When you are wielding only one lightsaber you are attuned with, you gain a +2 bonus to damage rolls with it.
Niman When you use a double-bladed lightsaber you are attuned with, you get a +2 bonus to attacks made with it.
Shien When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a lightsaber you are attuned with.
Pike Mastery At level 9, you excel at defending narrow passageways, doorways, and other tight space. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Soresu While you are wearing armor, you gain a +1 bonus to AC.
Slow Fall Beginning at 2nd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 x your sentinel level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack At level 5, you can make a second attack when you use the Attack action on your turn.
Ranged Precision Additionally at level 5, you have learned how to use the force to influence your precise aim. When you make a ranged weapon attack, your disadvantage range equals the weapon's effective range. The only disadvantage you take on ranged weapons is within the close disadvantage range.
Lightsaber Control Starting at level 7, you have mastered the art of controlling your lightsaber without physically wielding it. You can now use the Throw action on your turn, as shown on the Lightsaber stat block below. Additionally, as an action on your turn, you can use 3 force points to start controlling your lightsaber. When you do so, your lightsaber gains all the properties listed in the Lightsaber stat block below. You control its movement on your turn, and can have it perform one of its action as your bonus action. If your lightsaber's HP is reduced to zero, it is broken, and thus can no longer be used. You must use a short rest to repair it. At the beginning of your next turn, the Lightsaber returns to your hand unless you choose to use 2 force points to extend the duration.
Force Shield Beginning at 9th level, you have learned to channel the force into a protective shield. As a free action on your turn, you can use 1-3 force points to give yourself 1d10 per force point spent temporary HP . From level 17 onwards you can use up to 5 force points on this ability.
Battle Meditation At level 13, a sentinel learns the proper way to meditate before a battle to gain the advantage. You can spend 2 minutes before entering combat to give up to six friendly creatures temporary hit points equal to your sentinel level plus your Intelligence modifier. Once this ability has been used you cannot use it again until you have completed a long rest.
Stealthy From level 17 onwards, you gain permanent knowledge and focus on the Force Chameleon discipline. If you already knew the Force Chameleon discipline, choose a new one to learn. In addition, you cannot break your concentration on the Force Chameleon discipline, but you can concentrate on another force discipline as well.
Perfect Self At 20th level, when you roll for initiative and have no force points remaining, you regain 20 force points.
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