TEXT: 12/11/2018
  PHB - Cover, Credits, Preface | GM Binder
  https://www.gmbinder.com/documents/print/-LM7MTVrQCKDko5doP5V
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  CREDITS
  First and foremost, I have to thank the person who got
  me into D&D: my buddy, Ross. That playgroup was not
  great, but it started my journey.
  Second, I have to thank the original guinea pigs of this
  conversion: Drew, Eric, and Rickey. It was comically bad,
  but we had fun with it.
  Lastly, while I would love to say that I created
  everything in this conversion, that wouldn't be entirely
  true. The following people deserve credit as well:
  Shout out to the /r/sw5e mod team:
  Grelite for all his help with editing and creation
  Karbacca for the epic cover and SW5e logo
  LordAelfric for the awesome theme
  Stormchaser6 for his help with the Starships book
  DarkMesa for writing almost as many archetypes as I
  have at this point
  The rest of the Jedi Council:
  Speedreeder for the epic new website
  Tomato-andrew for his immense help with the
  enhanced items
  Fynikz for his help overhauling and implementing
  new powers
  Playking57 for his help with the artwork.
  The following noteworthy contributors:
  Charrmeleon for the entire Scholar class
  Bioremnant for the overhaul of the Scholar class
  MayB_259 for their Human species
  SpiketailDrake for the Bloodstorm Approach
  Berserker archetype
  TheGentGamer for the Warchief Approach Berserker
  archetype
  And all of the reddit users on discord who have been
  greatly helpful and developing and reviewing new
  content. You guys are invaluable.
  ART ASSETS
  Listed alphabetically
  And of course
  Star Wars
  Star Wars: Rebels
  Star Wars: The Clone Wars
  Star Wars: The Old Republic
  I hope you like it.
  AdmYrrek
  Andrew Johanson
  Anna Christenson
  Arden Beckwith
  Art of Bartlett
  Audrey Wright
  AV-6R7
  Brandon Harris
  Ben Newman
  Brian Rood
  canuckcrazed007
  Chris Trevas
  CloneCommanderNeyo
  Cristi Balanescu
  Dangerous Covenants
  Dark Arcanine
  Dark Dream
  Darren Tan
  Dave Seeley
  David Kegg
  David Nash
  Diogo Saito
  echostain
  Eiluvision
  Entar0178
  Fantasy Flight Games
  Gregory Vlasenko
  Hui Zou
  ianllanas
  Jake Murray
  Jason Edmiston
  Jhomar Soriano
  Joel Hustak
  Knight of Malta
  Matt Difa
  Metropolis-Hero1125
  Mike Nash
  RamArtwork
  Ron-faure
  Sam Wood
  Skip Skyhook
  Smokeh
  Solo: A Star Wars Story The
  O�cial Guide
  Somarinoa
  Sperasoft
  Star Wars Battlefront
  Star Wars Character
  Encyclopedia
  Star Wars Encyclopedia of
  Star�ghters and Other
  Vehicles
  Stu Cunningham
  Terryl Whitlatch
  The New Essential Guide to
  Droids
  The New Essential Guide to
  Vehicles and Vessels
  Weasyl
  Whitelight369
  William O'Connor
  CREDITS
  2
  This overhaul was made in accordance to Wizards of
  the Coast's Fan Content Policy. This is uno. cial content
  made by me, /u/Galiphile, with some collaboration
  (listed below). 
   
  If I missed you and you feel you deserve credit please let
  me know. I've been working on this for years, and I'm
  fallible. 
  
  PREFACE
  This conversion has been a labor of love of mine
  starting three years ago. Back when I was a �edgling
  DM, I undertook the foolish e�ort of attempting the
  �rst version of this overhaul, which was comically
  terrible. It featured four classes, which were just
  severely bastardized versions of their standard
  counterparts.
  This version, which I will call version 1.0 as an
  absolute snub to my �rst attempt, I've been working on
  pretty consistently for about nine consecutive months.
  I've had some help from various sources (who will be
  credited accordingly), but for the most part this has
  come from mine own brain.
  This book is designed to parallel the o�cial D&D 5e
  Player's Handbook. It includes all the relevant chapters,
  reskinned to �t a Star Wars setting. The signi�cant
  di�erences will be listed below.
  WHAT'S DIFFERENT?
  While this expansion utilizes the base rules of 5th
  Edition, there are signi�cant di�erences that will be
  illustrated here, broken down by chapter. There is more
  information in each chapter, as per the SRD.
  CHAPTER 1: STEP-BY-STEP CHARACTERS
  Reskinned for the setting, with no noteworthy
  di�erences.
  CHAPTER 2: SPECIES
  Races relabeled to species, all of which are brand new.
  CHAPTER 3: CLASSES
  There are ten classes. Berserker, Monk, Operative, and
  Scout, are mostly reskinned, with some variation to �t
  the setting. Fighter utilizes my homebrew of baseline
  combat superiority. Engineer is based o� Arti�cer, but
  extrapolated to be a full caster. Guardian is based o� of
  Paladin, and Consular is based o� of Sorcerer, with
  changes to better �t a force-wielder. Sentinel is a
  reimagining of a monk, but as a 2/3 caster. Scholar is a
  brand new class.
  CHAPTER 4: BACKGROUNDS
  For the most part, these are reskinned from 5E with
  one major di�erence; each background also o�ers a
  choice of feat. This is a houserule I've been using for a
  while that has become quite popular. You can very
  easily ignore this houserule if you're so inclined.
  CHAPTER 5: EQUIPMENT
  Currency has been changed to credits, with roughly 1
  gp = 10 cr. Magic items are reskinned as enhanced or
  modi�ed items, as appropriate, with rarities designed to
  mimic those of Star Wars: the Old Republic. Equipment
  functions similarly, with the exception of the
  breakdown of weapons; rather than simply simple and
  martial, they are broken down into blasters, lightsabers,
  and vibroweapons. This also utilizes a few houserules:
  light, medium, and heavy shields with pro�ciencies
  collapsed into the appropriate armor, new weapon
  features, etc.
  CHAPTER 6: CUSTOMIZATION OPTIONS
  New multiclassing requirements/pro�ciencies, and with
  the exception of the spell point variant (discussed in
  chapter 10), the only di�erence is new or di�erent
  feats.
  CHAPTER 7: USING ABILITY SCORES
  Generally the same, with the exception of skills; Arcana,
  History, and Religion have been collapsed into Lore,
  with Piloting and Technology being new skills.
  CHAPTER 8: ADVENTURING
  Basically identical with some reskinning.
  CHAPTER 9: COMBAT
  Basically identical with some reskinning with the
  exception of damage types.
  Bludgeoning, piercing, and slashing are collapsed into
  kinetic damage.
  Ion is a new damage with improved e�cacy against
  constructs, droids, and electronics.
  Radiant has become energy damage.
  Thunder has become sonic damage.
  CHAPTER 10: 
  FORCE- AND TECH-CASTING
  There are two major changes in this section:
  Spells are now called powers.
  Cantrips are now called at-will powers.
  My own interpretation and simpli�cation of the spell
  point variant from the DMG. Basically, casting a power
  at a given level costs that level + 1 points.
  Spellcasting has been separated into force- and tech-
  casting. 
   Forcecasting uses Wisdom/Charisma and Force
  Points, which regenerate on a long rest. 
   Techcasting uses Intelligence and Tech Points, which
  regenerate on a short rest. 
   While a character can have both force- and tech-
  casting, they are kept completely separate.
  CHAPTERS 11 AND 12: 
  FORCE AND TECH POWERS
  Chapter 11 has been broken down into two chapters to
  keep force and tech powers separate.
  MONSTER MANUAL
  There is a Monster Manual ready to use that you can
  �nd here.
  STARSHIPS OF THE GALAXY
  There is a space expansion optional rule set called
  Starships of the Galaxy, in honor of the Saga edition's
  book. You can �nd it here.
  GOING FORWARD
  Additional content will be released bi-weekly, on
  Tuesdays, for the foreseeable future.
  PREFACE
  3
  
  TABLE OF CONTENTS
  Introduction
  5
  Chapter 1: Step-By-Step Characters
  9
  Chapter 2: Species
  14
   Bith
  15
   Bothan
  16
   Chiss
  17
   Duros
  18
   Human
  19
   Jawa
  20
   Kel Dor
  21
   Mon Calamari
  22
   Rodian
  23
   Sith Pureblood
  24
   Togruta
  25
   Trandoshan
  26
   Twi'lek
  27
   Wookiee
  28
   Zabrak
  29
  Chapter 3: Classes
  30
   Berserker
  31
    Augmented Approach
  34
    Marauder Approach
  35
    Warchief Approach
  37
   Consular
  38
    Way of Balance
  42
    Way of Lightning
  43
    Way of the Sage
  44
   Engineer
  45
    Armormech Engineering
  48
    Armstech Engineering
  51
    Astrotech Engineering
  54
   Fighter
  58
    Assault Specialist
  62
    Shield Specialist
  63
    Tactical Specialist
  64
   Guardian
  65
    Form I: Shii-Cho
  69
    Form II: Makashi
  70
    Form III: Soresu
  71
   Monk
  72
    Echani Order
  76
    Nightsister Order
  77
    Teräs Käsi Order
  78
   Operative
  79
    Gunslinger Practice
  82
    Lethality Practice
  83
    Saboteur Practice
  84
   Scholar
  86
    Physician Pursuit
  90
    Politician Pursuit
  93
    Tactician Pursuit
  95
   Scout
  98
    Deadeye Technique
  102
    Hunter Technique
  104
    Stalker Technique
  105
   Sentinel
  106
    Path of Aggression
  110
    Path of Focus
  111
    Path of Shadows
  112
  Chapter 4: Backgrounds
  113
   Agent
  116
   Bounty Hunter
  117
   Criminal
  118
   Entertainer
  119
   Gambler
  120
   Jedi
  121
   Mandalorian
  122
   Mercenary
  123
   Noble
  124
   Scientist
  125
   Scoundrel
  126
   Sith
  127
   Smuggler
  128
   Soldier
  129
   Spacer
  130
  Chapter 5: Equipment
  131
  Chapter 6: Customization Options
  150
  Chapter 7: Using Ability Scores
  166
  Chapter 8: Adventuring
  174
  Chapter 9: Combat
  180
  Chapter 10: Force- and Tech-casting
  189
  Chapter 11: Force Powers
  192
  Chapter 12: Tech Powers
  220
  Appendix A: Conditions
  248
  Appendix B: Recommended Variant Rules
  250
  Changelog
  252
  TABLE OF CONTENTS
  4
  
  INTRODUCTION
           he Dungeons and Dragons roleplaying game is 
           about storytelling in worlds of swords and sorcery.
  It shares elements with childhood games of make-
  believe. Like those games, D&D is driven by
  imagination. It’s about picturing the towering castle
  beneath the stormy night sky and imagining how a
  fantasy adventurer might react to the challenges that
  scene presents.
  This overhaul is designed as a Star Wars reskinning of
  the core Dungeons and Dragons experience. The rules
  are generally the same, and so an experienced player of
  Fifth Edition should have no trouble jumping right in to
  a Star Wars themed campaign. For the less experienced
  player, this Introduction will cover the basics of the Fifth
  Edition of Dungeons and Dragons, appropriately
  reskinned for the setting.
   
  Dungeon Master (DM):
  Dungeon Master (DM): After traveling the streets
  of Nar Shaddaa, you . nd yourself at the
  entrance to the Black Sun compound. Security
  cameras scan the surrounding area, and a
  cadre of bored looking guardsmen wait
  impatiently by the door. Two twi'lek urchins
  plead for handouts from the Black Sun
  mercenaries, only to be yelled at and pushed
  away. A shimmering barrier covers the
  entrance to the compound, with a manned
  security console on its left side.
  Rickey (playing Vinto):
  Rickey (playing Vinto): I want to talk my way into
  the compound. I approach the guards.
  Drew (playing Dash):
  Drew (playing Dash): I want to throw a grenade
  and then shoot them all.
  Unlike a game of make-believe, D&D gives structure to
  the stories, a way of determining the consequences of
  the adventurers’ action. Players roll dice to resolve
  whether their attacks hit or miss or whether their
  adventurers can scale a cli. , roll away from the strike of
  a force wielder's shock, or pull o� some other
  dangerous task. Anything is possible, but the dice make
  some outcomes more probable than others.
   
  Dungeon Master (DM):
  Dungeon Master (DM): OK, one at a time. Rickey,
  you're approaching the guardsmen?
  Rickey:
  Rickey: Yeah. Do they seem to be doing
  anything?
  DM:
  DM: Make a Wisdom check.
  Rickey:
  Rickey: Does my Perception skill apply?
  DM:
  DM: Sure!
  Rickey (rolling a d20):
  Rickey (rolling a d20): Ugh. Seven.
  DM:
  DM: You can see a couple of them crouching
  over the ground but you can't make out what
  they're doing. And Drew, Dash is prepping a
  grenade?
     In the Dungeons and Dragons game, each player
  creates an adventurer (also called a character) and
  teams up with other adventurers (played by friends).
  Working together, the group might explore a planet-
  encompassing city like Coruscant, the wilds of Kashyyk,
  or the war-torn expanse of Oricon. The adventurers can
  solve puzzles, talk with other characters, battle the
  legendary Jedi or Sith, and discover special modi�ed
  items and other treasure.
  One player, however, takes on the role of the
  Dungeon Master (DM), the game’s lead storyteller and
  referee. The DM creates adventures for the characters,
  who navigate its hazards and decide which paths to
  explore. The DM might describe the entrance to a Black
  Sun commpound, and the players decide what they
  want their adventurers to do. Will they charge in, guns
  blazing? Convince the guardsmen they belong there? Or
  use other means to �nd an entrance?
  Then the DM determines the results of the
  adventurers’ actions and narrates what they
  experience. Because the DM can improvise to react to
  anything the players attempt, D&D is in�nitely �exible,
  and each adventure can be exciting and unexpected.
  The game has no real end; when one story or quest
  wraps up, another one can begin, creating an ongoing
  story called a campaign
  campaign. Many people who play the
  game keep their campaigns going for months or years,
  meeting with their friends every week or so to pick up
  the story where they left o�. The adventurers grow in
  might as the campaign continues. Each force defeated,
  each adventure completed, and each relic recovered
  not only adds to the continuing story, but also earns the
  adventurers new capabilities. This increase in power is
  re�ected by an adventurer’s level.
  There’s no winning and losing in the Dungeons and
  Dragons game—at least, not the way those terms are
  usually understood. Together, the DM and the players
  create an exciting story of bold adventurers who
  confront deadly perils. Sometimes an adventurer might
  come to a grisly end, torn apart by ferocious monsters
  or done in by a nefarious villain. Even so, the other
  adventurers can beseech a powerful Jedi to revive their
  fallen comrade, or the player might choose to create a
  new character to carry on. The group might fail to
  complete an adventure successfully, but if everyone
  had a good time and created a memorable story, they
  all win.
  WORLDS OF ADVENTURE
  The many worlds of the Dungeons and Dragons game
  are places of magic and monsters, of brave warriors
  and spectacular adventures. They begin with a
  foundation of medieval fantasy and then add the
  creatures, places, and magic that make these worlds
  unique.
  INTRODUCTION
  5
  
  Naturally, this conversion is designed to explore the
  myriad worlds of the Star Wars universe. I personally
  designed it to be used in the Old Republic era as
  characterized by the Knights of the Old Republic
  Knights of the Old Republic
  games and The Old Republic
  The Old Republic MMORPG. Utilizing this
  timeframe allows greater justi�cation for a prevelance
  of force-wielders.
  All these worlds share characteristics, but each world
  is set apart by its own history and cultures, distinctive
  monsters and species, fantastic geography, ancient
  ruins, and scheming villains. Some worlds are
  dominated by one great story, like the Separatists' war
  on Ord Mantell. Ultimately they’re all Star Wars worlds,
  and you can use the rules in this book to create a
  character and play in any one of them.
  Your DM might set the campaign on one of these
  worlds or on one that he or she created. Because there
  is so much diversity among the worlds of Star Wars, you
  should check with your DM about any house rules that
  will a�ect your play of the game. Ultimately, the
  Dungeon Master is the authority on the campaign and
  its setting, even if the setting is a published world.
  USING THIS BOOK
  The Player’s Handbook is divided into three parts.
  Part 1
  Part 1 is about creating a character, providing the
  rules and guidance you need to make the character
  you’ll play in the game. It includes information on the
  various species, classes, backgrounds, equipment, and
  other customization options that you can choose from.
  Many of the rules in part 1 rely on material in parts 2
  and 3. If you come across a game concept in part 1 that
  you don’t understand, consult the book’s index.
  Part 2
  Part 2 details the rules of how to play the game,
  beyond the basics described in this introduction. That
  part covers the kinds of die rolls you make to determine
  success or failure at the tasks your character attempts,
  and describes the three broad categories of activity in
  the game: exploration, interaction, and combat.
  Part 3
  Part 3 is all about the Force and technology. It covers
  the nature of force- and tech-casting in the worlds of
  Star Wars, the rules for them, and the huge variety of
  powers available to characters in the game.
  HOW TO PLAY
  The play of the Dungeons and Dragons game unfolds
  according to this basic pattern. 1. The DM describes
  1. The DM describes
  the environment.
  the environment. The DM tells the players where their
  adventurers are and what’s around them, presenting
  the basic scope of options that present themselves
  (how many doors lead out of a room, what’s on a table,
  who’s in the cantina, and so on). 2. The players
  2. The players
  describe what they want to do.
  describe what they want to do. Sometimes one player
  speaks for the whole party, saying, “We’ll take the east
  door,” for example. Other times, di�erent adventurers
  do di�erent things: one adventurer might search a
  container while a second examines a symbol engraved
  on a wall and a third keeps watch for enemies. The
  players don’t need to take turns, but the DM listens to
  every player and decides how to resolve those actions.
  Sometimes, resolving a task is easy. If an adventurer
  wants to walk across a room and open a door, the DM
  might just say that the door opens and describe what
  lies beyond. But the door might be locked, the �oor
  might hide a deadly trap, or some other circumstance
  might make it challenging for an adventurer to
  complete a task. In those cases, the DM decides what
  happens, often relying on the roll of a die to determine
  the results of an action.
  3. The DM narrates the results of the adventurers’
  3. The DM narrates the results of the adventurers’
  actions.
  actions. Describing the results often leads to another
  decision point, which brings the �ow of the game right
  back to step 1.
  This pattern holds whether the adventurers are
  cautiously exploring a ruin, talking to a devious noble,
  or locked in mortal combat against a mighty rancor. In
  certain situations, particularly combat, the action is
  more structured and the players (and DM) do take
  turns choosing and resolving actions. But most of the
  time, play is �uid and �exible, adapting to the
  circumstances of the adventure.
  Often the action of an adventure takes place in the
  imagination of the players and DM, relying on the DM’s
  verbal descriptions to set the scene. Some DMs like to
  use music, art, or recorded sound e�ects to help set the
  mood, and many players and DMs alike adopt di�erent
  voices for the various adventurers, monsters, and other
  characters they play in the game. Sometimes, a DM
  might lay out a map and use tokens or miniature
  �gures to represent each creature involved in a scene
  to help the players keep track of where everyone is.
  GAME DICE
  The game uses polyhedral dice with di�erent numbers
  of sides. You can �nd dice like these in game stores and
  in many bookstores.
  In these rules, the di�erent dice are referred to by the
  letter d followed by the number of sides: d4, d6, d8, d
  10, d12, and d20. For instance, a d6 is a six-sided die
  (the typical cube that many games use).
  Percentile dice, or d100, work a little di�erently. You
  generate a number between 1 and 100 by rolling two
  di�erent ten-sided dice numbered from 0 to 9. One die
  (designated before you roll) gives the tens digit, and the
  other gives the ones digit. If you roll a 7 and a 1, for
  example, the number rolled is 71. Two Os represent
  100. Some ten-sided dice are numbered in tens (00, 10,
  20, and so on), making it easier to distinguish the tens
  digit from the ones digit. In this case, a roll of 70 and 1
  is 71, and 00 and 0 is 100.
  When you need to roll dice, the rules tell you how
  many dice to roll of a certain type, as well as what
  modi�ers to add. For example, “3d8 + 5 ” means you roll
  three eight-sided dice, add them together, and add 5 to
  the total.
  The same d notation appears in the expressions
  “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6
  and divide the number rolled by 2 (round up). To
  simulate the roll of 1d2, roll any die and assign a 1 or 2
  to the roll depending on whether it was odd or even.
  (Alternatively, if the number rolled is more than half the
  number of sides on the die, it’s a 2.)
  INTRODUCTION
  6
  
  THE D20
  Does an adventurer’s vibroblade swing hurt a rancor or
  just bounce o� its leathery hide? Will the guard believe
  an outrageous blu�? Can a character swim across a
  raging river? Can a character avoid the main blast of a
  Sith's force storm, or does he or she take full damage
  from the tempest? In cases where the outcome of an
  action is uncertain, the Dungeons and Dragons game
  relies on rolls of a 20-sided die, a d20, to determine
  success or failure.
  Every character and monster in the game has
  capabilities de�ned by six ability scores
  ability scores. The abilities
  are Strength, Dexterity, Constitution, Intelligence,
  Wisdom, and Charisma, and they typically range from 3
  to 18 for most adventurers. (Monsters might have
  scores as low as 1 or as high as 30.) These ability scores,
  and the ability modi�ers
  ability modi�ers derived from them, are the
  basis for almost every d20 roll that a player makes on a
  character’s or monster’s behalf.
  Ability checks, attack rolls, and saving throws are the
  three main kinds of d20 rolls, forming the core of the
  rules of the game. All three follow these simple steps.
  1. Roll the die and add a modi�er.
  1. Roll the die and add a modi�er. Roll a d20 and
  add the relevant modi�er. This is typically the modi�er
  derived from one of the six ability scores, and it
  sometimes includes a pro�ciency bonus to re�ect a
  character’s particular skill. (See chapter 1 for details on
  each ability and how to determine an ability’s modi�er.)
  2. Apply circumstantial bonuses and penalties.
  2. Apply circumstantial bonuses and penalties. A
  class feature, a power, a particular circumstance, or
  some other e�ect might give a bonus or penalty to the
  check.
  3. Compare the total to a target number.
  3. Compare the total to a target number. If the
  total equals or exceeds the target number, the ability
  check, attack roll, or saving throw is a success.
  Otherwise, it’s a failure. The DM is usually the one who
  determines target numbers and tells players whether
  their ability checks, attack rolls, and saving throws
  succeed or fail.
  The target number for an ability check or a saving
  throw is called a Di�culty Class
  Di�culty Class (DC). The target
  number for an attack roll is called an Armor Class
  Armor Class (AC).
  ADVANTAGE AND DISADVANTAGE
  Sometimes an ability check, attack roll, or saving throw
  is modi�ed by special situations called advantage and
  disadvantage. Advantage re�ects the positive
  circumstances surrounding a d20 roll, while
  disadvantage re�ects the opposite. When you have
  either advantage or disadvantage, you roll a second d20
  when you make the roll. Use the higher of the two rolls
  if you have advantage, and use the lower roll if you
  have disadvantage. For example, if you have
  disadvantage and roll a 17 and a 5, you use the 5. If you
  instead have advantage and roll those numbers, you
  use the 17. More detailed rules for advantage and
  disadvantage are presented in chapter 7. This simple
  rule governs the resolution of most tasks in D&D play.
  Chapter 7 provides more detailed rules for using the
  d20 in the game.
  SPECIFIC BEATS GENERAL
  This book contains rules, especially in parts 2 and 3,
  that govern how the game plays. That said, many
  special traits, class features, powers, unique items,
  monster abilities, and other game elements break the
  general rules in some way, creating an exception to
  how the rest of the game works. Remember this: If a
  speci�c rule contradicts a general rule, the speci�c rule
  wins.
  Exceptions to the rules are often minor. For instance,
  many adventurers don’t have pro�ciency with sniper
  ri�es, but every Chiss does because of a special trait.
  That trait creates a minor exception in the game. Other
  examples of rule-breaking are more conspicuous. For
  instance, an adventurer can’t normally leap 30 feet, but
  some powers make that possible. The Force and
  technology account for most of the major exceptions to
  the rules.
  ROUND DOWN
  There’s one more general rule you need to know at the
  outset. Whenever you divide a number in the game,
  round down if you end up with a fraction, even if the
  fraction is one-half or greater.
  ADVENTURES
  The Dungeons and Dragons game consists of a group
  of characters embarking on an adventure that the
  Dungeon Master presents to them. Each character
  brings particular capabilities to the adventure in the
  form of ability scores and skills, class features, special
  traits, equipment, and special items. Every character is
  di�erent, with various strengths and weaknesses, so
  the best party of adventurers is one in which the
  characters complement each other and cover the
  weaknesses of their companions. The adventurers must
  cooperate to successfully complete the adventure.
  The adventure is the heart of the game, a story with a
  beginning, a middle, and an end. An adventure might
  be created by the Dungeon Master or purchased o� the
  shelf, tweaked and modi�ed to suit the DM’s needs and
  desires. In either case, an adventure features a
  wonderous setting, whether it’s an underground
  enclave, a crumbling temple, a stretch of wilderness, or
  a bustling city. It features a rich cast of characters: the
  adventurers created and played by the other players at
  the table, as well as nonplayer characters (NPCs). Those
  characters might be patrons, allies, enemies, hirelings,
  or just background extras in an adventure. Often, one
  of the NPCs is a villain whose agenda drives much of an
  adventure’s action.
  INTRODUCTION
  7
  
  Over the course of their adventures, the characters are
  confronted by a variety of creatures, objects, and
  situations that they must deal with in some way.
  Sometimes the adventurers and other creatures do
  their best to kill or capture each other in combat. At
  other times, the adventurers talk to another creature
  (or even a mystical object) with a goal in mind. And
  often, the adventurers spend time trying to solve a
  puzzle, bypass an obstacle, �nd something hidden, or
  unravel the current situation. Meanwhile, the
  adventurers explore the world, making decisions about
  which way to travel and what they’ll try to do next.
  Adventures vary in length and complexity. A short
  adventure might present only a few challenges, and it
  might take no more than a single game session to
  complete. A long adventure can involve hundreds of
  combats, interactions, and other challenges, and take
  dozens of sessions to play through, stretching over
  weeks or months of real time. Usually, the end of an
  adventure is marked by the adventurers heading back
  to safety to rest and enjoy the spoils of their labors.
  But that’s not the end of the story. You can think of
  an adventure as a single episode of a TV series, made
  up of multiple exciting scenes. A campaign is the whole
  series—a string of adventures joined together, with a
  consistent group of adventurers following the narrative
  from start to �nish.
  THE FORCE AND TECHNOLOGY
  Few Star Wars adventures end without interacting with
  a force- or tech-caster. Whether helpful or harmful,
  powers appear frequently in the life of an adventurer,
  and it is the focus of chapters 10 and 11.
  In the worlds of Star Wars, practitioners of the Force
  are uncommon, set apart from the masses of people by
  their extraordinary talent.
  For adventurers, though, the Force and technology
  are key to their survival. Without the healing prowess of
  a Jedi or a sawbones, adventurers would quickly
  succumb to their wounds. Without the uplifting support
  of a scholar, soldiers might be overwhelmed by
  powerful foes. Without the sheer power and versatility
  of a consular, every threat would be magni�ed tenfold.
  The Force and technology are also a favored tool of
  villains. Many adventures are driven by the
  machinations of casters who are hell-bent on using
  power for some ill end. A mercenary leader subjugates
  the surrounding community, a renegade Sith saps the
  life from their victims, a vindictive droid takes over a
  space station with the intent of destroying its
  oppressors—these are just a few of the threats that
  adventurers might face. With power of their own, in the
  form of the Force and speciali items, the adventurers
  might prevail!
  THE THREE PILLARS OF ADVENTURING
  Adventurers can try to do anything their players can
  imagine, but it can be helpful to talk about their
  activities in three broad categories: exploration, social
  interaction, and combat.
  Exploration
  Exploration includes both the adventurers’
  movement through the world and their interaction with
  objects and situations that require their attention.
  Exploration is the give-and-take of the players
  describing what they want their characters to do, and
  the Dungeon Master telling the players what happens
  as a result. On a large scale, that might involve the
  characters spending a day crossing the deserts of
  Tatooine or an hour making their way through the
  winding passages of an abandoned base. On the
  smallest scale, it could mean one character �ipping a
  switch in a room to see what happens.
  Social interaction
  Social interaction features the adventurers talking to
  someone (or something) else. It might mean
  demanding that a captured scout reveal the least well
  guarded entrance to the mercenary base, getting
  information from a rescued prisoner, pleading for
  mercy from the leader of a group of criminals, or
  persuading an informant to garner information about a
  distant location.
  The rules in chapters 7 and 8 support exploration and
  social interaction, as do many class features in chapter
  3 and personality traits in chapter 4.
  Combat
  Combat, the focus of chapter 9, involves characters
  and other creatures swinging weapons, casting powers,
  maneuvering for position, and so on—all in an e�ort to
  defeat their opponents, whether that means killing
  every enemy, taking captives, or forcing a rout. Combat
  is the most structured element of a D&D session, with
  creatures taking turns to make sure that everyone gets
  a chance to act. Even in the context of a pitched battle,
  there’s still plenty of opportunity for adventurers to
  attempt wacky stunts like sur�ng down a �ight of stairs
  on a shield, to examine the environment (perhaps by
  �ipping a mysterious switch), and to interact with other
  creatures, including allies, enemies, and neutral parties.
  INTRODUCTION
  8
  
  CHAPTER 1: STEP-BY-STEP CHARACTERS
           our . rst step in playing an adventurer in the 
           Dungeons & Dragons game is to imagine and
  create a character of your own. Your character is a
  combination of game statistics, roleplaying hooks, and
  your imagination. You choose a species (such as human
  or twi'lek) and a class (such as sentinel or scout). You
  also invent the personality, appearance, and backstory
  of your character. Once completed, your character
  serves as your representative in the game, your avatar
  in the Dungeons & Dragons world.
  Before you dive into step 1 below, think about the
  kind of adventurer you want to play. You might be a
  courageous �ghter, a skulking scoundrel, a fervent
  consular, or a cruel guardian. Or you might be more
  interested in an unconventional character, such as a
  brawny scoundrel who likes hand-to-hand combat, or a
  sharpshooter who picks o� enemies from afar. Do you
  like non-Human species like Twi'leks or Wookiees? Try
  building a character of one of those species. Do you
  want your character to be the toughest adventurer at
  the table? Consider the �ghter class. If you don’t know
  where else to begin, take a look at the illustrations in
  any Star Wars book to see what catches your interest.
  Once you have a character in mind, follow these
  steps in order, making decisions that re�ect the
  character you want. Your conception of your character
  might evolve with each choice you make. What’s
  important is that you come to the table with a character
  you’re excited to play.
  Throughout this section, we use the term character
  sheet to mean whatever you use to track your
  character, whether it’s a formal character sheet
  character sheet (like
  the one at the end of these rules), some form of digital
  record, or a piece of notebook paper. An o�cial D&D
  character sheet is a �ne place to start until you know
  what information you need and how you use it during
  the game.
  Building Han Solo
  Each step of character creation includes an example of
  that step, with a player building the iconic character
  Han Solo, as he is portrayed during the events of
  Episode IV.
  1. CHOOSE A SPECIES
  Every character belongs to a species, one of the many
  intelligent humanoid species in the Star Wars worlds.
  The most common species in the galaxy is human, but
  there are a myriad of near-Human species available for
  play, including the four-armed Besalisks, the cunning
  Trandoshans, the dexterous Twi'leks, and the utilitarian
  droid. The Species
  Species chapter provides more information
  about these species.
  The species you choose contributes to your
  character’s identity in an important way, by establishing
  a general appearance and the natural talents gained
  from culture and ancestry. Your character’s species
  grants particular special traits, such as special senses,
  pro�ciency with certain weapons or tools, pro�ciency in
  one tools, pro�ciency in one or more skills, or the
  ability to use minor powers. These traits sometimes
  dovetail with the capabilities of certain classes (see step
  2). For example, the special traits of Lanniks make them
  exceptional consulars, and Jawas tend to be powerful
  engineers. Sometimes playing against type can be fun,
  too. Ugnaught soldiers and Wookiee sentinels, for
  example, can be unusual but memorable characters.
  Your species also increases one or more of your
  ability scores, which you determine in step 3. Note
  these increases and remember to apply them later.
  Record the traits granted by your species on your
  character sheet. Be sure to note your starting
  languages and your base speed as well.
  Building Han Solo, Step 1
  Since Han Solo is a human, we record all the special
  traits of humans on our character, including his speed
  of 30 feet and the languages he knows: Galactic Basic
  and Shyriiwook.
  2. CHOOSE A CLASS
  Every adventurer is a member of a class. Class broadly
  describes a character’s vocation, what special talents he
  or she possesses, and the tactics he or she is most likely
  to employ when exploring a city, �ghting monsters, or
  engaging in a tense negotiation. The character classes
  are described in the Classes
  Classes chapter.
  Your character receives a number of bene�ts from
  your choice of class. Many of these bene�ts are class
  class
  features
  features — capabilities (including force- or tech-casting)
  that set your character apart from members of other
  classes. You also gain a number of pro�ciencies
  pro�ciencies:
  armor, weapons, skills, saving throws, and sometimes
  tools. Your pro�ciencies de�ne many of the things your
  character can do particularly well, from using certain
  weapons to telling a convincing lie.
  On your character sheet, record all the features that
  your class gives you at 1st level.
  LEVEL
  Typically, a character starts at 1st level and advances in
  level by adventuring and gaining experience points
  experience points
  (XP). A 1st-level character is inexperienced in the
  adventuring world, although he or she might have been
  a soldier or a pirate and done dangerous things before.
  Starting o� at 1st level marks your character’s entry
  into the adventuring life. If you’re already familiar with
  the game, or if you are joining an existing D&D
  campaign, your DM might decide to have you begin at a
  higher level, on the assumption that your character has
  already survived a few harrowing adventures.
  Quick Build
  Each class description in the Classes section includes a
  section o�ering suggestions to quickly build a
  character of that class, including how to assign your
  highest ability scores, a background suitable to the
  class, and starting powers.
  PART 1 | STEP-BY-STEP CHARACTERS
  9
  
   Record your level on your character sheet. If you're
  starting at a higher level, record the additional elements
  your class gives you for your levels past 1st. Also record
  your experience points. A 1st-level character has 0 XP. A
  higher-level character typically begins with the
  minimum amount of XP required to reach that level
  (see "Beyond 1st Level" later in this section).
  HIT POINTS AND HIT DICE
  Your character's hit points de�ne how tough your
  character is in combat and other dangerous situations.
  Your hit points are determined by your Hit Dice (short
  for Hit Point Dice).
  At 1st level, your character has 1 Hit Die, and the die
  type is determined by your class. You start with hit
  points equal to the highest roll of that die, as indicated
  in your class description. (You also add your
  Constitution modi�er, which you'll determine in step 3.)
  This is also your hit point maximum.
  Record your character's hit points on your character
  sheet. Also record the type of Hit Die your character
  uses and the number of Hit Dice you have. After you
  rest, you can spend Hit Dice to regain hit points (see
  "Resting" in the Adventuring section).
  PROFICIENCY BONUS
  The table that appears in your class description shows
  your pro�ciency bonus, which is +2 for a 1st-level
  character. Your pro�ciency bonus applies to many of
  the numbers you'll be recording on your character
  sheet:
  Attack rolls using weapons you're pro�cient with
  Attack rolls with powers you cast
  Ability checks using skills you're pro�cient in
  Ability checks using tools you're pro�cient with
  Saving throws you're pro�cient in
  Saving throw DCs for powers you cast (explained in
  each force- or tech-casting class)
  Your class determines your weapon pro�ciencies,
  your saving throw pro�ciencies, and some of your skill
  and tool pro�ciencies. (Skills are described in "Using
  Ability Scores", tools in "Equipment.") Your background
  gives you additional skill and tool pro�ciencies, and
  some species give you more pro�ciencies. Be sure to
  note all of these pro�ciencies, as well as your
  pro�ciency bonus, on your character sheet.
  Your pro�ciency bonus can't be added to a single die
  roll or other number more than once. Occasionally,
  your pro�ciency bonus might be modi�ed (doubled or
  halved, for example) before you apply it. If a
  circumstance suggests that your pro�ciency bonus
  applies more than once to the same roll or that it
  should be multiplied more than once, you nevertheless
  add it only once, multiply it only once, and halve it only
  once.
  Building Han Solo, Step 2
  Han Solo is best depicted as an operative, so we make
  a note of the operative's pro�ciencies and 1st-level
  class features on the character sheet.
  As a 1st-level operative, Han has 1 Hit Die—a d8—
  and starts with hit points equal to 8 + his Constitution
  modi�er. Make a note of this; we will record the �nal
  number after we determine Han's Constitution score
  (see step 3). Also make note of the pro�ciency bonus
  for a 1st-level character, which is +2.
  3. DETERMINE ABILITY SCORES
  Much of what your character does in the game depends
  on his or her six abilities: Strength, Dexterity,
  Constitution, Intelligence, Wisdom, and Charisma.
  Each ability has a score, which is a number you record
  on your character sheet.
  The six abilities and their use in the game are
  described in the Using Ability Scores chapter. The
  Ability Score Summary table provides a quick reference
  for what qualities are measured by each ability, what
  species increases which abilities, and what classes
  consider each ability particularly important.
  You generate your character's six ability scores
  randomly. Roll four 6-sided dice and record the total of
  the highest three dice on a piece of scratch paper. Do
  this �ve more times, so that you have six numbers. If
  you want to save time or don't like the idea of randomly
  determining ability scores, you can use the following
  scores instead: 15, 14, 13, 12, 10, 8.
  Now take your six numbers and write each number
  beside one of your character's six abilities to assign
  scores to Strength, Dexterity, Constitution, Intelligence,
  Wisdom, and Charisma. Afterward, make any changes
  to your ability scores as a result of your species choice.
  After assigning your ability scores, determine your
  ability modifiers using the Ability Scores and Modi�ers
  table. To determine an ability modi�er without
  consulting the table, subtract 10 from the ability score
  and then divide the result by 2 (round down). Write the
  modi�er next to each of your scores.
  Building Han Solo, Step 3
  We will use the standard set of scores (15, 14, 13, 12,
  10, 8) for Han's abilities. Han is talented and nimble, so
  we'll put his highest score, 15, in Dexterity. His next-
  highest, 14, goes in Charisma. He then applies the 13
  to Intelligence, the 12 to Constitution, the 10 to
  Wisdom and the 8 to Strength. After applying his
  special bene�ts (increasing Han's Dexterity by 2, and
  his Intelligence and Charisma by 1), Han's ability scores
  and modi�ers look like this: Strength 8 (-1), Dexterity
  17 (+3), Constitution 12 (+1), Intelligence 14 (+2),
  Wisdom 10 (+0), Charisma 15 (+2).
  We then �ll in Han's �nal hit points: 8 + his
  Constitution modi�er of +1, for a total of 9 hit points.
  PART 1 | STEP-BY-STEP CHARACTERS
  10
  
  VARIANT: CUSTOMIZING ABILITY SCORES
  At your Dungeon Master’s option, you can use this
  variant for determining your ability scores. The method
  described here allows you to build a character with a
  set of ability scores you choose individually.
  You have 27 points to spend on your ability scores.
  The cost of each score is shown on the Ability Score
  Point Cost table. For example, a score of 14 costs 7
  points. Using this method, 15 is the highest ability score
  you can end up with, before applying special increases.
  You can’t have a score lower than 8.
  This method of determining ability scores enables
  you to create a set of three high numbers and three low
  ones (15, 15, 15, 8, 8, 8), a set of numbers that are
  above average and nearly equal (13, 13, 13, 12, 12, 12),
  or any set of numbers between those extremes.
  Ability Score Point Cost
  Score
  Score
  Cost
  Cost
  8
  0
  9
  1
  10
  2
  11
  3
  12
  4
  13
  5
  14
  7
  15
  9
  4. DESCRIBE YOUR CHARACTER
  Once you know the basic game aspects of your
  character, it’s time to . esh him or her out as a person.
  Your character needs a name. Spend a few minutes
  thinking about what he or she looks like and how he or
  she behaves in general terms.
  Using the information in the Personality and
  Personality and
  Background
  Background chapter, you can �esh out your character’s
  physical appearance and personality traits. Choose
  your character’s alignment
  alignment (the moral compass that
  guides his or her decisions) and ideals
  ideals. The Personality
  Personality
  and Background
  and Background chapter also helps you identify the
  things your character holds most dear, called bonds
  bonds,
  and the �aws
  �aws that could one day undermine him or
  her.
  Your character’s background
  background describes where he or
  she came from, his or her original occupation, and the
  character’s place in the D&D world. Your DM might
  o�er additional backgrounds beyond the ones included
  in the Personality and Background section, and might
  be willing to work with you to craft a background that’s
  a more precise �t for your character concept.
  A background gives your character a background
  feature (a general bene�t) and pro�ciency in two skills,
  and it might also give you additional languages or
  pro�ciency with certain kinds of tools. Record this
  information, along with the personality information you
  develop, on your character sheet.
  Ability Scores and Modifiers
  Score
  Score
  Modi�er
  Modi�er
  1
  -5
  2-3
  -4
  4-5
  -3
  6-7
  -2
  8-9
  -1
  10-11
  +0
  12-13
  +1
  14-15
  +2
  16-17
  +3
  18-19
  +4
  20-21
  +5
  22-23
  +6
  24-25
  +7
  26-27
  +8
  28-29
  +9
  30
  +10
  PART 1 | STEP-BY-STEP CHARACTERS
  11
  
  Building Han Solo, Step 4
  We then �ll in some of Han’s basic details: his name,
  his sex (male), his height and weight, and his alignment
  (chaotic light). His high Dexterity and Charisma
  represent his capability and power of presence, and his
  low Strength represent an unexceptional burliness.
  Han is a notorious scoundrel, so we choose the
  scoundrel background. Make a note of the
  pro�ciencies and special feature this background gives.
  We choose the Silver-Tongued feat for Han's
  background feat, adding the bonus to Han's Charisma,
  bring the total to 16, and the modi�er to +3.
  We know that Han is both daring and rash, and has a
  propensity to gamble, so we choose the fourth and
  sixth personality traits. We choose the ideal of
  independence from the list in the background, noting
  that Han recognizes no one as his master.
  Han's bond is his �ight from Jabba the Hutt, so we
  choose the �rst option. His �aw is that he often
  chooses himself and his ship over others, so we choose
  the sixth option.
  YOUR CHARACTER'S ABILITIES
  Take your character’s ability scores and species into
  account as you �esh out his or her appearance and
  personality. A very strong character with low
  Intelligence might think and behave very di�erently
  from a very smart character with low Strength.
  For example, high Strength usually corresponds with
  a burly or athletic body, while a character with low
  Strength might be scrawny or plump.
  A character with high Dexterity is probably lithe and
  slim, while a character with low Dexterity might be
  either gangly and awkward or heavy and thick-�ngered.
  A character with high Constitution usually looks
  healthy, with bright eyes and abundant energy. A
  character with low Constitution might be sickly or frail.
  A character with high Intelligence might be highly
  inquisitive and studious, while a character with low
  Intelligence might speak simply or easily forget details.
  A character with high Wisdom has good judgment,
  empathy, and a general awareness of what’s going on.
  A character with low Wisdom might be absent-minded,
  foolhardy, or oblivious.
  A character with high Charisma exudes con�dence,
  which is usually mixed with a graceful or intimidating
  presence. A character with a low Charisma might come
  across as abrasive, inarticulate, or timid.
  5. CHOOSE EQUIPMENT
  Your class and background determine your character’s
  starting equipment
  starting equipment, including weapons, armor, and
  other adventuring gear. Record this equipment on your
  character sheet. All such items are detailed in the
  Equipment section. Instead of taking the gear given to
  you by your class and background, you can purchase
  your starting equipment. You have a number of credits
  credits
  (cr) to spend based on your class, as shown in the
  Equipment section. Extensive lists of equipment, with
  prices, also appear in that section.
    Your Strength score limits the amount of gear you can
  carry. Try not to purchase equipment with a total
  weight (in pounds) exceeding your Strength score times
  15. "Using Ability Scores
  Using Ability Scores" has more information on
  carrying capacity.
  ARMOR CLASS
  Your Armor Class
  Armor Class (AC) represents how well your
  character avoids being wounded in battle. Things that
  contribute to your AC include the armor you wear, the
  shield you carry, and your Dexterity modi�er. Not all
  characters wear armor or carry shields, however.
  Without armor or a shield, your character’s AC equals
  10 + his or her Dexterity modi�er. If your character
  wears armor, carries a shield, or both, calculate your AC
  using the rules in the Equipment section. Record your
  AC on your character sheet.
  Your character needs to be pro�cient with armor and
  shields to wear and use them e�ectively, and your
  armor and shield pro�ciencies are determined by your
  class. There are drawbacks to wearing armor or
  carrying a shield if you lack the required pro�ciency, as
  explained in the Equipment section.
  Some powers and class features give you a di�erent
  way to calculate your AC. If you have multiple features
  that give you di�erent ways to calculate your AC, you
  choose which one to use.
  WEAPONS
  For each weapon your character wields, calculate the
  modi�er you use when you attack with the weapon and
  the damage you deal when you hit.
  When you make an attack with a weapon, you roll a
  d20 and add your pro�ciency bonus (but only if you are
  pro�cient with the weapon) and the appropriate ability
  modi�er.
  For attacks with melee weapons
  melee weapons, use your Strength
  modi�er for attack and damage rolls. A weapon that has
  the �nesse property, such as a vibrorapier, can use your
  Dexterity modi�er instead.
  For attacks with ranged weapons
  ranged weapons, use your Dexterity
  modi�er for attack and damage rolls. A weapon that has
  the thrown property, such as a vibrodagger, can use
  your Strength modi�er instead.
  Building Han Solo, Step 5
  We now write down the starting equipment from the
  operative class and the scoundrel background. His
  starting equipment includes a combat suit, giving him
  an Armor Class of 14.
  For Han’s weapons, we choose a vibrodagger and a
  light pistol. His light pistol is a ranged weapon, and the
  vibrodagger has the �nesse property, so Han uses his
  Dexterity modi�er for his attacks and damage. His
  attack bonus is his Dexterity modi�er (+3) plus his
  pro�ciency bonus (+2), for a total of +5. The light pistol
  deals 1d4 energy damage, and Han adds his Dexterity
  modi�er to the damage when he hits, for a total of
  1d4+3 energy damage. The vibrodagger deals the
  same amount of damage, but is kinetic instead of
  energy.
  PART 1 | STEP-BY-STEP CHARACTERS
  12
  
  6. COME TOGETHER
  Most Star Wars characters don’t work alone. Each
  character plays a role within a party
  party, a group of
  adventurers working together for a common purpose.
  Teamwork and cooperation greatly improve your
  party’s chances to survive the many perils in the worlds
  of Star Wars. Talk to your fellow players and your DM to
  decide whether your characters know one another, how
  they met, and what sorts of quests the group might
  undertake.
  BEYOND 1ST LEVEL
  As your character goes on adventures and overcomes
  challenges, he or she gains experience, represented by
  experience points. A character who reaches a speci�ed
  experience point total advances in capability. This
  advancement is called gaining a level.
  CLASS FEATURES AND HIT DICE
  When your character gains a level, his or her class often
  grants additional features, as detailed in the class
  description. Some of these features allow you to
  increase your ability scores, either increasing two
  scores by 1 each or increasing one score by 2. You can’t
  increase an ability score above 20. In addition, every
  character's pro�ciency bonus increases at certain levels.
  Each time you gain a level, you gain 1 additional Hit
  Die. Roll that Hit Die, add your Constitution modi�er to
  the roll, and add the total to your hit point maximum.
  Alternatively, you can use the �xed value shown in your
  class entry, which is the average result of the die roll
  (rounded up).
  Experience Points
  Experience Points
  Level
  Level
  Pro�ciency Bonus
  Pro�ciency Bonus
  0
  1
  +2
  300
  2
  +2
  900
  3
  +2
  2,700
  4
  +2
  6,500
  5
  +3
  14,000
  6
  +3
  23,000
  7
  +3
  34,000
  8
  +3
  48,000
  9
  +4
  64,000
  10
  +4
  85,000
  11
  +4
  100,000
  12
  +4
  120,000
  13
  +5
  140,000
  14
  +5
  165,000
  15
  +5
  195,000
  16
  +5
  225,000
  17
  +6
  265,000
  18
  +6
  305,000
  19
  +6
  355,000
  20
  +6
    When your Constitution modi�er increases by 1, your
  hit point maximum increases by 1 for each level you
  have attained. For example, if your 7th-level soldier has
  a Constitution score of 17, when he reaches 8th level,
  he increases his Constitution score from 17 to 18, thus
  increasing his Constitution modi�er from +3 to +4. His
  hit point maximum then increases by 8.
  XP AND PROFICIENCY BONUS PROGRESSION
  The Character Advancement table summarizes the XP
  you need to advance in levels from level 1 through level
  20, and the pro�ciency bonus for a character of that
  level. Consult the information in your character's class
  description to see what other improvements you gain
  at each level.
  PART 1 | STEP-BY-STEP CHARACTERS
  13
  
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  CHAPTER 2: SPECIES
             visit to any of the great cities in the worlds
             of Star Wars overwhelms the senses. Voices
  chatter in countless di. erent languages. The smells of
  cooking in dozens of di. erent cuisines mingle with the
  odors of crowded streets and poor sanitation. Buildings
  in myriad architectural styles display the diverse origins
  of their inhabitants.
  And the people themselves-people of varying size,
  shape, and color, dressed in a dazzling spectrum of
  styles and hues-represent many di. erent species, from
  diminutive Bothans and stalwart Cereans to majestic
  Twi'Leks and towering Wookiees, mingling among a
  variety of human ethnicities.
  Scattered among the members of these more
  common species are the true exotics: a hulking Besalisk
  here, pushing his way through the crowd, and a sly
  Chiss there, lurking in the shadows with mischief in her
  eyes. A group of Jawas chatters as one of them activates
  a clever mechanical toy that moves of its own accord.
  Zabraks and Devaronians live and work alongside
  humans, without fully belonging. And there, well out of
  the sunlight, is a lone Duros-a fugitive from the the
  Galactic Republic, trying to make his way in a world.
  CHOOSING A SPECIES
  Humans are the most common people in the worlds of
  Star Wars, but they live and work alongside Ithorians,
  Ki�ar, Mirialan, and countless other fantastic species.
  Your character belongs to one of these peoples.
  Your choice of species a�ects many di�erent aspects
  of your character. It establishes fundamental qualities
  that exist throughout your character's adventuring
  career. When making this decision, keep in mind the
  kind of character you want to play. For example, a
  Bothan can be a good choice for a sneaky operative, a
  Wookiee makes a tough berserker, and a Twi'lek can be
  a master of the Force.
  Your character species not only a�ects your ability
  scores and traits but also provides the cues for building
  your character's story. Each species's description in this
  chapter includes information to help you roleplay a
  character of that species, including personality, physical
  appearance, features of society, and special alignment
  tendencies. These details are suggestions to help you
  think about your character; adventurers can deviate
  widely from the norm for their species. It's worthwhile
  to consider why your character is di�erent, as a helpful 
          way to think about your character's background 
              and personality.
  SPECIAL TRAITS
  The description of each species includes special traits
  that are common to members of that species. The
  following entries appear among the traits of most
  species.
  ABILITY SCORE INCREASE
  Every species increases one or more of a character's
  ability scores.
  AGE
  The age entry notes the age when a member of the
  species is considered an adult, as well as the species's
  expected lifespan. This information can help you decide
  how old your character is at the start of the game. You
  can choose any age for your character, which could
  provide an explanation for some of your ability scores.
  For example, if you play a young or very old character,
  your age could explain a particularly low Strength or
  Constitution score, while advanced age could account
  for a high Intelligence or Wisdom.
  ALIGNMENT
  Most species have tendencies toward certain
  alignments, described in this entry. These are not
  binding for player characters, but considering why your
  Sith follows the light side, for example, in de�ance of
  the Sith Empire can help you better de�ne your
  character.
  SIZE
  Characters of most species are Medium, a size category
  including creatures that are roughly 4 to 8 feet tall.
  Members of a few species are Small (between 2 and 4
  feet tall), which means that certain rules of the game
  a�ect them di�erently. The most important of these
  rules is that Small characters have trouble wielding
  heavy weapons and heavy shields, as explained in
  chapter 6.
  SPEED
  Your speed determines how far you can move when
  traveling (chapter 8) and �ghting (chapter 9).
  LANGUAGES
  By virtue of your species, your character can speak,
  read, and write certain languages. Each species typically
  speaks, or at least understands, Galactic Basic as well as
  having a unique language of their own. Chapter 4s list
  the most common languages of the Star Wars universe.
  
  BIOLOGY AND APPEARANCE
  Bith are craniopods with pale pink, yellow, or green
  skin, large heads, large lidless eyes, toeless feet, and
  long . ngers. Their thumb and small �nger were both
  fully opposable. The Bith's internal systems are
  di�erent from most humanoids, as the Bith have only
  one lung, and exhale through their skin. Bith also lack a
  proper nose, instead having highly sensitive olfactory
  organs hidden in the skin-�aps of their cheeks.
  The other Bith senses are also acute. Bith can sense
  the tonal qualities of sound as well as other species
  sensed colors. Their eyes, as big as a Menahuun's, can
  see microscopic details of nearby objects, but are
  extremely nearsighted as a result. An interesting side
  e�ect of their incredible sensors is the e�ect of sonic
  grenades, or screamers, on them. It is described as
  causing their heads to explode. Similarly, Bith have high
  manual dexterity which helps them manipulate �ne
  tools, though their physical prowess with gross motor
  skills was only average.
  SOCIETY AND CULTURE
  Bith are one of the galaxy's most ancient civilizations,
  with a history going back millions of years. This
  antiquity garners respect in certain quarters, such as
  among the Gree, who gave them more respect than
  other, "younger" species. Their society is highly
  regimented, with everything from mate selection to
  political leadership controlled by sophisticated
  computer programs.
  NAMES
  Bith names are quite diverse. Some names look
  complicated and di�cult to pronounce, while others
  are quite simple.
  Male Names.
  Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass
  Female Names.
  Female Names. Duhia, F'hubama, R'hothal, Thidus
  Surnames.
  Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo
  BITH TRAITS
  As a Bith, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Intelligence score
  increases by 2, and your Dexterity score increases by 1.
  Age.
  Age. Bith reach adulthood in their late teens and live
  less than a century.
  Alignment.
  Alignment. Biths' benevolent nature causes them to
  tend toward the light side, though there are 
  exceptions.
  Size.
  Size. Bith typically stand 5 to 6 feet tall and generally
  weigh about 120 lbs. Regardless of your position in that
  range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Detail Oriented.
  Detail Oriented. You are practiced at scouring for
  details. You have advantage on Intelligence
  (Investigation) checks within 5 feet.
  Keen Hearing and Smell.
  Keen Hearing and Smell. You have advantage on
  Wisdom (Perception) checks that involve hearing or
  smell.
  Musician.
  Musician. You are pro�cient in one musical
  instrument of your choice.
  Programmer.
  Programmer. Whenever you make an Intelligence
  (Technology) check related to computers, you are
  considered to have expertise in the Technology skill.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic, Bith, and one more language of your choice.
  PART 1 | SPECIES
  15
  BITH
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Green, pink, white, or yellow
  Hair Color
  Hair Color
    
  None
  Eye Color
  Eye Color
    
  Black
  Distinctions
  Distinctions   
  Large cranium, acute senses of smell and
  hearing
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'9"
  +2d6"
  Weight
  Weight
    
  100 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Clak'dor VII
  Language
  Language
    
  Bith
  
  BIOLOGY AND APPEARANCE
  Bothans are a short species of furry humanoids.
  Bothans are covered in fur which shifted in response to
  their emotional state by way of gentle ripplings. It is this
  trait, named Wrendui, that betrays them when
  members of their kind intend to be duplicitous in their
  dealings with others. They possess tapered pointed
  ears, and both males and females were known to sport
  beards. Bothans are able to interbreed with the other
  species, though it is rare that they do so. Such hybrids
  somewhat resembled baseline humans with haunches,
  hooves, fur, pointed ears and a long tail.
  SOCIETY AND CULTURE
  Bothan culture is guided by the philosophy and
  principles from the ancient text known as The Way,
  written by Golm Fervse'dra. In this "Bothan Way", the
  pursuit of power and in�uence is paramount. Thus,
  individual Bothans put their own political and economic
  success above all other concerns, and as a species,
  Bothans put their own advancement ahead of other
  intergalactic interests. The volume of backstabbing,
  subtle character assassination and political
  maneuvering in Bothan society is dizzying, and results
  in many species stereotyping Bothans as
  untrustworthy. In fact, most Bothans are habitually
  paranoid, believing that anyone who's not working with
  them, is working against them. In times of crisis, the
  focus of Bothan society shifts to a survivalist state
  known as "ar'krai". When engaged in ar'krai, all �t
  Bothans volunteer to defend their species from
  impending extinction.
  NAMES
  Male Bothan names are often trickey while female's are
  soft. Surnames are familial.
  Male Names. Garc, Hibriak, Nith, Tramom, Ventagt
  Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit
  Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil
  BOTHAN TRAITS
  As a Bothan, you have the following special traits.
  Ability Score Increase. Your Intelligence score
  increases by 2, and your Dexterity score increases by 1.
  Age. Bothans reach adulthood in their late teens and
  live less than a century.
  Alignment. Bothans' duplicitous nature causes them
  to tend toward the dark side, though there are
  exceptions.
  Size. Bothans stand 4-5 tall and weigh under 100
  pounds. Regardless of your position in that range, your
  size is Medium.
  Speed. Your base walking speed is 30 feet.
  Shrewd. You are pro�cient in the Insight and
  Deception skills.
  Naturally Stealthy. You can attempt to hide even
  when you are obscured only by a creature that is your
  size or larger than you.
  Nimble Escape. You can take the Disengage or Hide
  action as a bonus action on each of its turns.
  Languages. You can speak, read, and write Galactic
  Basic and Bothese. Bothese had a great in�uence on
  the forming of Galactic Basic; the two languages share
  many cognates.
  PART 1 | SPECIES
  16
  BOTHAN
  VISUAL CHARACTERISTICS
  Skin Color
    
  Brown
  Hair Color
    
  Black, brown, or gray (with age)
  Eye Color
    
  Brown or green
  Distinctions   
  Diminituive stature, mood-sensitive fur
  PHYSICAL CHARACTERISTICS
  Height
    
  4'3"
  +2d4"
  Weight
    
  60 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
    
  Bothawui
  Language
    
  Bothese
  
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  BIOLOGY AND APPEARANCE
  The Chiss are a near-Human species distinguished by
  their blue skin and glowing red eyes. Genetic analysis
  indicate that they are an o�shoot of humanity, and it is
  believed that moving underground led to a divergence
  between them and baseline Humans. Their blue skin,
  jet black hair and red eyes generally command
  attention; these features make them physically striking
  and instantly recognizable.
  SOCIETY AND CULTURE
  Chiss society is highly structured and ordered with the
  rule of law being enforced by a group of four a�liations
  known as the Ruling Families: the Csapla, Nuruodo,
  Inrokini and Sabosen. These are not biological family
  groupings but instead di�erent branches of their
  government. Every Chiss claims a�liation to one of the
  four families, as determined by both tradition and place
  of birth. The family names are more of a cultural
  holdover; the bloodlines had grown so co-meddled that
  any Chiss could claim a�liation to any of the ruling
  families. In spite of the outward impression of calm and
  order that the Chiss like to project to outsiders, there
  were evidently tensions within the Families; political
  assassinations are a real part of Chiss political life for
  the Ruling Families.
  NAMES
  A Chiss true-name has 3 parts, each separated by an
  apostrophe. The �rst part is their family name, the
  second part is their root name, and the third part is
  their occupation. Chiss rarely share their true-name
  with non-Chiss, and usually go by their root name. Male
  and female names do not signi�cantly deviate.
  Names.
  Names. Crorcu'ecuk'unist, Dash'esoru'ishur,
  Jerd'ecer'lonii, Kisk'egauw'eqhi, Pommo'icuote'nlerme,
  Vornu'wuzi'lerdim
  CHISS TRAITS
  As a chiss, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Intelligence score
  increases by 2, and your Charisma score increases by 
  1.
  Age.
  Age. Chiss reach adulthood in their late teens and live
  less than a century.
  Alignment.
  Alignment. Chiss' tactical and sel�sh nature cause
  them to tend toward lawful dark side, though there are
  exceptions.
  Size.
  Size. Chiss typically stand between 5 and 6 feet tall
  and weigh about 160 lbs. Regardless of your position in
  that range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Tech Resistance.
  Tech Resistance. Growing up around technology
  leaves an impact on Chiss. You have advantage on
  saving throws against tech powers.
  Darkvision.
  Darkvision. You have a keen eyesight, especially in
  the dark. You can see in dim light within 120 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only
  shades of gray.
  Martial Pro�ciency.
  Martial Pro�ciency. You have pro�ciency with light
  and medium armor as well as the blaster pistol and
  sniper ri�e.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Cheunh. Cheunh is a complex language that
  is di�cult for non-Chiss to learn. Chiss take pride in this
  di�culty.
  PART 1 | SPECIES
  17
  CHISS
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Blue or silver
  Hair Color
  Hair Color
    
  Black, blue, or silver
  Eye Color
  Eye Color
    
  Red
  Distinctions
  Distinctions   
  Glowing red eyes, above-average night
  vision
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'11"
  +2d10"
  Weight
  Weight
    
  110 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Csilla
  Language
  Language
    
  Cheunh
  
  BIOLOGY AND APPEARENCE
  The Duros are humanoids with smooth blue-green skin,
  red eyes, lipless mouths, long thin noseless faces and
  green blood. Olfactory organs beneath their eyes are
  responsible for their sense of smell. Both females and
  males are bald, though both genders are easily
  distinguished. Their large red goggle-like eyes have slit
  pupils. Duros females lay eggs as they are descended
  from ancient reptiles, and they are born in a larval grub
  stage. Unlike similar species, the Duros take care of
  their o�spring from birth.
  SOCIETY AND CULTURE
  Their home planet Duro is primarily uninhabited due to
  massive pollution on the world over time. Instead, it is
  covered with automated farms for food production. The
  Duros live in twenty orbital space cities above the
  planet.
  The Duros also established a vast, grand starship
  construction industry in the Duro system. The Duros set
  up their government around a consortium of starship
  construction corporations, with all important political
  decisions made by the stockholders of the
  corporations. This meant that any Duros that held stock
  in a company could participate in the administration of
  the system.
  With their strong memories, some Duros also choose
  to become extraordinary storytellers, renowned 
  galaxy-wide for their ability to learn a wide range of 
  narratives by heart, and perform them all with 
  stunning accuracy.
  NAMES
  Duros names are generally melodic, with female 
  names having softer intonations. Surnames are 
  familial.
  Male Names. Cir, Fod, Mom, Rur, Zim
  Female Names. Chochi, Fumsu, Kaleshef, Raada
  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks
  DUROS TRAITS
  As a Duros, you have the following special traits.
  Ability Score Increase. Your Dexterity score
  increases by 2, and your Intelligence score increases by
  1.
  Age. Duros reach adulthood in their 20s and live an
  average of 150 years.
  Alignment. Duros tend toward no particular
  alignment. The best and worst are found among them.
  Size. Duros stand around 6 feet tall and weigh
  around 160 lbs. Regardless of your position in that
  range, your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can't discern color in darkness, only
  shades of gray.
  Galactic Traveler. You have pro�ciency in Lore.
  Pilot. You have pro�ciency in Piloting.
  Tech Resistance. Duros grow up around technology,
  and while they may not all use it they all have
  experience with it. You have advantage on saving
  throws against tech powers.
  Languages. You can speak, read, and write Galactic
  Basic and Durese. Durese is a common interstellar
  tongue used by prominent spacers and traders.
  PART 1 | SPECIES
  18
  DUROS
  VISUAL CHARACTERISTICS
  Skin Color
    
  Blue, green
  Hair Color
    
  None
  Eye Color
    
  Red
  Distinctions   
  Noseless, large red eyes, a�nity for
  space travel
  PHYSICAL CHARACTERISTICS
  Height
    
  5'5"
  +2d10"
  Weight
    
  115 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
    
  Duro
  Language
    
  Durese
  
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  BIOLOGY AND APPEARANCE
  Humans are an intelligent species that originated on
  Coruscant, but can be found on many other planets
  across the galaxy, including Naboo, Tatooine, and
  Alderaan. They come in two sexes, male and female,
  and give birth to live young. They are bipedal beings
  with a bilateral symmetry, having a front and a back
  end, as well as an upside and downside. Their bodies
  are comprised of a torso with a head and four limbs
  attached to it. The upper limbs, or arms, end in hands
  which had �ve �ngers each; the lower ones, called legs,
  end in feet. The human �ngers have multiple points of
  articulation, and one of them is an opposable thumb
  that allowed for �ne manipulation. Finally, they have
  one head perched atop their torso. Many other species,
  including Twi'leks, Mon Calamari, or Zabraks, are
  referred to as "humanoids" because of their structural
  resemblance to humans.
  SOCIETY AND CULTURE
  Humans can occupy a variety of employs, from
  politicians to bounty hunters, swoop racers, smugglers,
  or even a farmer. There exist many planetary groups of
  humans with their own cultures, such as the
  Alderaanians or the Pamarthens. Humans are the most
  populous species in the Galaxy.
  NAMES
  Humans are the most populace species in the Galaxy,
  and thus their names vary drastically based on the
  planet or culture with whom they reside.
  Male Names.
  Male Names. Koth, Liorz, Satapak, Tin, Vuc
  Female Names.
  Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu
  Surnames.
  Surnames. Jauli, Kudi, Melmi, Windu, Wobec
  HUMAN TRAITS
  As a human, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. One ability score of your
  choice increases by 2, and two di�erent abilities of your
  choice increase by 1. Alternatively, four ability scores of
  of your choice each increase by 1.
  Age.
  Age. Humans reach adulthood in their late teens and
  live less than a century.
  Alignment.
  Alignment. Humans tend toward no particular
  alignment. The best and worst are found among them.
  Size.
  Size. Humans vary widely in height and build, from
  barely 5 feet to well over 6 feet tall. Regardless of your
  position in that range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  De�ant.
  De�ant. Humans are known to be stubborn and
  often refuse to give up, even against the worst odds.
  You can add a d4 to a skill check or saving throw, after
  rolling but before you know the outcome. You must
  then �nish a short or long rest before you can use this
  feature again.
  Pro�ciency.
  Pro�ciency. You gain pro�ciency in one skill, one
  tool, and one weapon of your choice.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and one extra language of your choice. Humans
  typically learn the languages of other peoples they deal
  with, including obscure dialects. They are fond of
  sprinkling their speech with words borrowed from
  other tongues: Trandoshan curses, Twi'lek musical
  expressions, Chiss military phrases, and so on.
  PART 1 | SPECIES
  19
  HUMAN
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Light to dark tones
  Hair Color
  Hair Color
    
  Black, blond, orange, brown, gray to
  white (usually with age)
  Eye Color
  Eye Color
    
  Amber, blue, brown, gray, green, hazel,
  purple, or red
  Distinctions
  Distinctions   
  Biped with bilateral symmetry, opposable
  thumbs
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'8"
  +2d10"
  Weight
  Weight
    
  110 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Coruscant
  Language
  Language
    
  Galactic Basic
  
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  BIOLOGY AND APPEARANCE
  Jawas are easily identi�able by their traditional brown
  hooded robes, though it is not unheard of for them to
  wear other colors. Other notable features included 
  their glowing yellow eyes, small stature and high 
  pitched, quickly spoken language called Jawaese. 
  Underneath their robes, Jawas appear to be gaunt, 
  rodent-like creatures, with shrunken faces and yellow 
  eyes.
  SOCIETY AND CULTURE
  Jawas are a communal, compulsive scavenger species
  who spend most of their life devoted to scavenging the
  deserts of Tatooine in search of any scrap metal, droid
  or mechanical part left behind from millennia of star
  travel and technological advancement. Most non-Jawas
  regard the Jawas as scavengers and thieves, a
  description that most Jawas actually �nd pleasing.
  The Jawa's uno�cial motto is not to look for uses in a
  salvaged item, but rather to imagine someone else who
  might �nd a use for it. This is evidenced in their endless
  search for wares with which to trade with almost any
  being Jawas encounter. They have a kind of instinctive
  feel for machinery and electronics, notorious for
  knowing how to get a piece of equipment functioning
  just well enough to sell.
  NAMES
  Jawa names are quickly spoken, complex, and often
  misunderstood. Jawas who spend the majority of their
  time around other species respond well to nicknames.
  Male and female names do not signi�cantly deviate.
  Surnames are clan based.
  Male names.
  Male names. Bilvu, Mnak, Penk, Plin, Vih
  Female names.
  Female names. Bahimos, Kola, Levu, Rhovi, Uvet
  Surnames.
  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel
  JAWA TRAITS
  As a Jawa, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Dexterity score
  increases by 2, and your Intelligence score increases by
  1.
  Age.
  Age. Jawas are considered adults when they make
  their �rst sale and live less than a century.
  Alignment.
  Alignment. Jawas tendency to steal and swindle
  causes them to tend towards the dark side, though
  there are exceptions.
  Size.
  Size. Jawas stand around 3 to 4 feet tall and weigh
  about 40 lbs. Regardless of your position in that range,
  your size is Small.
  Speed.
  Speed. Your base walking speed is 25 feet.
  Darkvision.
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can't discern color in darkness, only
  shades of gray.
  Grovel, Cower, and Beg.
  Grovel, Cower, and Beg. As an action on your turn,
  you can cower pathetically to distract nearby foes. Until
  the end of your next turn, your allies gain advantage on
  attack rolls against enemies within 10 feet of you that
  can see you. Once you use this trait, you can't use it
  again until you �nish a short or long rest.
  Tech Dabbler.
  Tech Dabbler. You know the ion blast at-will tech
  power. When you reach 3rd level, you can cast the
  repair droid tech power once per day. When you reach
  5th level, you can also cast the hold droid tech power
  once per day. Intelligence is your techcasting ability for
  these powers. You do not require use of a wristpad for
  these powers.
  Thieves.
  Thieves. You have pro�ciency in Sleight of Hand.
  Tinker.
  Tinker. You have pro�ciency with tinker's tools. You
  can use these and spend 1 hour and 100 cr worth of
  materials to construct a Tiny Device (AC 5, 1 hp). You
  can take the Use an Object action to have your device
  cause one of the following e�ects: create a small
  explosion, create a repeating loud noise for 1 minute,
  create smoke for 1 minute, cause a small electrical �re.
  You can maintain a number of these devices up to
  your pro�ciency bonus at once, and a device stops
  functioning after 24 hours away from you. You can
  dismantle the device to reclaim the materials used to
  create it.
  Languages.
  Languages. You can speak, read, and write Jawaese.
  You can understand spoken and written Galactic Basic,
  but your vocal cords do not allow you to speak it.
  Jawaese blends quickly spoken, semi-meaningless
  syllables with scents to be understood.
  PART 1 | SPECIES
  20
  JAWA
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Black
  Hair Color
  Hair Color
    
  Black
  Eye Color
  Eye Color
    
  Yellow
  Distinctions
  Distinctions   
  Diminutive stature, mechanical aptitude,
  thieving nature
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  2'9"
  +2d4"
  Weight
  Weight
    
  35 lb.
  x1 lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Tatooine
  Language
  Language
    
  Jawaese
  
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  BIOLOGY AND APPEARENCE
  Due to Dorin having a unique atmosphere composed of
  helium and a gas unique to their world, the Kel Dors are
  forced to wear an antiox breath mask and protective
  goggles whenever in atmospheres of a di�erent
  composition. Without their protective goggles, Kel Dors
  were considered e�ectively blind when away from
  Dorin. They were also able to survive in the vacuum of
  space for a short time, though it was unknown exactly
  how long they could withstand it.
  The Kel Dors also have heightened re�exes, a result
  of the extrasensory organs in their heads. They are
  typically quick and wise.
  SOCIETY AND CULTURE
  Kel Dors are noted for their simple approach to justice,
  and they typically see moral issues in black and white.
  On the one hand, the Kel Dor are noted for their
  hospitality; they would never turn away a stranger in
  need. Yet, Kel Dors are not averse to taking the law into
  their own hands, and have no compunctions about
  putting to death a thief who was merely stealing to feed
  himself.
  Kel Dor Force-sensitives are often trained as Baran
  Do Sages, who have an honored place in Kel Dor
  culture. They often serve as advisers to rich and
  powerful Kel Dor families. Wars and disasters have
  been averted simply by the insight of a Baran Do Sage.
  NAMES
  Kel Dor names are base on sound generated by Dorin's
  unique atmosphere. Surnames are based on ancient
  family trades.
  Male Names.
  Male Names. Bil, I'zers, Nullo, Taciss, Zaln
  Female Names.
  Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza
  Surnames.
  Surnames. Andugai, Borak, Haimnech, Vitchess
  KEL DOR TRAITS
  As a Kel Dor, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Wisdom score increases
  by 2, and your Dexterity score increases by 1.
  Age.
  Age. Kel Dor reach adulthood in their late teens and
  live less than a century.
  Alignment.
  Alignment. Kel Dors' structured nature causes them
  to tend toward lawful balanced, though there are 
  exceptions.
  Size.
  Size. Kel Dor typically stand around 6 feet tall and
  weigh about 160 lbs. Regardless of your position in that
  range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Darkvision.
  Darkvision. Your natural evolution allows you to see
  what others do not in dim and dark conditions. You can
  see in dim light within 60 feet of you as if it were bright
  light, and in darkness as if it were dim light. You can't
  discern color in darkness, only shades of gray.
  Foreign Biology.
  Foreign Biology. You cannot breathe oxygen. The Kel
  Dors have created a breathing apparatus to negate the
  negative e�ects of living in an oxygen rich environment,
  but if your mask is removed while you are in such an
  environment, you lose consciousness.
  Life in the Void.
  Life in the Void. You can survive for one hour within
  the vacuum of space. You have resistance to Necrotic
  damage.
  Telepathy.
  Telepathy. You can communicate telepathically with
  creatures within 30 feet of you. You must share a
  language with the target in order to communicate in
  this way.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Kel Dor.
  PART 1 | SPECIES
  21
  KEL DOR
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Orange, red
  Hair Color
  Hair Color
    
  None
  Eye Color
  Eye Color
    
  Black, silver
  Distinctions
  Distinctions   
  Rebreathers to survive in oxygen
  environments
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'6"
  +2d12"
  Weight
  Weight
    
  80 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Dorin
  Language
  Language
    
  Kel Dor
  
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  BIOLOGY AND APPEARENCE
  The Mon Calamari are a bipedal, amphibious species
  with high-domed heads, webbed hands and large,
  goggle-like eyes. In addition to being webbed, the Mon
  Calamari hand presents three suction-cup like holes on
  its palm, and featured �ve claw-tipped �ngers: one
  opposable thumb, two long middle �ngers, and two
  very short outer �ngers. Although they are shaped like
  �ippers, their feet can nevertheless �t into boots
  designed for human-like feet. The females are
  distinguished from the males by their more prominent
  chest areas.
  SOCIETY AND CULTURE
  The Mon Calamari have developed a very advanced 
  and civilized culture. Their art, music, literature, and 
  science show a creativity surpassed by few in the 
  galaxy. Mon Calamari literature depicts stars as islands 
  in a galactic sea, showing a passionate longing to 
  explore space and discover other civilizations. Mon 
  Calamari are both soft-spoken and gentle, slow to 
  anger, and have the remarkable ability to maintain 
  their concentration without being distracted by 
  emotional responses. They are both inquisitive and 
  creative, and have a near-legendary quality of being 
  both determined and dedicated; once a Mon Calamari 
  decides on a course of action, they are not easily 
  swayed from that decision. They often �xate 
  themselves on "lost causes."
  NAMES
  Mon Calamari names generally have a melodic feel.
  Male Names.
  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa
  Female Names.
  Female Names. Afwa, Lel, Mhirim, Ri, Theya
  Surnames.
  Surnames. Dualda, Gradi, Tua, Valec, Winab
  MON CALAMARI TRAITS
  As a Mon Calamari, you have the following special
  traits.
  Ability Score Increase.
  Ability Score Increase. Your Charisma score
  increases by 2, and your Intelligence or Wisdom score
  increases by 1.
  Age.
  Age. Mon Calamari reach adulthood in their late
  teens and live less than a century.
  Alignment.
  Alignment. Mon Calamaris' love of the arts cause
  them to tend toward the light side, though there are
  exceptions.
  Size.
  Size. Mon Calamari stand between 5 and 6 feet tall
  and rarely weigh more than 150 lbs. Regardless of your
  position in that range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Amphibious.
  Amphibious. You can breathe air and water.
  Darkvision.
  Darkvision. Accustomed to life underwater, you have
  superior vision in low light conditions. You can see in
  dim light within 60 feet of you as if it were bright light,
  and in darkness as if it were dim light. You can't discern
  color in darkness, only shades of gray.
  Mon Calamari Resistance.
  Mon Calamari Resistance. You have advantage on
  saving throws against slow e�ects and you have
  resistance against cold damage (explained in chapter 
  9).
  Musical.
  Musical. You have pro�ciency in one musical
  instrument of your choice.
  Swim.
  Swim. You have a swimming speed of 30 feet.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic, Mon Cal, and one language of your choice.
  PART 1 | SPECIES
  22
  MON CALAMARI
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Reddish brown, brown, red, cyan, mottle,
  salmon, gold, blue, grey, or white
  Hair Color
  Hair Color
    
  None
  Eye Color
  Eye Color
    
  Yellow, orange, blue, or gray
  Distinctions
  Distinctions   
  Large, goggle-like eyes, high-domed
  heads, webbed hands
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'9"
  +2d8"
  Weight
  Weight
    
  100 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Mon Cala
  Language
  Language
    
  Mon Cal
  
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  BIOLOGY AND APPEARENCE
  The Rodians are green-skinned humanoids from the
  planet Rodia. They possess distinctive faces: large,
  round, multifaceted eyes; tapir-like snouts; and a pair of
  saucer-shaped antennae on their heads, which served
  to detect vibrations. The �exible snouts augmented the
  Rodians' �nely tuned olfactory senses, collecting and
  �ltering the air. Their characteristically large eyes
  indicated a primarily nocturnal ancestry and were
  capable of seeing into the infrared part of the
  spectrum. Due to their love of �ghting and active
  lifestyles, most Rodians kept in good condition,
  normally lean and wiry; however, some wealthy
  Rodians became complacent and obese.
  SOCIETY AND CULTURE
  Rodian culture is obsessed with violence and death, due
  to behaviors and practices that are ingrained since their
  earliest ancestry. Their densely packed jungle
  homeworld is ill-suited for agriculture, requiring
  Rodians to compete with vicious predators for most of
  their food, some of which can wipe out entire Rodian
  villages. As the Rodians developed cunning hunting
  tactics to survive, the hunt became central to their
  culture. Eventually, having driven most of the other
  predators on the planet to near extinction, they began
  to hunt each other in various wars and gladiatorial
  contests.
  NAMES
  Female names tend to be longer than male names.
  Surnames are familial.
  Male Names.
  Male Names. Dagon, Dwedd, Gweym, Steech, Xeep
  Female Names.
  Female Names. Heebmu, Iissi, Teezle, Whunam
  Surnames.
  Surnames. Bluchosso, Encekserr, Gieeseaagg
  RODIAN TRAITS
  As a Rodian, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Dexterity score
  increases by 2, and your Constitution score increases by
  1.
  Age.
  Age. Rodians reach adulthood in their late teens and
  live less than a century.
  Alignment.
  Alignment. Rodian culture's violent focus causes
  them to tend toward the dark side, though there are
  exceptions.
  Size.
  Size. Rodians typically stand 5 to 6 feet tall and weigh
  160 lbs. Regardless of your position in that range, your
  size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Adept Climbers.
  Adept Climbers. You have a climbing speed of 30
  feet.
  Darkvision.
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can't discern color in darkness, only
  shades of gray.
  Hunter.
  Hunter. You are pro�cient in Survival and Stealth.
  Keen Hearing and Smell.
  Keen Hearing and Smell. You have advantage on
  Wisdom (Perception) checks that involve hearing or
  smell.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Rodese. Rodians can communicate with
  eachother using pheromones. Force-sensitives can
  detect this communication, though they can't
  understand it.
  PART 1 | SPECIES
  23
  RODIAN
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Blue, green, purple, turquoise, or yellow
  Hair Color
  Hair Color
    
  None
  Eye Color
  Eye Color
    
  Blue, black, green, purple, or red
  Distinctions
  Distinctions   
  Large and round pupil-less eyes, snouts,
  pointed ears, antennae, scaled and
  usually green skin
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'9"
  +2d10"
  Weight
  Weight
    
  115 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Rodia
  Language
  Language
    
  Rodese
  
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  BIOLOGY AND APPEARANCE
  Sith are a proud and violent species of humanoids that
  evolved on Korriban, a planet within the Horuset
  system in an isolated Outer Rim region called the
  Stygian Caldera. Sith have a larger than average
  number of individuals with potential to use the Force in
  their species, so high in fact that the entire species was
  considered strongly Force-sensitive.
  Sith Purebloods are characterized by their expressive
  facial appendages, bone spurs, cranial horns, and
  predatory gaze.
  SOCIETY AND CULTURE
  Sith culture is a rigid and strati�ed caste-based society.
  For the Sith, war and violence are just as much a part of
  the natural order of life as peace or serenity. Though
  they are in an almost constant state of war, their
  civilization is quite sophisticated; they see these acts
  not as cruel or barbaric, but simply basic aspects of
  existence. Their constant warring led to a dwindling of
  the population on their original homeworld of Korriban
  as well as cultivated an intensely xenophobic society.
  NAMES
  Sith Pureblood names are not conventional. They are
  often named for virtues in the Sith tongue. Sith rarely
  share surnames, since they do not value family ties.
  When a Sith Pureblood achieves a success or victory,
  they often change their name to match their perceived
  newfound status. Since force sensitivity is common in
  Sith Purebloods, and their culture is built around
  strength, most Sith are called simply "My Lord," or
  some other epithet, by their underlings.
  Male Names.
  Male Names. Aqorzum, Khashai, Sihmot, Wirjol
  Female Names.
  Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth
  SITH PUREBLOOD TRAITS
  As a Sith Pureblood, you have the following special
  traits.
  Ability Score Increase.
  Ability Score Increase. Your Charisma score 
  increases by 2, and your Strength or Dexterity score 
  increases by 1.
  Age.
  Age. Sith reach adulthood in their late teens and live
  less than a century.
  Alignment.
  Alignment. The cruelty of the Sith causes them to 
  tend toward chaotic dark side, though there are 
  exceptions.
  Size.
  Size. Sith generally stand between 5 and 6 feet tall
  and weigh less than 200 lbs. Regardless of your position
  in that range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Darkvision.
  Darkvision. Your vision can easily cut through
  darkness. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only
  shades of gray.
  Force Sensitive.
  Force Sensitive. You know the denounce at-will force
  power. When you reach 3rd level, you can cast the
  curse force power once per day. When you reach 5th
  level, you can also cast the darkness force power once
  per day. Charisma is your forcecasting ability for these
  powers.
  Menacing.
  Menacing. You gain pro�ciency in the Intimidation
  skill.
  Sadistic.
  Sadistic. You have pro�ciency with saberwhips,
  vibrowhips, and nets.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Sith. Sith is an agglutinative language, in
  which words or even phrases were made up of linears
  sequences of distinct meaningful units.
  PART 1 | SPECIES
  24
  SITH PUREBLOOD
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Black or red
  Hair Color
  Hair Color
    
  Black, brown, gray, red, or white
  Eye Color
  Eye Color
    
  Orange, red, or yellow
  Distinctions
  Distinctions   
  Tentacle facial appendages, often wear
  jewelry or have tattoos, bone spurs
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'8"
  +2d10"
  Weight
  Weight
    
  110 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Korriban
  Language
  Language
    
  Sith
  
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  BIOLOGY AND APPEARENCE
  Togruta have rusty skin tones ranging in hue from blue
  to red to green, with white pigmentation on their faces,
  greyish lips, and white stripes adorn various parts of
  their bodies. The pattern of stripes varies from
  individual to individual. This red and white pattern was
  a phenotype left over from their ancestor's camou�age
  that helped them to blend in with Shili's natural
  surroundings.
  Their heads bear two montrals, with three to four
  head-tails, whose stripes were darker than those of the
  montrals. Togruta have the ability to sense the
  proximity and movement of physical objects around
  them by means of their hollow montrals, which detect
  space ultrasonically. Young Togrutas' montrals and
  posterior head-tail do not fully grow until adolescence,
  when their montrals curve and their �nal head-tail
  grows to the length of their other head-tails.
  SOCIETY AND CULTURE
  Togruta have a strong sense of unity and togetherness.
  On their native homeworld of Shili, they rely on each
  other and band together to take a stand against the
  massive monsters that hunt them. The creatures of Shili
  most often attack in groups, which was even more
  reason for the native Togruta to work together. While
  most of Shili is covered in the scrublands where the
  Togruta hunt their herbivorous prey, the Togruta live in
  small communities in the forest valleys.
  NAMES
  Togruta names are typically long. Surnames are 
  familial.
  Male Names.
  Male Names. Acanaar, Mukraas, Obolak, Tokrym
  Female Names.
  Female Names. Akoma, Maasha, Okohlo, Shola
  Surnames.
  Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin
  TOGRUTA TRAITS
  As a Togruta, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Wisdom score 
  increases by 2, and your Strength or Dexterity score 
  increases by 1.
  Age.
  Age. Togruta reach adulthood in their late teens and
  live less than a century.
  Alignment.
  Alignment. Togruta culture focuses on unity which
  causes them to tend toward the light side, though there
  are exceptions.
  Size.
  Size. Togruta typically stand between 5 and 6 feet tall
  and weigh 150 lbs. Regardless of your position in that
  range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Darkvision.
  Darkvision. Your vision can easily cut through
  darkness. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only
  shades of gray.
  Montral Reception.
  Montral Reception. You have tremorsense out to 30
  feet. You can detect and pinpoint the origin of
  vibrations within a speci�c radius, provided that
  monster and the source of the vibrations are in contact
  with the same ground or substance. Tremorsense can't
  be used to detect �ying or incorporeal creatures
  Wild Hunters.
  Wild Hunters. You have pro�ciency with the Survival
  skill.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Togruti. Togruti is an ornate language
  characterized by trills and long vowel sounds which are
  modi�ed by subtle tremors in the Togruta's head-tails.
  This language is heavily in�uenced by Basic, but also
  incorporates some native idioms, which caused Basic-
  speaking Togruta to use seemingly strange 
  expressions.
  25
  TOGRUTA
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Blue, green, orange, purple, red, white, or
  yellow
  Hair Color
  Hair Color
    
  None
  Eye Color
  Eye Color
    
  Black, blue, green, orange, purple, yellow,
  or red
  Distinctions
  Distinctions   
  Sharp canine teeth, two montrals, three
  or four head-tails
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'9"
  +2d8"
  Weight
  Weight
    
  115 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Shili
  Language
  Language
    
  Togruti
  
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  BIOLOGY AND APPEARANCE
  Trandoshans are a large, bipedal sentient species, with
  scaly skin which was shed roughly once every standard
  year and was thought to be very durable. Cold-blooded
  reptiles, Trandoshans had two super-sensitive varied
  color eyes with horizontal black pupils, which could see
  far into the infrared range. Each of their four limbs ends
  in three razor sharp claws. These are perfect for
  combat, but did not grant them manual dexterity,
  making a Trandoshan's �nger movements somewhat
  clumsy and awkward.
  SOCIETY AND CULTURE
  Trandoshans worship their goddess, the Scorekeeper,
  whom they would appease through acts which
  increased their Jagannath points. This is done by living a
  lifestyle which was, by non-Trandoshan standards,
  overtly aggressive, leading many Trandoshans to
  become bounty hunters, mercenaries, or slavers.
  Trandoshans especially prize Wookiee pelts, which
  consequently play a large part in earning Jagannath
  points-capturing the pelts of particularly infamous
  Wookiees would give the hunter a large increase in
  Jagganath points. To be shamed or captured during a
  hunt would zero one's Jagganath points-e�ectively
  making their life forfeit in the eyes of the Scorekeeper.
  They could, however, win all those points back by killing
  the one who zeroed their score.
  NAMES
  Trandoshan names are quite harsh and contain a lot of
  elongated sounds, as well as a lot of s's. Di�erences
  between male and female names are often very subtle,
  but there is a higher chance for female names to
  contain softer sounds.
  Male Names.
  Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss
  Female Names.
  Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss
  Surnames.
  Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot
  TRANDOSHAN TRAITS
  As a Trandoshan, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Strength score increases
  by 2, and your Wisdom score increases by 1.
  Age.
  Age. Trandoshans reach adulthood in their early
  teens and rarely live to be older than 70.
  Alignment.
  Alignment. Trandoshans tend toward the dark side,
  though there are exceptions.
  Size.
  Size. Trandoshans stand as tall as 7 and a half feet
  and can weigh over 300 lbs. Regardless of your position
  in that range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Darkvision.
  Darkvision. Your vision can easily cut through
  darkness. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only
  shades of gray.
  Hold Breath.
  Hold Breath. You can hold your breath for up to 15
  minutes at a time.
  Regenerative.
  Regenerative. When you take damage, you can use
  your reaction and expend a hit die to regain health as
  long as the damage would not reduce your hit points to
  0.
  Saving Face.
  Saving Face. Trandoshans are careful not to show
  weakness in front of their allies, for fear of losing 
  status. If you miss with an attack roll or fail an ability 
  check or a saving throw, you can gain a bonus to the 
  roll equal to the number of allies you can see within 30 
  feet of you (maximum bonus of +5). Once you use this 
  trait, you can't use it again until you �nish a short or 
  long rest.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Dosh. Dosh is characterized by its harsh
  grunts, hisses and growls, and its written form that
  used alphabetic glyphs.
  PART 1 | SPECIES
  26
  TRANDOSHAN
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Green, yellow, brown, orange, red
  Hair Color
  Hair Color
    
  None
  Eye Color
  Eye Color
    
  Yellow, orange
  Distinctions
  Distinctions   
  Reptilian, scaly skin, regenerative
  properties
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  5'5"
  +2d12"
  Weight
  Weight
    
  130 lb.
  x(2d6) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Trandosha
  Language
  Language
    
  Dosh
  
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  BIOLOGY AND APPEARENCE
  Twi'leks are usually thin, although corpulent individuals
  were known to exist. Twi'leks are omnivores; this diet is
  essential given that food is scarce on their homeworld,
  Ryloth. Twi'leks possess multiple stomachs, an unusual
  trait that enables them to eat almost any food. When
  traveling o� their homeworld, Twi'leks rarely refused
  food, which frequently leads to obesity among
  starfarers. Twi'lek society also associates obesity as a
  sign of a�uence and success.
  SOCIETY AND CULTURE
  The natural grace and exotic beauty of the female
  Twi'leks make them a popular target among slave
  traders. Slavery is the main currency of Ryloth. Some
  see it as a chance to make money by kidnapping or
  selling orphaned children, while others see slavery as a
  way of saving children from growing up in Ryloth's
  harsh environment. A number of Twi'leks believe that
  slavery is an e�cient way to proliferate their species
  and preserve their culture, as the Twi'leks lack their
  own means of inter-planetary travel. Regardless of how
  it came about, many Twi'leks live as slaves or
  entertainers and are considered status symbols,
  especially the females of rarer skin hues. Twi'leks that
  manage to escape from captivity usually turned to a life
  of thievery or prostitution, with both genders making
  use of their powers of seduction.
  NAMES
  Twi'lek names combine their �rst name and a clan
  name into a single name, rather than having a separate
  surname.
  Male Names.
  Male Names. Ecrizsati, Gaj'mogos, Ukelweko
  Female Names.
  Female Names. Arag'mure, Oanicfuba, Unaecripi
  TWI'LEK TRAITS
  As a Twi'lek, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Charisma score
  increases by 2, and your Dexterity score increases by 1.
  Age.
  Age. Twi'leks reach adulthood in their late teens and
  live less than a century.
  Alignment.
  Alignment. Twi'leks harsh upbringing cause them to 
  tend toward the dark side, though there are 
  exceptions.
  Size.
  Size. Twi'leks stand between 5 and 7 feet tall and
  weigh up to 200 lbs. Regardless of your position in that
  range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Darkvision.
  Darkvision. Your vision can easily cut through
  darkness. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only
  shades of gray.
  Elegant Dancers.
  Elegant Dancers. You have pro�ciency with the
  Performance skill.
  Natural Antitoxins.
  Natural Antitoxins. You have advantage on saving
  throws against poison and disease, and you have
  resistance against poison damage (explained in Chapter
  9).
  Unarmed Combatant.
  Unarmed Combatant. Your unarmed strikes deal
  1d4 kinetic damage. You can use your choice of your
  Strength or Dexterity modi�er for the attack and
  damage rolls. You must use the same modi�er for both
  rolls.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Twi'leki. You can communicate non-verbally
  with other Twi'leks through a complex language of
  subtle head-tail motions.
  PART 1 | SPECIES
  27
  TWI'LEK
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Blue, brown, dark grey, green, orange,
  pink, purple, red, tan, teal, white, yellow,
  or striped
  Hair Color
  Hair Color
    
  None
  Eye Color
  Eye Color
    
  Black, blue, brown, green, hazel, orange,
  pink, purple, or yellow
  Distinctions
  Distinctions   
  Lekku, sharp claw-like nails, males often
  �le their teeth to points
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  5'3"
  +2d12"
  Weight
  Weight
    
  125 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Ryloth
  Language
  Language
    
  Twi'leki
  
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  BIOLOGY AND APPEARANCE
  Wookiees are a tall species of furry giants from the
  planet Kashyyyk, who can grow to a height of over eight
  feet. They are covered from head to toe in a thick,
  shaggy coat of hair with water-shedding properties that
  notably came in shades of brown, black, gray, and
  white. The species has two sexes, female and male. The
  latter grows long beards in adult life. Wookiee eye
  colors are usually blue, green, yellow, golden, brown, or
  red.
  SOCIETY AND CULTURE
  Wookiees greatly value honor and loyalty. Therefore,
  their notion of "family" encompassed much more than
  just blood ties. A part of that most sacred tradition was
  the social institution of life debt: when a Wookiee's life
  was saved by someone else, regardless of the species,
  they would frequently devote themselves to a lifetime
  of service to their savior and their family. Through the
  mechanism of the life debt, the People of the Trees
  used to develop unbreakable bonds with their boon
  companions and true friends, forming a "honor 
  family."
  NAMES
  Wookiee names are diverse; some names are simple
  and short while others are long and complicated. The
  majority of names often have softer big sounds and
  more melodic tones to them. Since o�worlders have
  trouble using Wookiees' real names, they often adopt
  simpler nicknames to go by.
  Male Names.
  Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr,
  Lavgae�oak, Snrowbishutchuh, Zu�aarkaykkk
  Female Names.
  Female Names. Bulabba, Bonbaegnh, Hopakleupo,
  Keumnebheu, Onninh, Osstatiemmyock
  WOOKIEE TRAITS
  As a wookiee, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Strength score 
  increases by 2, and your Constitution score increases 
  by 1.
  Age.
  Age. Wookiees reach adulthood at about 40 and can
  live to be 400.
  Alignment.
  Alignment. Wookies tend toward the light side,
  though there are exceptions.
  Size.
  Size. Wookies tend to tower over other species,
  reaching heights over 8 feet and weighing 300 pounds.
  Regardless of your position in that range, your size is
  Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Claws.
  Claws. Wookies have retractable claws. You are
  pro�cient with your claws, which deal 1d4 kinetic
  damage on a hit.
  Darkvision.
  Darkvision. Your vision can easily cut through
  darkness. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only
  shades of gray.
  Hide.
  Hide. You have a thick hide. When you aren't wearing
  armor, your AC is 13 + your Dexterity modi�er.
  Additionally, your thick hide is naturally adapted to cold
  climates, as described in chapter 5 of the Dungeon
  Master's Guide.
  Powerful Build.
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift.
  Treeclimber.
  Treeclimber. You have a climbing speed of 30 feet.
  You have advantage on Strength saving throws and
  Strength (Athletics) checks that involve climbing.
  Languages.
  Languages. You can speak, read, and write
  Shyriiwook. You can understand spoken and written
  Galactic Basic, but your vocal cords do not allow you to
  speak it.
  PART 1 | SPECIES
  28
  WOOKIEE
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Gray
  Hair Color
  Hair Color
    
  Di�erent shades of black, brown, and
  white in varying combinations
  Eye Color
  Eye Color
    
  Blue, green, yellow, golden, brown, or 
  red
  Distinctions
  Distinctions   
  Tall, hair covered, retractable climbing
  claws, long life spans
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  6'3"
  +2d12"
  Weight
  Weight
    
  190 lb.
  x(2d6) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Kashyyyk
  Language
  Language
    
  Shyriiwook
  
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  BIOLOGY AND APPEARANCE
  Zabrak are Near-Human, but have a number of
  signi�cant physical characteristics that set them apart
  from baseline Humanity. The most striking of these are
  a series of vestigial horns that crown the heads of both
  males and females. These horns grow at puberty in
  varying patterns and signi�ed that their rite of passage
  is drawing near.
  In addition to their horns, another of the traits that
  make Zabrak instantly recognizable are their facial
  tattoos, which are made up of thin lines received during
  their rite of passage. These could symbolize many
  things, including but not limited to family lineage, place
  of birth, or even a design that re�ected their individual
  personalities.
  Lastly, Zabraks possess a second heart.
  SOCIETY AND CULTURE
  Zabrak are often seen by most other species as being
  single-minded, an observation that is not terribly
  incorrect. This single-minded determination comes
  from the fact that they are a species with a strong sense
  of self-assuredness, con�dent that they are able to
  accomplish any task that they set out to do. However,
  this does not lead a Zabrak to develop a sense of
  prideful superiority towards others. Though it is not
  uncommon to see competition between colonies, this is
  not seen as a negative. The Zabraks believe that the
  various experiences of the di�erent colonies only serve
  to add to the species's overall value throughout the
  galaxy.
  NAMES
  Zabrak names are usually derived from the animals
  living on their planet. Zabraks don't use surnames.
  Male Names.
  Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra
  Female Names.
  Female Names. Blostopa, Mega, Novrar, Rebroke
  ZABRAK TRAITS
  As a Zabrak, you have the following special traits.
  Ability Score Increase.
  Ability Score Increase. Your Constitution score
  increases by 2, and your Strength or Dexterity score
  increases by 1.
  Age.
  Age. Zabraks reach adulthood in their late teens and
  live less than a century.
  Alignment.
  Alignment. Zabraks tend toward no particular
  alignment. The best and worst are found among them.
  Size.
  Size. Zabraks stand anywhere from 5 to 7 feet tall
  and weigh up to 300 lbs. Regardless of your position in
  that range, your size is Medium.
  Speed.
  Speed. Your base walking speed is 30 feet.
  Coercive.
  Coercive. You have pro�ciency with Persuasion or
  Intimidation (your choice).
  Crafters.
  Crafters. You have pro�ciency with with one artisan's
  tool of your choice.
  Darkvision.
  Darkvision. Your vision can easily cut through
  darkness. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only
  shades of gray.
  Second Heart.
  Second Heart. When you are reduced to 0 hit points
  but not killed outright, you can drop to 1 hit point
  instead. You can't use this feature again until you �nish
  a long rest.
  Unarmed Combatant.
  Unarmed Combatant. Your unarmed strikes deal
  1d4 kinetic damage. You can use your choice of your
  Strength or Dexterity modi�er for the attack and
  damage rolls. You must use the same modi�er for both
  rolls.
  Languages.
  Languages. You can speak, read, and write Galactic
  Basic and Zabraki.
  PART 1 | SPECIES
  29
  ZABRAK
  VISUAL CHARACTERISTICS
  Skin Color
  Skin Color
    
  Pale to dark brown, red, orange and
  yellow
  Hair Color
  Hair Color
    
  Black, blonde, brown, red, or purple
  Eye Color
  Eye Color
    
  Yellow, green, orange, brown, blue, red,
  or purple
  Distinctions
  Distinctions   
  Horns, two hearts, facial tattoos
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  5'1"
  +2d12"
  Weight
  Weight
    
  120 lb.
  x(2d4) lb.
  SOCIOCULTURAL CHARACTERISTICS
  Homeworld
  Homeworld
    
  Iridonia or Dathomir
  Language
  Language
    
  Zabraki
  
  CHAPTER 3: CLASSES
  CLASSES
  Class
  Class
  Description
  Description
  Hit
  Hit 
  Die
  Die
  Primary
  Primary 
  Ability
  Ability
  Saving Throw
  Saving Throw 
  Pro�ciencies
  Pro�ciencies
  Berserker Melee combatant who utilizes rage to increase prowess
  d12
  Strength
  Strength & Constitution
  Consular
  Force-wielder who focuses on utilizing force powers
  d6
  Wisdom
  Wisdom & Charisma
  Engineer
  Tech caster who enhances items to bene. t allies
  d8
  Intelligence
  Constitution & Intelligence
  Fighter
  Versatile combatant who excels at both range and in melee
  d10
  Strength
  Strength & Constitution
  Guardian
  Force-wielder specializing in melee combat
  d10
  Strength
  Constitution & Charisma
  Monk
  Unarmed combatant who uses focus to fuel abilities
  d8
  Dexterity
  Strength & Dexterity
  Operative Controller who focuses on stealth and techniques
  d8
  Dexterity
  Dexterity & Intelligence
  Scholar
  Academic who uses wits and allies to control the battle�eld
  d8
  Intelligence
  Dexterity & Intelligence
  Scout
  Versatile combatant who blends tech powers with weapons
  d10
  Dexterity
  Strength & Dexterity
  Sentinel
  Force-wielder who blends melee combat with the Force
  d8
  Dexterity
  Dexterity & Charisma
             dventurers are extraordinary people, driven 
             by a thirst for excitement into a life that others
  would never dare lead. They are heroes, compelled to
  explore the dark places of the world and take on the
  challenges that lesser women and men can’t stand
  against.
  Class is the primary de�nition of what your character
  can do. It’s more than a profession; it’s your character’s
  calling. Class shapes the way you think about the world
  and interact with it and your relationship with other
  people and powers in the galaxy. A �ghter, for example,
  might view the world in pragmatic terms of strategy
  and maneuvering, and see herself as just a pawn in a
  much larger game. A consular, by contrast, might see
  himself as a willing servant of the Force. While the
  �ghter has contacts in a mercenary company or army,
  the consular might know a number of Jedi or Sith who
  share his faith.
  Your class gives you a variety of special features, such
  as a �ghter’s mastery of weapons and armor, and an
  engineer’s powers. At low levels, your class gives you
  only two or three features, but as you advance in level
  you gain more and your existing features often
  improve. Each class entry in this chapter includes a
  table summarizing the bene�ts you gain at every level,
  and a detailed explanation of each one.
   
   
  Adventurers sometimes advance in more than one
  class. An operative might switch direction in life and
  become an engineer. A berserker might discover latent
  force sensitivity and dabble in the guardian class while
  continuing to advance as a berserker. Sith purebloods
  are known to combine martial mastery with force
  training and advance as �ghters and consulars
  simultaneously. Optional rules for combining classes in
  this way, called multiclassing, appear in chapter 6.
  Many classes and subclass add material costs to obtain
  features integral to the class while most others don't.
  Your DM can choose to waive the time and cost
  component if they choose to do so.
  Additionally, certain classes and subclasses will often
  �nd themselves with a singular force or tech point,
  with which they can do nothing. Any character with the
  force- or tech-casting feature also gains the following
  feature:
  When you fail an ability check, if you added your
  pro�ciency bonus to the check and you did not have
  advantage or disadvantage, you can spend 1 force or
  tech point to reroll the die. You can only use this
  feature once per ability check, and you must use the
  new roll.
  Choose from the following class options:
   
  
  BERSERKER
  A MASSIVE WOOKIEE HUNTER PROWLS THROUGH THE FOREST, HEFTING
  his vibroaxe. With a roar he charges at the pair of
  trandoshans who dared poach his kin.
  A gamorrean snarls at the latest challenger to his
  authority over their savage tribe, ready to break his
  neck with his bare hands as he did to the last six rivals.
  Frothing at the mouth, a nikto slams his helmet into
  the face of his foe, then turns to drive his armored
  elbow into the gut of another.
  These berserkers, di. erent as they might be, are
  de�ned by their rage: unbridled, unquenchable, and
  unthinking fury. More than a mere emotion, their anger
  is the ferocity of a cornered predator, the unrelenting
  assault of a storm, the churning turmoil of the sea. For
  every berserker, rage is a power that fuels not just a
  battle frenzy but also uncanny re�exes, resilience, and
  feats of strength.
  PRIMAL INSTINCT
  People of towns and cities take pride in how their
  civilized ways set them apart from animals, as if
  denying one’s own nature was a mark of 
  superiority. To a berserker, though, 
  civilization is no virtue, but a sign 
  of weakness. The strong embrace their 
  animal nature keen instincts, primal physicality, and
  ferocious rage. Berserkers are uncomfortable when
  hedged in by walls and crowds. They thrive where the
  civilized don't.
  Berserkers come alive in the chaos of combat. They
  can enter a berserk state where rage takes over, giving
  them superhuman strength and resilience. A berserker
  can draw on this reservoir of fury only a few times
  without resting, but those few rages are usually
  su�cient to defeat whatever threats arise.
  A LIFE OF DANGER
  Not every person deemed “berserkers” by scions of
  civilized society has the berserker class. A true
  berserker among these people is as uncommon as a
  skilled �ghter in a town, and he or she plays a similar
  role as a protector of the people and a leader in times
  of war. Life in the wild places of the world is fraught
  with peril: rival tribes, deadly weather, and terrifying
  monsters. Berserkers charge headlong into that danger
  so that their people don’t have to.
  Their courage in the face of danger makes berserkers
  perfectly suited for adventuring. Wandering is often a
  way of life for their native tribes, and the rootless life of
  the adventurer is little hardship for a berserker. Some
  berserkers miss the close-knit family structures of the
  tribe, but eventually �nd them replaced by the bonds
  formed among the members of their adventuring
  parties.
  CREATING A BERSERKER
  When creating a berserker character, think about where
  your character comes from and his or her place in the
  world. Talk with your DM about an appropriate origin
  for your berserker. Did you come from a remote planet,
  making you a stranger in the area of the campaign? Or
  is the campaign set in a rough-and-tumble frontier
  where berserkers are common?
  What led you to take up the adventuring life? Were
  you lured to settled planets by the promise of riches?
  Did you join forces with soldiers of those lands to face a
  shared threat? Did monsters or an invading horde drive
  you out of your homeland, making you a rootless
  refugee? Perhaps you were a prisoner of war, brought
  in chains to “civilized” lands and only now able to win
  your freedom. Or you might have been cast out from
  your people because of a crime you committed, a taboo
  you violated, or a coup that removed you from a
  position of authority.
  QUICK BUILD
  You can make a berserker quickly by following these
  suggestions. First, put your highest ability score in
  Strength, followed by Constitution. Second, choose the
  barbarian background.
  PART 1 | CLASSES
  31
  
  THE BERSERKER
  Level
  Level
  Pro�ciency
  Pro�ciency 
  Bonus
  Bonus
  Features
  Features
  Rages
  Rages
  Rage
  Rage 
  Damage
  Damage
  1st
  +2
  Rage, Unarmored Defense
  2
  +2
  2nd
  +2
  Reckless Attack, Danger Sense
  2
  +2
  3rd
  +2
  Berserker Approach
  3
  +2
  4th
  +2
  Ability Score Improvement
  3
  +2
  5th
  +3
  Extra Attack, Fast Movement
  3
  +2
  6th
  +3
  Path feature
  4
  +2
  7th
  +3
  Feral Instinct
  4
  +2
  8th
  +3
  Ability Score Improvement
  4
  +2
  9th
  +4
  Brutal Critical (1 die)
  4
  +3
  10th
  +4
  Path Feature
  4
  +3
  11th
  +4
  Relentless Rage
  4
  +3
  12th
  +4
  Ability Score Improvement
  5
  +3
  13th
  +5
  Brutal Critical (2 dice)
  5
  +3
  14th
  +5
  Path Feature
  5
  +3
  15th
  +5
  Persistent Rage
  5
  +3
  16th
  +5
  Ability Score Improvement
  5
  +4
  17th
  +6
  Brutal Critical (3 dice)
  6
  +4
  18th
  +6
  Indomitable Might
  6
  +4
  19th
  +6
  Ability Score Improvement
  6
  +4
  20th
  +6
  Primal Champion
  Unlimited
  +4
  CLASS FEATURES
  As a berserker, you gain the follow class features.
  HIT POINTS
  Hit Dice:
  Hit Dice: 1d12 per berserker level
  Hit Points at 1st Level:
  Hit Points at 1st Level: 12 + your Constitution modi�er
  Hit Points at Higher Levels:
  Hit Points at Higher Levels: 1d12 (or 7) + your
  Constitution modi�er per berserker level after 1st
  PROFICIENCIES
  Armor:
  Armor: Light armor, medium armor
  Weapons:
  Weapons: All vibroweapons, simple blasters
  Tools:
  Tools: None
  Saving Throws
  Saving Throws: Strength, Constitution
  Skills:
  Skills: Choose two from Animal Handling, Athletics,
  Intimidation, Nature, Perception, Survival
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) a martial vibroweapon and a light or medium shield
  generator or (b) two martial vibroweapons
  (a) two techaxes or (b) two vibrospears
  An explorer's pack
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Class
  Funds
  Funds
  Berserker
  1,000 + 2d4 x 100 cr
  PART 1 | CLASSES
  32
  
  RAGE
  In battle, you �ght with primal ferocity. On your turn,
  you can enter a rage as a bonus action.
  While raging, you gain the following bene�ts if you
  aren’t wearing heavy armor:
  You have advantage on Strength checks and Strength
  saving throws.
  When you make a melee weapon attack using Strength,
  you gain a bonus to the damage roll that increases as
  you gain levels as a berserker, as shown in the Rage
  Damage column of the Berserker table.
  You have resistance to kinetic and energy damage.
  If you are able to cast powers, you can’t cast them or
  concentrate on them while raging.
  Your rage lasts for 1 minute. It ends early if you are
  knocked unconscious or if your turn ends and you
  haven’t attacked a hostile creature since your last turn
  or taken damage since then. You can also end your rage
  on your turn as a bonus action.
  Once you have raged the number of times shown for
  your berserker level in the Rages column of the
  Berserker table, you must �nish a long rest before you
  can rage again.
  UNARMORED DEFENSE
  While you are not wearing any armor, your Armor Class
  equals 10 + your Dexterity modi�er + your Constitution
  modi�er. You can use a shield and still gain this bene�t.
  RECKLESS ATTACK
  Starting at 2nd level, you can throw aside all concern for
  defense to attack with �erce desperation. When you
  make your �rst 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.
  DANGER SENSE
  At 2nd level, you gain an uncanny sense of when things
  nearby aren’t as they should be, giving you an edge
  when you dodge away from danger.
  You have advantage on Dexterity saving throws
  against e�ects that you can see, such as traps and
  powers. To gain this bene�t, you can’t be blinded,
  deafened, or incapacitated.
  BERSERKER APPROACH
  At 3rd level, you choose an approach that shapes the
  nature of your rage which is detailed at the end of the
  class description. Your choice grants you features at 3rd
  level and again at 6th, 10th, and 14th levels.
  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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  EXTRA ATTACK
  Beginning at 5th level, you can attack twice, instead of
  once, whenever you take the Attack action on your turn.
  FAST MOVEMENT
  Starting at 5th level, your speed increases by 10 feet
  while you aren’t wearing heavy armor.
  FERAL INSTINCT
  By 7th level, your instincts are so honed that you have
  advantage on initiative rolls.
  Additionally, if you are surprised at the start of
  combat and aren’t incapacitated, you can act normally
  on your �rst turn, but only if you enter your rage before
  doing anything else on that turn.
  BRUTAL CRITICAL
  Beginning at 9th level, you can roll one additional
  weapon damage die when determining the extra
  damage for a critical hit with a melee attack.
  This increases to two additional dice at 13th level and
  three additional dice at 17th level.
  RELENTLESS RAGE
  Starting at 11th level, your rage can keep you �ghting
  despite grievous wounds. If you drop to 0 hit points
  while you’re raging and don’t die outright, you can make
  a DC 10 Constitution saving throw. If you succeed, you
  drop to 1 hit point instead.
  Each time you use this feature after the �rst, the DC
  increases by 5. When you �nish a short or long rest, the
  DC resets to 10.
  PERSISTENT RAGE
  Beginning at 15th level, your rage is so �erce that it
  ends early only if you fall unconscious or if you choose
  to end it.
  INDOMITABLE MIGHT
  Beginning at 18th level, if your total for a Strength check
  is less than your Strength score, you can use that score
  in place of the total.
  PRIMAL CHAMPION
  At 20th level, you embody the power of the wilds. Your
  Strength and Constitution scores increase by 4. Your
  maximum for those scores increases by 4.
  BERSERKER APPROACHES
  Rage burns in every berserker’s heart, a furnace that
  drives him or her toward greatness. Di�erent
  berserkers attribute their rage to di�erent sources,
  however. For some, it is an internal reservoir where
  pain, grief, and anger are forged into a fury hard as
  steel, while for others see it as a spiritual blessing.
  PART 1 | CLASSES
  33
  
  AUGMENTED APPROACH
  The Augmented Approach is for those who seek to
  increase their prowess through cybernetic
  enhancement. Some who take this path go so far they
  are left with little more than the memory of the body
  they once owned, all to achieve in combat what they
  cannot with a body made of �esh and bone.
  BASIC CYBERNETICS
  When you choose this approach at 3rd level, you learn
  the mending and analyse tech powers and can cast
  them without the use of a wristpad or spending tech
  points. You can cast analyse this way a number of times
  equal to your Constitution modi�er (minimum of one).
  You regain all expended uses when you complete a
  long rest.
  OVERDRIVE ENHANCEMENT
  Also at 3rd level, you gain a cybernetic enhancement.
  Choose one of the following enhancements and gain its
  feature. You must undergo cybernetic surgery by a
  person pro�cient in biotech's tools that incorporates
  this enhancement into your body. This surgery costs
  100 credits and takes 8 hours.
  DERMAL ARMOR
  While raging you have resistance to all damage except
  psychic damage.
  MORBID PROTRUSIONS
  While raging, your unarmed strike deals 1d4 + Strength
  modi�er kinetic damage and when you take the Attack
  action and attack with a melee weapon or unarmed
  strike, you can use a bonus action to make an unarmed
  attack.
  This unarmed attack die increases to 1d6 at 5th level,
  1d8 at 11th level, and 1d10 at 17th level.
  PRESSURISED LIMBS
  While raging, you can use your bonus action to leap up
  to 30 feet to an empty space you can see. When you
  land you deal kinetic damage equal to your Strength
  modi�er to each creature within 5 feet of where you
  land. You can use this feature a number of times equal
  to your Consitution modi�er (minimum of one). You
  regain all expended uses when you complete a long
  rest.
  TWITCHLOCK ACTUATORS
  While you're raging, other creatures have disadvantage
  on opportunity attack rolls against you, you can also
  use the Dash action as a bonus action on your turn.
  SUPPORT ENHANCEMENT
  At 6th level you gain an additional cybernetic
  enhancement. Choose one of the following
  enhancements and gain its feature. You must undergo
  cybernetic surgery by a person pro�cient in biotech's
  tools that incorporates this enhancement into your
  body. This surgery costs 600 credits and takes 8 hours.
  BODY SCULPTING
  You gain pro�ciency in two skills of your choice from
  Athletics, Acrobatics, Stealth, and Sleight of Hand.
  HOLDOUT CAVITY
  You have a shielded compartment built into your body
  that can be used to store and hide a light weapon or
  item of similar size.
  KRYKNA ANCHORS
  You gain a climbing speed equal to your movement
  speed.
  PANSPECTRAL OPTICS
  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.
  SUPPORT STRUCTURE
  Your carrying capacity (including maximum load and
  maximum lift) is doubled and you have advantage on
  Strength checks made to push, pull, lift, or break
  objects.
  MORE MACHINE THAN MAN
  Starting at 10th level, your cybernetics allow you to
  become immune to poison and disease. Additionally,
  you ignore unenhanced di�cult terrain.
  FINAL ENHANCEMENT
  At 14th level you gain a �nal cybernetic enhancement.
  Choose one of the following enhancements and gain its
  feature. You must undergo cybernetic surgery by a
  person pro�cient in biotech's tools that incorporates
  this enhancement into your body. This surgery costs
  2000 credits and takes 8 hours.
  HOLOSKIN EMITTERS
  While you're raging any creature within 5 feet of you
  that's hostile to you has disadvantage on attack rolls
  against targets other than you or another character
  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.
  HYDRAULIC OVERRIDES
  While you're raging you can use a bonus action on your
  turn to knock a Large or smaller creature prone when
  you hit it with melee weapon attack.
  INTEGRATED BOOSTERS
  While raging you have a �ying speed equal to your
  current walking speed. This bene�t works only in short
  bursts; you fall if you end your turn in the air and
  nothing else is holding you aloft.
  YSALAMIR CAPACITOR MESH
  When you are forced to make a saving throw against a
  force power, you can immediately use your reaction to
  move up to half your speed towards the source power's
  caster. If you end this movement within 5 feet of the
  target, you can immediately make one melee weapon
  attack against the target as a part of that reaction.
  PART 1 | CLASSES
  34
  
  MARAUDER APPROACH
  Few things are more terrifying than being in the path of
  a Berserker who has learned the ways of the Force.
  Those who follow this path unlock something deep
  within them, a well of untamed power from the depths
  of their fury. When a marauder unleashes their rage,
  they channel their brute strength into primal might, and
  uses it to devastate his foes in a hail of �re, blades, and
  blood. Due to the uncontrolled nature of their powers,
  marauders have a dangerous predilection for the
  strength and raw power o�ered by the dark side, and
  many fall into it's clutches. Even those who do not are
  always temped by the voices of fury barely contained
  within.
  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 your 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. In addition, 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
  FURIOUS FORCE
  Also at 3rd level, you can cast force powers while raging
  as long as the power’s casting time is no more than 1
  action, the power does not require concentration, and
  you are not wearing heavy armor or wielding a medium
  or heavy shield. While raging, you add your rage
  damage to damage rolls from force powers you cast. If
  a force power damages more than one target, you may
  only apply your rage damage to one of the targets.
  Casting force powers during rage counts as attacking
  for the purposes of maintaining rage.
  PART 1 | CLASSES
  35
  
   
  MARAUDER APPROACH FORCECASTING
  Level
  Force Powers 
  Known
  Force 
  Points
  Max Power 
  Level
  3rd
  4
  3
  1st
  4th
  5
  4
  1st
  5th
  6
  5
  1st
  6th
  7
  6
  1st
  7th
  8
  7
  2nd
  8th
  9
  8
  2nd
  9th
  10
  9
  2nd
  10th
  11
  10
  2nd
  11th
  12
  11
  2nd
  12th
  13
  12
  2nd
  13th
  14
  13
  3rd
  14th
  15
  14
  3rd
  15th
  16
  15
  3rd
  16th
  17
  16
  3rd
  17th
  18
  17
  3rd
  18th
  18
  18
  3rd
  19th
  19
  19
  4th
  20th
  19
  20
  4th
  RECKLESS POWER
  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. Select up to ten
  other creatures of your choice 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.
  PART 1 | CLASSES
  36
  
  WARCHIEF APPROACH
  For some berserkers, it is their duty or birthright to lead
  their tribe and kin to battle and victory. The Warchief
  Approach is one forged from alliances, bonds, and
  strategy. In combat, your rages are less mindless, and
  more focused. Ignoring the distractions of unimportant
  events, your attention hones in on the battle�eld and
  how best to direct and control it. You guide your allies'
  strikes, and your presence is enough to wash away their
  fatigue.
  SAVAGE DIPLOMAT
  Your path necessitates that you build relationships 
  with others, for the betterment of your tribe or 
  yourself.
  When you choose this approach at 3rd level, 
  you gain pro�ciency in one of the following 
  skills of your choice: Persuasion or Intimidation. 
  You can choose to learn one language in place of 
  the skill pro�ciency.
  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
  ft 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.
  PART 1 | CLASSES
  37
  
  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
  Refraining from drawing their lightsabers except as a
  measure of last resort, consulars spend a great deal of
  time studying the mysteries of the Force. Their
  knowledge allows them to channel the Force to greater
  heights, unlocking unrivaled power, and twisting those
  powers to greater e�ect.
  SAGE OR SORCERER
  Consulars who follow the light side of the Force, using
  their powers to better their communities and people,
  are often called sages, while consulars who fall to the
  dark side and subjugate or cast aside all in their path
  are commonly called sorcerers. Alternatively, they may
  tend toward the middle, refraining from politics and
  war, spending their time in isolation and study.
  CREATING A CONSULAR
  While creating your consular, consider your personal
  philosophy in regards to the Force and its most famous
  practitioners – the Jedi and the Sith. Are you a member
  of one of the two orders, or do you walk a di�erent
  path? Perhaps you were ostracized from your primitive
  village out of superstition or jealousy. You may have
  been brutally trained from a young age in the dark side,
  fueling your innate thirst for power, or perhaps you
  were trained as a padawan in one of the Jedi temples.
  How do you treat strangers, and how do they treat you
  once they know your abilities? What was your family
  like, or what did you have instead of a family? Do you
  see the Force as light and dark, or an impartial river of
  gray?
  QUICK BUILD
  You can make a consular quickly by following these
  suggestions. First, make Wisdom or Charisma your
  highest ability score, followed by Dexterity. Second,
  choose the Jedi or Sith background.
  PART 1 | CLASSES
  38
  
  THE CONSULAR
  Level
  Pro�ciency 
  Bonus
  Features
  Force Powers 
  Known
  Force 
  Points
  Max Power 
  Level
  1st
  +2
  Forcecasting, Force Recovery
  8
  4
  1st
  2nd
  +2
  Force-Empowered Casting, Force Shield
  9
  8
  1st
  3rd
  +2
  Consular Tradition, Hidden Force
  11
  12
  2nd
  4th
  +2
  Ability Score Improvement
  12
  16
  2nd
  5th
  +3
  —
  14
  20
  3rd
  6th
  +3
  Tradition feature
  15
  24
  3rd
  7th
  +3
  —
  17
  28
  4th
  8th
  +3
  Ability Score Improvement
  18
  32
  4th
  9th
  +4
  —
  20
  36
  5th
  10th
  +4
  Tradition feature
  21
  40
  5th
  11th
  +4
  —
  23
  44
  6th
  12th
  +4
  Ability Score Improvement
  24
  48
  6th
  13th
  +5
  —
  26
  52
  7th
  14th
  +5
  Tradition feature
  27
  56
  7th
  15th
  +5
  —
  29
  60
  8th
  16th
  +5
  Ability Score Improvement
  30
  64
  8th
  17th
  +6
  —
  32
  68
  9th
  18th
  +6
  Tradition feature
  33
  72
  9th
  19th
  +6
  Ability Score Improvement
  34
  76
  9th
  20th
  +6
  One with the Force
  35
  80
  9th
  CLASS FEATURES
  As a consular, you gain the following class features.
  HIT POINTS
  Hit Dice: 1d6 per consular level
  Hit Points at 1st Level: 6 + your Constitution modi�er
  Hit Points at Higher Level: 1d6 (or 4) + your Constitution
  modi�er per consular level after 1st
  PROFICIENCIES
  Armor: None
  Weapons: Simple vibroweapons, simple lightweapons
  Tools: None
  Saving Throws: Wisdom, Charisma
  Skills: Choose two from Deception, Insight, Intimidation,
  Investigation, Lore, Medicine, and Persuasion.
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) a simple lightweapon or (b) a simple vibroweapon
  (a) a scholar's pack, (b) an explorer's pack, or (c) a
  diplomat's pack
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Funds
  Consular
  1,000 + 2d4 x 100 cr
  PART 1 | CLASSES
  39
  
  FORCECASTING
  In your meditations on the force, you have learned
  powers, fragments of knowledge that imbue you with
  an abiding force ability. See chapter 10 for the general
  rules of forcecasting and chapter 11 for the force
  powers list.
  FORCE POWERS KNOWN
  You learn 8 force powers of your choice, and you learn
  more at higher levels, as shown in the Force Powers
  Known column of the consular class 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
  consular level x 4, as shown in the Force Points column
  of the consular class 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 consular class table.
  You may only cast force powers at 6th, 7th, 8th, and
  9th-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 your 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. In addition, 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
  FORCE RECOVERY
  Also at 1st level, you have learned to regain some of
  your energy by brie�y meditating. When you �nish a
  short rest, you can regain a number of force points
  equal to half your consular level (rounded down) + your
  Wisdom or Charisma modi�er (your choice, minimum
  of one). Once you've used this feature, you must
  complete a long rest before you can use it again.
  FORCE-EMPOWERED CASTING
  At 2nd level, you gain the ability to twist your powers to
  suit your needs. When you cast a force power, you can
  expend additional force points to modify the power.
  You gain two of the following Empowerment options of
  your choice. You gain another one at 10th and 17th
  level.
  You can use only one Empowerment option on a
  power when you cast it, unless otherwise noted.
  CAREFUL POWER
  When you cast a power that forces other creatures to
  make a saving throw, you can protect some of those
  creatures from the power's full force. To do so, you
  spend 1 additional force point and choose a number of
  those creatures up to your Wisdom or Charisma
  modi�er (your choice, minimum of one). A chosen
  creature automatically succeeds on its saving throw
  against the power.
  DISTANT POWER
  When you cast a power that has a range of 5 feet or
  greater, you can spend 1 additional force point to
  double the range of the power.
  When you cast a power that has a range of touch, you
  can spend 1 additional force point to make the range of
  the power 30 feet.
  EXTENDED POWER
  When you cast a power that has a duration of 1 minute
  or longer, you can spend 1 additional force point to
  double its duration, to a maximum duration of 24
  hours.
  HEIGHTENED POWER
  When you cast a power that forces a creature to make a
  saving throw to resist its e�ects, you can spend 3
  additional force points to give one target of the power
  disadvantage on its �rst saving throw made against the
  power.
  IMPROVED POWER
  When you roll damage for a power, you can spend 1
  additional force point to reroll a number of the damage
  dice up to your Wisdom or Charisma modi�er (your
  choice, minimum of one). You must use the new rolls.
  You can use Improved Power even if you have
  already used a di�erent Empowerment option during
  the casting of the power.
  LINGERING POWER
  When you cast a power that requires concentration to
  maintain you can choose to spend 3 additional force
  points. If you do, when you lose concentration on the
  power, the power will not end until the end of your next
  turn.
  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.
  PART 1 | CLASSES
  40
  
  QUICKENED POWER
  When you cast a power that has a casting time of 1
  action, you can spend 2 additional force points to
  change the casting time to 1 bonus action for this
  casting.
  REFOCUSED POWER
  When you are forced to make a Constitution saving
  throw to maintain concentration on a power you can
  use your reaction and spend 2 force points to
  automatically succeed on the saving throw. You can use
  this option even if you have already used a di�erent
  Empowerment option during the casting of the power.
  TWINNED POWER
  When you cast a power that targets only one creature
  and doesn't have a range of self, you can spend a
  number of additional force points equal to the power's
  level to target a second creature in range with the same
  power (1 force point if the power is at-will).
  FORCE SHIELD
  Also at 2nd level, you learn how to defend yourself
  purely through your strength with the Force. When you
  are hit by an attack, you can use your reaction to
  shroud yourself in Force energy. Until the start of your
  next turn, you have a bonus to AC equal to your
  Wisdom or Charisma modi�er (your choice, a minimum
  of +1). This includes the triggering attack.
  You can use this feature twice. You gain an additional
  use at 5th, 11th, and 17th level in this class. You regain
  all expended uses when you �nish a long rest.
  CONSULAR TRADITION
  When you reach 3rd level, you choose a consular
  tradition, which is detailed at the end of the class
  description. Your choice grants you features at 3rd level
  and again at 6th, 10th, 14th, and 18th level.
  HIDDEN FORCE
  Also at 3rd level, you learn how to conceal the casting of
  your force powers. When you cast a force power, you
  can choose to conceal the presence of that casting from
  others. A creature that sees you cast the force power
  can make an Investigation (Intelligence) check against
  your universal force save DC. On a success, they can
  determine that you used the Force in some way. If a
  creature has the force sight force power active, they
  automatically succeed on this check. A creature that can
  not see you automatically fails this check.
  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.
  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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  ONE WITH THE FORCE
  At 20th level, your attunement to the Force is absolute.
  Your Wisdom or Charisma score increases by 4, and
  your maximum for this score increases by 4.
  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.
  PART 1 | CLASSES
  41
  
  WAY OF BALANCE
  There is serenity in balance, and no one knows this
  better than the consular. Those consulars who follow
  the Way of Balance focus on utilizing the Force to
  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 (as in sever force and force suppression), you
  add your pro�ciency bonus to that ability check.
  FORCE RESISTANCE
  Starting at 18th level, you have advantage on saving
  throws against force powers. Additionally, you have
  resistance against the damage of force powers.
  PART 1 | CLASSES
  42
  
  WAY OF LIGHTNING
  Of all of the dark arts of the Force, little can match the
  spectacle and devastation of Force lightning. Those
  consulars who follow the Way of Lightning summon
  intense discharges of pure Force energy, overwhelming
  enemies with punishing damage from a distance,
  leaving them shaken and vulnerable -- if not dead.
  SHOCKING AFFINITY
  When you choose this tradition at 3rd level, when you
  cast a force power that deals lightning damage, you can
  use Wisdom or Charisma as your forcecasting ability for
  it.
  Additionally, when you cast a damage dealing force
  power that requires an attack roll or saving throw, you
  can cause that power to instead deal lightning damage.
  If the power would call for a saving throw other than
  Dexterity, it instead calls for a Dexterity saving throw. If
  you hit with the power, or the target fails the power's
  saving throw, a�ected creatures become shocked until
  the start of your next turn.
  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 short or long rest.
  POTENT LIGHTNING
  At 6th level you add your Wisdom or Charisma modi�er
  (your choice, a minimum of +1) to any damage you deal
  with force powers that deal lightning damage.
  BLISTERING REBUKE
  Beginning at 10th level, when a creature within 5 feet of
  you that you can see hits you with an attack, you can
  use your reaction to cause the creature to make a
  Dexterity saving throw. On a failed save, the creature
  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 6th-level or lower 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.
  PART 1 | CLASSES
  43
  
  WAY OF THE SAGE
  The rejuvenating power of the Force is incredible, and
  the consular is the master of this usage. Those
  consulars who follow the Way of the Sage assist with an
  array of healing powers that grant allies the strength to
  continue through even the harshest of encounters.
  Separated from the heart of the fray, the sage can be
  an unfailing warden to those in need.
  DISCIPLE OF LIFE
  When you choose this tradition at 3rd level, your
  healing powers become more e�ective. Whenever you
  use a power of 1st level or higher to restore hit points
  to a creature, the 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 of 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 light side 
  power that restores hit 
  points to a creature other 
  than you, you regain hit 
  points equal to 2 + the 
  power's level.
  BLESSED BY THE FORCE
  At 14th level you gain the ability to overcome grievous
  injuries. As a bonus action when you have fewer than
  half of your hit points remaining, you can regain a
  number of hit points equal to half your hit point
  maximum.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  SUPREME HEALING
  Starting at 18th level, when you would normally roll one
  or more dice to restore hit points with a power, you
  instead use the highest number possible for each die.
  For example, instead of restoring 2d6 hit points to a
  creature, you restore 12.
  PART 1 | CLASSES
  44
  
  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
  While perhaps not as intimidating as a heavily-armored
  trooper, or as exotic as a lighsaber-wielding guardian,
  engineers are no less vital to group dynamic. They are
  armorers and gunsmiths, electricians and welders, or
  any other facet to be found in facilities across the
  galaxy. Their work, often unsung, is what keeps
  starships (and their crew) intact.
  UNFLAPPABLE
  It takes bravery for a soldier to enter a battle�eld. It
  perhaps takes more for someone who is unarmed, and
  untrained in combat, to do the same. Engineers put
  their lives on the line for a living, whether by choice or
  acknowledging their plights as an occupational hazard.
  Whether they come from an elite training academy or
  learned their talents surviving in the slums, they are no
  strangers to danger and con�ict.
  CREATING AN ENGINEER
  While creating your engineer character, consider what
  your primary skill set is and how you use it. You could
  be a street-smart mechanic who taught yourself how to
  �x swoop bikes as a teenager. Perhaps you are the
  recent graduate of an esteemed medical college, or a
  rookie pilot in the �edgling Rebel Alliance. What is the
  number one skill you are known for? Why are you
  willing to enter battles when you have no combat
  training? How do you view the more adventurous
  members of your group, and how do they see you and
  your role?
  QUICK BUILD
  You can make an engineer quickly by following these 
  suggestions. First, make Intelligence your highest 
  ability score. Your next-highest score should be 
  Constitution. Second, choose the scientist 
  background.
  PART 1 | CLASSES
  45
  
  THE ENGINEER
  Level
  Pro�ciency 
  Bonus
  Features
  Tech Powers 
  Known
  Tech 
  Points
  Max Power 
  Level
  Modi�cation 
  Slots
  1
  +2
  Techcasting, Potent Aptitude (d6)
  6
  2
  1st
  —
  2
  +2
  Infuse Item, Tool Understanding
  7
  4
  1st
  —
  3
  +2
  Engineering Discipline
  9
  6
  2nd
  4
  4
  +2
  Ability Score Improvement
  10
  8
  2nd
  4
  5
  +3
  Potent Aptitude (d8), Quick Thinking
  11
  10
  3rd
  5
  6
  +3
  Engineering Discipline feature
  12
  12
  3rd
  5
  7
  +3
  —
  13
  14
  4th
  5
  8
  +3
  Ability Score Improvement
  14
  16
  4th
  6
  9
  +4
  —
  15
  18
  5th
  6
  10
  +4
  Potent Aptitude (d10)
  16
  20
  5th
  6
  11
  +4
  —
  17
  22
  6th
  7
  12
  +4
  Ability Score Improvement
  18
  24
  6th
  7
  13
  +5
  —
  19
  26
  7th
  7
  14
  +5
  Engineering Discipline feature
  20
  28
  7th
  8
  15
  +5
  Potent Aptitude (d12)
  21
  30
  8th
  8
  16
  +5
  Ability Score Improvement
  22
  32
  8th
  8
  17
  +6
  —
  23
  34
  9th
  9
  18
  +6
  Engineering Discipline feature
  24
  36
  9th
  9
  19
  +6
  Ability Score Improvement
  25
  38
  9th
  9
  20
  +6
  Tech Mastery
  26
  40
  9th
  9
  CLASS FEATURES
  As a engineer, you gain the following class features.
  HIT POINTS
  Hit Dice: 1d8 per engineer level
  Hit Points at 1st Level: 8 + your Constitution modi�er
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modi�er per engineer level after 1st
  PROFICIENCIES
  Armor: Light armor
  Weapons: Simple blasters, simple vibroweapons
  Tools: Tinker's tools and one of your choice
  Saving Throws: Constitution, Intelligence
  Skills: Choose three from Investigation, Lore, Medicine,
  Nature, Piloting, and Technology
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) a simple vibroweapon or (b) a simple blaster and two
  power cells
  (a) a dungeoneer's pack or (b) an explorer's pack
  Combat suit, a set of tinker's tools, a vibrodagger, and a
  wristpad
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Funds
  Engineer
  1,000 + 3d4 x 100 cr
  PART 1 | CLASSES
  46
  
  TECHCASTING
  During your training you have derived powers from
  schematics with the aid of your wristpad. See chapter
  10 for the general rules of techcasting and chapter 12
  for the tech powers list.
  TECH POWERS KNOWN
  You learn 6 tech powers of your choice, and you learn
  more at higher levels, as shown in the Tech Powers
  Known column of the engineer class table. You may not
  learn a tech power of a level higher than your Max
  Power Level.
  TECH POINTS
  You have a number of tech points equal to your
  engineer level x 2, as shown in the Tech Points column
  of the engineer class table, + your Intelligence modi�er.
  You use these tech points to cast tech powers. You
  regain all expended tech points when you �nish a short
  or long rest.
  MAX POWER LEVEL
  Many tech powers can be overcharged, consuming
  more tech points to create a greater e�ect. You can
  overcharge these powers to a maximum level, which
  increases at higher levels, as shown in the Max Power
  Level column of the engineer class table.
  You may only cast tech powers at 6th, 7th, 8th, and
  9th-level once. You regain the ability to do so after a
  long rest.
  TECHCASTING ABILITY
  Intelligence is your techcasting ability for your tech
  powers. You use your Intelligence whenever a power
  refers to your techcasting ability. In addition, you use
  your Intelligence modi�er when setting the saving
  throw DC for a tech power you cast and when making
  an attack roll with one.
  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) or your tool
  pro�ciencies granted by this class as a techcasting focus
  for your tech powers.
  POTENT APTITUDE
  Your technological experience lends you an uncommon
  insight that you can use to bolster your allies. To do so,
  you use a bonus action on your turn to choose one
  creature other than yourself within 60 feet of you who
  can hear you. That creature gains one Potent Aptitude
  die, a d6.
  Once within the next 10 minutes, the creature can roll
  the die and add the number rolled to one ability check,
  attack roll, or saving throw it makes. The creature can
  wait until after it rolls the d20 before deciding to use
  the Potent Aptitude die, but must decide before the GM
  says whether the roll succeeds or fails. Once the Potent
  Aptitude die is rolled, it is lost. A creature can have only
  one Potent Aptitude die at a time.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain any expended uses when you �nish a long rest.
  Your Potent Aptitude die changes when you reach
  certain levels in this class. The die becomes a d8 at 5th
  level, a d10 at 10th level, and a d12 at 15th level.
  INFUSE ITEM
  At 2nd level, you gain the ability to temporarily enhance
  a weapon or armor. At the end of a long rest, you can
  touch one unenhanced object that is a suit of armor or
  a simple or martial weapon. Until the end of your next
  long rest or until you die, the object becomes an
  enhanced item, granting a +1 bonus to AC if it's armor
  or a +1 bonus to attack and damage rolls if it's a
  weapon. Once you've used this feature, you can't use it
  again until you �nish a long rest.
  TOOL UNDERSTANDING
  Also at 2nd level, you have advantage on any ability
  check you make that uses any of the tool pro�ciencies
  you gain from this class.
  ENGINEERING DISCIPLINE
  Starting at 3rd level, you begin to focus on a speci�c
  engineering discipline, which is detailed at the end of
  the class description. Your discipline grants you
  features at 3rd level and again at 6th, 14th, and 18th
  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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  QUICK THINKING
  Beginning when you reach 5th level, you regain all of
  your expended uses of Potent Aptitude when you �nish
  a short or long rest.
  TECH MASTERY
  At 20th level, your mastery of technology is unrivaled.
  Your Constitution and Intelligence scores increase by 2.
  Your maximum for those scores increases by 2.
  Additionally, when you roll initiative and have no uses
  of Potent Aptitude left, you regain one use.
  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.
  PART 1 | CLASSES
  47
  
  ARMORMECH ENGINEERING
  Those engineers who choose the Armormech
  Engineering discipline focus on the ability to work with
  hard metals and electronic shielding to construct and
  enhance all types of personal armor.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level, you gain
  pro�ciency in armormech's tools, medium armor, and
  heavy armor. additionally, when you engage in crafting
  with armormech's tools, the rate at which you craft
  doubles.
  MODIFIED ARMOR
  Also at 3rd level, you learn to modify one unenhanced
  suit of armor or shield utilizing your armormech
  knowledge. Over the course of a long rest, you can
  expend materials equal to half the cost of the armor in
  order to modify it. You must have the armor, materials,
  and armormech's tools in order to perform this
  modi�cation.
  Your modi�ed armor 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
  armor has 4 modi�cation slots, and it gains more at
  higher levels, as shown in the Modi�cation Slots column
  of the engineer class table. For each modi�cation
  installed, 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. The total modi�cation slots are split
  across the two items.
  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.
  ARMORMECH'S CELERITY
  Beginning at 6th level, when you take the Attack 
  action, 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.
  CASTING CELERITY
  At 14th level, when you use your action to a cast a tech
  power, you can use your Armormech's Celerity feature.
  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 to gain this bene�t.
  PART 1 | CLASSES
  48
  
  ARMORMECH MODIFICATIONS
  If a modi�cation has prerequisites, you must meet
  them to install it. You can install the modi�cation at the
  same time that you meet its prerequisites.
  ABSORPTION SHIELD
  Prerequisite: Light Shield Generator 
  You modify your light shield generator to block
  incoming damage. As a bonus action you can activate
  this ability and gain temporary hit points equal to 1d4 +
  Intelligence modi�er. These hit points last for one hour.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain any expended uses when you �nish a long rest.
  ACCELERATED MOVEMENT
  Prerequisite: Armor 
  You reduce the weight of your modi�ed armor's bulk
  and increase the power to joints. If the armor has a
  Strength requirement, you ignore it. The modi�ed
  armors weight is reduced by 15 lbs. While wearing your
  modi�ed armor your speed increases by 10 feet. This
  applies to all movement speeds you have while wearing
  your armor.
  ADAPTABLE ARMOR
  Prerequisite: Armor 
  You integrate deployable hooks and �ns into your
  armor, augmenting its mobility. While wearing your
  modi�ed armor, you gain a climbing speed equal to
  your walking speed, and you can move up, down, and
  across vertical surfaces and upside down along ceilings,
  while leaving your hands free. Additionally, you gain a
  swim speed equal to your walking speed.
  ADVANCED POWER FIST
  Prerequisite: 11th level, Armor 
  Prerequisite: Prototype Power Fist 
  You further modify your modi�ed armor's gauntlet with
  increased reinforcement and weight. Your modi�ed
  armor's unarmed strike deals 1d8 kinetic damage.
  Additionally, your unarmed strikes score a critical hit on
  a roll of 19 or 20.
  ARMORWEAVE UNDERLAY
  Prerequisite: 5th level 
  You gain a +1 bonus to saving throws. This bonus
  increases to +2 at 11th level and +3 at 17th level.
  ARTIFICIALLY INTELLIGENT
  Prerequisite: 7th level, Armor 
  You install an arti�cial intelligence into your modi�ed
  armor. While wearing your modi�ed armor, when you
  make an ability check, your armor's arti�cial intelligence
  can take the Help 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.
  COLLAPSIBLE SUIT
  Prerequisite: 5th level, Light Armor 
  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 its
  normal weight. As an action you can don or do� the
  armor, allowing it to transform as needed.
  DAMPENING OVERLAY
  Prerequisite: 5th level 
  You gain a +1 bonus to AC. This bonus increases to +2
  at 11th level and +3 at 17th level.
  DARKVISION VISOR
  Prerequisite: Armor 
  While wearing your modi�ed armor, you have
  darkvision to a range of 60 feet. If you already have
  darkvision, this modi�cation increases its range by 30
  feet.
  ENHANCED ENDURANCE
  Prerequisite: Armor 
  When you are reduced to 0 hit points while wearing
  your modi�ed armor but not killed outright, you can
  drop to 1 hit point instead. You can't use this feature
  again until you �nish a long rest.
  ELECTROSHOCK SHIELD
  Prerequisite: Heavy Shield 
  You install electroshockers in your shield. Whenever an
  enemy misses you with a melee attack, you can use
  your reaction to do 1d4 + your Intelligence modi�er
  lightning damage to the attacker.
  FLIGHT
  Prerequisite: 9th level, Armor 
  You integrate a propulsion system into your modi�ed
  armor. While wearing your modi�ed armor you have an
  enhanced �ying speed of 30 feet.
  GRAPPLING HARPOON
  Prerequisite: Armor 
  Your modi�ed armor gains an integrated grappling
  harpoon set into your gauntlet. With this harpoon,you
  can make a ranged weapon attack with a range of
  30/60. On a hit, it deals 1d6 kinetic damage. This attack
  can target a surface, object, or creature.
  A creature struck by this attack is impaled by the
  harpoon. As an action, a creature can attempt to
  remove the harpoon. Removing the harpoon requires a
  Strength check. While the harpoon is stuck in the target,
  you are connected to the target by a 60 foot cable.
  While the harppon is deployed, you can use your
  bonus action to activate the reel, pulling yourself to the
  location if the target is larger than you. A creature or
  object your size or smaller is pulled to you.
  Alternatively, you can opt to release the cable (no action
  required).
  Once you've used this feature, you can't use it again
  until you recover and reinsert the harpoon as an action.
  PART 1 | CLASSES
  49
  
  HEAVY SUIT
  Prerequisite: 5th level, Heavy Armor 
  You enhance your suit, making it di�cult to move. As a
  bonus action, you can anchor your feet to the ground.
  While anchored, your speed is 0, you have advantage
  on Strength checks and Strength saving throws, and
  you count as one size larger when determining your
  carrying capacity and the weight you can push, drag, or
  lift.
  INFILTRATION SUIT
  Prerequisite: Light or Medium Armor 
  You install a cloaking device in your modi�ed armor.
  This device has 2 charges. As an action you can use 1
  charge to cast in�ltrate targeting yourself.
  The cloaking device regains all expended charges
  after a long rest.
  OVERLOAD SHIELD
  Prerequisite: Light or Medium Shield Generator 
  You modify your shield generator to overload. As an
  action you can overload your shield generator. Each
  Large or smaller creature within 5 feet of you must
  make a Dexterity or Strength saving throw (their choice)
  against your tech save DC. On a failed save, they are
  pushed back 5 feet and knocked prone.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain any expended uses when you �nish a long rest.
  POWER FIST
  Prerequisite: Armor 
  You modify your modi�ed armor gauntlet with
  increased reinforcement and weight. Your modi�ed
  armor's unarmed strike deals 1d4 kinetic damage.
  Additionally, when you take the Attack action and
  make an unarmed attack, you can make an additional
  unarmed attack as a bonus action.
  PROTOTYPE POWER FIST
  Prerequisite: 7th level, Armor 
  Prerequisite:: Power Fist 
  You further modify your modi�ed armor gauntlet with
  increased reinforcement and weight. Your modi�ed
  armor's unarmed strike deals 1d6 kinetic damage and
  has the following property.
  If you or your target move at least 10 feet in a straight
  line immediately before making an unarmed attack, the
  �rst unarmed attack you make deals additional damage
  equal to your Intelligence modi�er.
  RESISTANCE
  Prerequisite: Armor 
  You tune your modi�ed armor against certain forms of
  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.
  SEALED SUIT
  Prerequisite: 5th level, Armor 
  As a bonus action you can hermetically seal your
  modi�ed armor, giving you an air supply for up to 1
  hour and making you immune to poison (but not curing
  you of existing poisoned conditions). Your armor
  regains 1 minute of air for every minute that you are
  not submerged and the armor is not sealed.
  Additionally, while you are wearing your modi�ed
  armor you are considered adapted to cold and hot
  climates as well as high altitude, as described in chapter
  5 of the Dungeon Master's Guide.
  SENTIENT ARMOR
  Prerequisite: 13th level 
  Prerequisite: Arti�cially Intelligent 
  Your arti�cial intelligence has learned to control the suit
  without you being in it. It is now a valid target of the
  tracker droid interface tech power.
  While your armor is acting independently, it uses
  your ability scores, saving throws, and skills, and it has
  hit points equal to your engineer level. If reduced to 0
  hit points, it falls directly to the ground, and it can not
  be equipped again until you �nish a long rest.
  SHIELD AMPLIFIER
  Prerequisite: Medium Shield Generator 
  You modify your medium shield generator to project
  outward. As a bonus action you can amplify your
  medium shield generator until the start of your next
  turn. Each creature within 5 feet of you gains a bonus to
  AC qual to your shield's bonus.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain any expended uses when you �nish a long rest.
  SHIELD COVER
  Prerequisite: Heavy Shield 
  You modify your heavy shield to be used as a portable
  source of cover. As a bonus action you can anchor your
  heavy shield to the ground. While anchored, your heavy
  shield provides three-quarters cover, but can not be
  moved. You can unanchor using a bonus action.
  TECH BLAST
  Prerequisite: Armor 
  You modify your modi�ed armor gauntlet to allow you
  to make a ranged tech attack. The weapon �res blasts
  of energy which deal 1d8 + your Intelligence modi�er
  energy damage with a range of 30 feet. When you
  would make a ranged weapon attack, you can use this
  ranged tech attack in place of it.
  WEAPON INTEGRATION
  Prerequisite: Medium or Heavy Armor 
  You can integrate a single weapon that weighs no more
  than 8 lb. into your armor. While integrated, that
  weapon gains the hidden property. Additionally, you
  have advantage on Strength saving throws to avoid
  being disarmed.
  PART 1 | CLASSES
  50
  
  ARMSTECH ENGINEERING
  Those engineers who choose the Armstech
  Engineeering discipline focus on the skill of constructing
  and modifying blasters, vibroweapons.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level, you gain
  pro�ciency in armstech's tools, medium armor, martial
  blasters, and martial vibroweapons. additionally, when
  you engage in crafting with armstech's tools, the rate at
  which you craft doubles.
  MODIFIED WEAPONRY
  Also at 3rd level, you learn to modify one unenhanced
  weapon with which you are pro�cient utilizing your
  armstech experience. Over the course of a long rest,
  you can expend materials equal to half the cost of a
  weapon in order to modify it. You must have the
  weapon, materials, and armstech's tools in order to
  perform this modi�cation.
  Your modi�ed weapon 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 class table. For each modi�cation
  installed, 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.
  The total modi�cation slots are split across the two
  weapons.
  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.
  TARGETING MATRIX
  At 14th level, when you cast a tech power that allows
  you to force creatures in an area to make a saving
  throw, you can instead make an attack roll with your
  modi�ed weapon against a single target that would be
  in the range of the power. On a hit, the target su�ers
  the e�ects as though they failed their saving throw. If
  the power would a�ect more than one creature, it
  instead a�ects only one.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain any expended uses when you �nish a long rest.
  ARMSTECH'S SALVO
  Starting at 18th level, when you use your Targeting
  Matrix feature, and the tech power would a�ect more
  than one creature, you can instead attack each a�ected
  creature that would be in the range of the power. Make
  a separate attack roll for each target. On a hit, each
  target su�ers the e�ects as though they failed their
  saving throw.
  PART 1 | CLASSES
  51
  
  ARMSTECH MODIFICATIONS
  If a modi�cation has prerequisites, you must meet
  them to install it. You can install the modi�cation at the
  same time that you meet its prerequisites.
  ACCURACY SCOPE
  Prerequisite: 5th level, Blaster 
  You gain a +1 bonus to attack rolls made with this
  weapon. This bonus increases to +2 at 11th level and +3
  at 17th level.
  AMPLIFYING BARREL
  Prerequisite: 5th level, Blaster 
  You gain a +1 bonus to damage rolls made with this
  weapon. This bonus increases to +2 at 11th level and +3
  at 17th level.
  AUGMENTED STEPS
  Once per turn, when you deal damage with your
  modi�ed weapon, your walking speed increases by 10
  feet until the start of your next turn, and the damaged
  creature can't make opportunity attacks against you for
  the rest of your turn.
  BAYONET
  Prerequisite: Blaster 
  You a�x a short blade to the barrel of your modi�ed
  blaster weapon, allowing you to make a melee weapon
  attack with it. The blade is a melee weapon with the
  �nesse property that you are pro�cient with, and deals
  1d6 kinetic damage.
  BURST FIRE
  Prerequisite: 9th level, Blaster 
  Your weapon gains the burst property, with a burst
  number equal to half its capacity.
  BOOMING STRIKES
  Prerequisite: 7th level 
  You pack extra power into your modi�ed weapon. Once
  per turn, when you hit with the weapon, you can deal
  an additional 1d6 damage. If you do so, the weapon
  makes a loud boom which can be heard 100 feet away.
  If you are hidden, Intelligence (Investigation) and
  Wisdom (Perception) checks made to locate you that
  rely on sound have advantage.
  COLLAPSIBLE HILT
  Prerequisite: Vibroweapon 
  You install an expandable hilt on your modi�ed
  weapon. Your modi�ed weapon gains the reach
  property.
  CONTOURED GRIP
  Prerequisite: 5th level, Vibroweapon 
  You gain a +1 bonus to attack rolls made with this
  weapon. This bonus increases to +2 at 11th level and +3
  at 17th level.
  EXPANDED MAGAZINE
  Prerequisite: Blaster 
  Your modi�ed weapon can hold two power cells at a
  time, allowing you to expend both before a reload is
  required. You can only reload one power cell at a time.
  FLASHLIGHT
  You a�x a targeted light to your weapon. As a bonus
  action, you can toggle the light on or o�. While on, your
  weapon sheds bright light in a 60-foot cone.
  HARPOON REEL
  Prerequisite: 5th level 
  You install a secondary �remode that launches a
  harpoon attached to a tightly coiled cord. With this
  harpoon,you can make a ranged weapon attack with a
  range of 30/60. On a hit, it deals 1d6 kinetic damage.
  This attack can target a surface, object, or creature.
  A creature struck by this attack is impaled by the
  harpoon. As an action, a creature can attempt to
  remove the harpoon. Removing the harpoon requires a
  Strength check. While the harpoon is stuck in the target,
  you are connected to the target by a 60 foot cable.
  While connected in this manner, you can use your
  bonus action to activate the reel, pulling yourself to the
  location if the target is your size or larger. A creature or
  object smaller than you is pulled to you. Alternatively,
  you can opt to release the cable (no action required).
  Once you've used this feature, you can't use it again
  until you recover and reinsert the harpoon as an action.
  IMBUE WEAPON
  Prerequisite: 9th level 
  You modify your weapon to carry a charge. Over the
  course of a short rest, you can cast an at-will tech
  power, channeling it into your weapon. The next time
  you hit with your weapon, the stored power is released.
  If the power would require an attack roll, make a tech
  attack roll. If the power would require a saving throw,
  the target must make the saving throw as normal. On a
  hit, or a failure, the target su�ers the power's normal
  e�ects.
  INTEGRATED MAGAZINE
  Prerequisite: Expanded Magazine 
  Your modi�ed weapon can hold three power cells at a
  time, and you can replace all three power cells with the
  same action.
  JAGGED EDGE
  Prerequisite: Vibroweapon 
  When you critically hit with the weapon, you deal an
  additional 1d8 kinetic damage.
  KEEN EDGE
  Prerequisite: 11th level 
  Prerequisite: Jagged Edge 
  Your weapon now scores a critical hit on a roll of 19 or
  20.
  NEUTRONIUM EDGE
  Prerequisite: 5th level, Vibroweapon 
  You gain a +1 bonus to damage rolls made with this
  weapon. This bonus increases to +2 at 11th level and +3
  at 17th level.
  PART 1 | CLASSES
  52
  
  OVERCHARGE WEAPON
  Prerequisite: 11th level 
  Prerequisite: Booming Strikes 
  You gain the ability to channel your tech power to
  enhance your weapon's damage. You can expend one
  tech slot to deal additional damage to the target. The
  extra damage is 1d6 for a 1st-level tech slot, plus 1d6
  for each slot level higher than 1st, to a maximum of
  5d6. The damage is the same type as the weapon
  damage. If you also use your Booming Strikes with an
  attack, you add this damage to the extra damage of
  your Booming Strikes.
  POWER LOOP
  Prerequisite: 7th level 
  When you hit with the weapon, you can choose channel
  the energy generated, gaining temporary hit points
  equal to half the damage dealt.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  RETURNING WEAPON
  Prerequisite: Vibroweapon 
  You install a retractible chain in your modi�ed
  vibroweapon. If the weapon does not already have the
  thrown property, it gains it with a range of 20/60.
  Additionally, when you throw the weapon, it
  immediately returns to your hand.
  SCREENING WEAPON
  You modify your modi�ed weapon with a sound
  dampening module. When you make a weapon attack
  with your weapon while hidden, Investigation and
  Perception checks made to locate you that rely on
  sound have disadvantage.
  SIEGE WEAPON
  You modify your weapon to be more e�ective against
  barriers. Your weapon deals double damage against
  structures.
  SHOCK ABSORBER
  You add a reclamation device to your modi�ed weapon
  to gather energy from the surroundings when it is
  present. While wielding your modi�ed weapon, you can
  cast the absorb energy tech power and the power's
  extra damage applies to both melee and ranged
  weapon attacks.
  SHOCK HARPOON
  Prerequisite: 9th level 
  Prerequisite: Harpoon Reel 
  After hitting a creature with the harpoon �re mode, you
  can use the connection to deliver an at-will tech power.
  As a bonus action, you can cast an at-will tech power at
  the target as if you were standing in the target's space.
  If the power 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.
  SHOCKING STRIKE
  Prerequisite: 9th level, Vibroweapon 
  When you hit with the weapon, you can create an
  electronic burst. Each creature in a 15-foot cone
  centered on the creature you hit must make a Dexterity
  saving throw against your tech save DC, taking 1d8
  lightning damage on a failed save or half as much on a
  successful one.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  SNAP FIRE
  Prerequisite: 9th level, Blaster 
  You modify your modi�ed blaster weapon for quick
  shots. You can use your reaction to take a opportunity
  attack with your modi�ed weapon if an enemy comes
  within 10 ft of you. You have disadvantage on this
  attack.
  STAGGERING STRIKE
  Prerequisite: Vibroweapon 
  When you hit with the weapon, you can force the target
  to make a Strength saving throw. On a failed save, the
  creature is pushed back 10 feet and knocked prone.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  SUBDUED RECOIL
  Prerequisite: Blaster 
  You install a recoil dampener in your modi�ed blaster,
  removing the strength property from it.
  TRACKER
  Prerequisite: 5th level 
  You add a tracking mechanism to your modi�ed
  weapon. The tracker has 3 charges. As an action you
  can use 1 charge to cast target lock. As an action you
  can use 2 charges to cast detect invisibility.
  The tracker regains all expended charges after a long
  rest.
  TRUELIGHT
  Prerequisite: 11th level 
  Prerequisite: Flashlight 
  When toggled on, your �ashlight now automatically
  dispels illusions and can detect invisibility, as with
  truesight.
  VENOMOUS WEAPON
  Prerequisite: 7th level, Vibroweapon 
  As a bonus action, you can coat your weapon in a thin
  layer of poison for 1 minute. The next time you hit with
  the weapon, the creature must make a Constitution
  saving throw against your tech save DC. On a failed
  save, a creature takes 1d10 poison damage and
  becomes poisoned for 1 minute.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  PART 1 | CLASSES
  53
  
  ASTROTECH ENGINEERING
  Those engineers who choose the Astrotech Engineering
  discipline focus on crafting and upgrading their droid
  companions.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level, you gain
  pro�ciency in astrotech's tools. additionally, when you
  engage in crafting with astrotech's tools, the rate at
  which you craft doubles.
  DROID COMPANION
  Also at 3rd level, you learn to employ all the knowledge
  you've accumulated to create and customize your own
  personalized droid companion.
  Choose your droid, which is detailed at the end of this
  discipline. Over the course of 8 hours, which can be
  done during a long rest, you can expend 500 cr worth of
  materials to �nally �nish your droid.
  If your droid is irreparable destroyed, or you want to
  interface with a di�erent droid, you can spend an
  additional 250 credits and 1 hour to change the target
  of this feature. You may only have one droid
  companion at a time.
  Your droid gains a variety of bene�ts while it is
  interfaced with you:
  The droid obeys your commands as best it can. It rolls
  for initiative like any other creature, but you determine
  its actions, decisions, attitudes, and so on. If you are
  incapacitated or absent, your droid acts on its own.
  Your droid's level equals your engineer level, and for
  each engineer level you gain after 3rd, your droid
  companion gains an additional Hit Die and increases its
  hit points accordingly.
  Your droid has the pro�ciency bonus of a player
  character of the same level.
  Whenever you gain the Ability Score Improvement class
  feature, your droid's abilities also improve. Your droid
  can increase one ability score of your choice by 2, or it
  can increase two ability scores of your choice by 1. As
  normal, your droid can't increase an ability score above
  20 using this feature unless its description speci�es
  otherwise.
  Your droid can not wear armor, but you can have the
  armor professionally integrated into its chassis. Over
  the course of a long rest, you can expend materials
  equal to half the cost of the armor in order to integrate
  it into your droid. Your droid must be pro�cient in
  armor in order to have it integrated.
  Your droid is a valid target of the tracker droid interface
  tech power.
  Additionally, you can modify your droid. Your droid
  companion has 4 modi�cation slots, and it gains more
  at higher levels, as shown in the Modi�cation Slots
  column of the engineer class table. For each
  modi�cation installed, 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).
  POTENT INTEGRATION
  Lastly at 3rd level, when your droid makes an attack
  roll, you can use your reaction to expend one use of
  your Potent Aptitude to give it a boost. Roll the die and
  add it to both the attack and damage rolls, if the attack
  hits.
  COORDINATED ATTACK
  Beginning at 6th level, when you take the Attack action,
  if your companion can see you, it can use its reaction to
  make a weapon attack against the same creature.
  DROID DEFENSE
  At 14th level, while your droid can see you, it has
  advantage on all saving throws.
  SUPERIOR DROID DEFENSE
  Starting at 18th level, whenever an 
  attacker that your droid can see 
  hits it with an attack, it can use 
  its reaction to halve the attack's 
  damage against it.
  PART 1 | CLASSES
  54
  
  ASTROTECH MODIFICATIONS
  If a modi�cation has prerequisites, you must meet
  them to install it. You can install the modi�cation at the
  same time that you meet its prerequisites.
  ADVANCED POWER CORE
  Prerequisite: 7th level, d10 Hit Die 
  You greatly improve the power core of your droid. It's
  Hit Die becomes a d12.
  ALARM PROTOCOL
  You install an alarm module in your droid, granting the
  following bene�ts:
  Your droid gains a +5 bonus to initiative.
  You can't be surprised while your droid is conscious.
  ARM CANNONS
  You install dual arm cannons in your droid. The arm
  cannons have 2 charges. As an action, your droid can
  use charges to cast the overload tech power, using 1
  charge per level. The saving throw is made against your
  droid's tech save DC (8 + Intelligence modi�er +
  pro�ciency bonus).
  You can choose this modi�cation multiple times. Each
  time you do so, the arm cannons gain another charge,
  to a maximum of 4. The arm cannons regain all charges
  after a long rest.
  BACK-UP PROTOCOL
  Prerequisite: 7th level, Class Four Droid 
  You install an emergency protocol in your droid,
  prompting a quick reboot after critical damage is taken.
  If your droid would be reduced to 0 hit points, it instead
  is reduced to 1.
  Once your droid uses this feature, it must �nish a
  short or long rest before it can use it again.
  CHARISMA CHIP
  Prerequisite: Class Three Droid 
  You install a charisma chip in your droid granting the
  following bene�t:
  When an ally your droid can see makes attack roll,
  ability check, or saving throw, your droid can use its
  reaction to give them advantage on the roll. Once your
  droid uses this ability, it can't use it again until it �nishes
  a short or long rest. You install the newest social
  interaction chip to your droid. Your droid has advantage
  on Charisma (Performance) checks.
  CELERITY AUGMENT
  You augment your droid to move a little faster. Your
  droid's speed increases by 5 feet.
  You can choose this modi�cation twice.
  DURABILITY MODULE
  You enhance your droid's durability, granting the
  following bene�ts:
  When your droid rolls a Hit Die to regain hit points, the
  minimum number of hit points your droid can regain
  from the roll equals twice your droid's Constitution
  modi�er (minimum of 2).
  Your droid's hit point maximum increases by an amount
  equal to twice its level when you install this protocol.
  Whenever your droid gains a level thereafter, its hit
  point maximum increases by an additional 2 hit points.
  EMERGENCY MODE
  Prerequisite: 15th level, Class Four Droid 
  Prerequisite: Back-Up Protocol 
  You modify your droid's back-up protocol. When your
  droid's back-up protocol is initiated, it can immediately
  use its reaction to make one attack roll against a target
  within range. If the target is the source of the damage
  that reduced your droid to 0, the attack roll has
  advantage.
  ENERGY SHIELD
  You install an energy shield in your droid. The energy
  shield has 1 charge. As an action, your droid can use 1
  charge to cast the energy shield tech power.
  You can choose this modi�cation multiple times. Each
  time you do so, the energy shield gains another charge,
  to a maximum of 3. The energy shield regains all
  expended charges after a long rest.
  EXPERTISE PROTOCOL
  Prerequisite: 5th level 
  You install a protocol in your droid that grants it
  expertise in a skill. Choose a skill that your droid is
  pro�cient in. Your droid gains expertise in it.
  FALSE COMBUSTION
  Prerequisite: Class Two Droid 
  You install a panic protocol in your droid. As a reaction
  in response to taking damage, your droid can feign an
  explosion. For 1 minute, your droid appears to be
  destroyed to all outward inspection. A creature can use
  its action to inspect the droid and make an Intelligence
  (Investigation) check against your droid's tech save DC
  (8 + Intelligence modi�er + pro�ciency bonus). If it
  succeeds, it becomes aware that the target is disguised.
  FIGHTING STYLE PROTOCOL
  Your droid adopts a particiular style of �ghting as its
  specialty. Choose one of the Fighting Style options,
  detailed in chapter 6. Your droid can't take a Fighting
  Style option more than once, even if it later gets to
  choose again.
  FLAMETHROWER
  You install a �amethrower in your droid. The
  �amethrower has 1 charge. As an action, your droid can
  cast the jet of �ame tech power or use 1 charge to cast
  the �ame sweep tech power at 1st level. The saving
  throw is made against your droid's tech save DC (8 +
  Intelligence modi�er + pro�ciency bonus).
  You can choose this modi�cation multiple times. Each
  time you do so, the �amethrower gains another charge,
  to a maximum of 3. If the �amethrower has multiple
  charges, you can use multiple charges to cast �ame
  sweep at a higher level, 1 point per charge. The �ame
  thower regains all expended charges after a long rest.
  PART 1 | CLASSES
  55
  
  FOUR-ARMED COMBATANT
  Prerequisite: 9th level, Class Four Droid 
  You install two additional arms to improve your droid's
  combat capabilities, granting it four arms which it can
  use independently of one another. Your droid can only
  gain the bene�t of items held by two of its arms at any
  given time, and once per round your droid can switch
  which arms it is bene�ting from (no action required).
  When your droid hits a creature with a melee weapon
  attack on its turn, it can use a bonus action to attempt
  to grapple the target.
  While your droid has at least 3 arms free, it has a
  climbing speed equal to its walking speed.
  HEAVY PLATING
  Prequisite: Medium Armor pro�ciency 
  Your droid gains pro�ciency in heavy armor. If your
  droid is already pro�cient in heavy armor, instead
  kinetic and energy damage that your droid takes from
  unenhanced weapons is reduced by an amount equal
  to its pro�ciency bonus.
  LIGHT PLATING
  Your droid gains pro�ciency in light armor. If your droid
  is already pro�cient in light armor, instead your droid's
  speed increases by 5 feet while light armor is
  integrated.
  MEDIUM PLATING
  Prequisite: Light Armor pro�ciency 
  Your droid gains pro�ciency in medium armor. If your
  droid is already pro�cient in medium armor, the
  maximum Dexterity bonus your droid can add to AC
  increases to 3 from 2 while medium armor is
  integrated.
  OBSERVANT PROTOCOL
  Prerequisite: 7th level 
  Prerequisite: Alarm Protocol 
  You modify the alarm module in your droid, granting
  the following bene�ts:
  If your droid can see a creature's mouth while it is
  speaking a language it understands, your droid can
  interpret what it's saying by reading its lips.
  Your droid has a +5 bonus to its passive Wisdom
  (Perception) and passive Intelligence (Investigation)
  scores.
  PERFORMANCE PROTOCOL
  Prerequisite: 7th level, Class Three Droid 
  You modify your droid's charisma chip, granting the
  following bene�ts:
  Your droid has advantage on Charisma (Performance)
  checks.
  Your droid can also use its bonus action to motivate an
  ally within 30 feet of it. Until the start of your droid's
  next turn, the ally can add the droid's Charisma
  modi�er (minimum of +1) to the �rst attack roll, ability
  check, or saving throw they make. Your droid can use
  this feature a number of time equal to its Charisma
  modi�er, and it regains all expended uses after it
  completes a long rest.
  PREMIUM POWER CORE
  You improve the power core of your droid. It's Hit Die
  becomes a d8.
  PROFICIENCY PROTOCOL
  You install a protocol in your droid that grants it
  pro�ciency in a tool or skill. Your droid gains pro�ciency
  in a tool or skill of your choice.
  PROTOTYPE POWER CORE
  Prerequisite: d8 Hit Die 
  You further improve the power core of your droid. It's
  Hit Die becomes a d10.
  REPULSOR COIL
  Prerequisite: 7th level, Class Two Droid 
  You install repulsor coils in your droid's legs. Your droid
  gains a �ight speed equal to its walking speed.
  SENSOR AUGMENTATION
  You augment your droid with an advanced sensor,
  granting the following bene�ts:
  Your droid has advantage on Wisdom (Perception) and
  Intelligence (Investigation) checks made to detect the
  presence of secret doors.
  Your droid has advantage on saving throws made to
  avoid or resist traps.
  Your droid has resistance to the damage dealt by traps.
  Your droid can search for traps while traveling at a
  normal pace, instead of only at a slow pace.
  STUN RAY
  You install a stun ray in your droid. The stun ray has 1
  charge. As an action, your droid can use 1 charge to
  cast the hold droid or paralyze humanoid tech power.
  The saving throw is made against your droid's tech save
  DC (8 + Intelligence + pro�ciency).
  You can choose this modi�cation multiple times. Each
  time you do so, the stun ray gains another charge, to a
  maximum of 3. The stun ray regains all expended
  charges after a long rest.
  TECHCASTING PROTOCOL
  Your droid learns two at-will tech powers, and one 1st-
  level tech power, which it casts at its lowest level. Once
  your droid casts it, your droid must �nish a long rest
  before it can cast it again. Intelligence is your droid's
  techcasting ability for these powers. It does not require
  use of a wristpad for these powers.
  TOUGHNESS MODULE
  Prerequisite: 11th level 
  Prerequisite: Durability Module 
  You modify the durability module in your droid,
  granting the following bene�t:
  Your droid becomes pro�cient in Constitution saving
  throws. If it is already pro�cient, it becomes pro�cient in
  another saving throw of your choice.
  Whenever your droid takes the Dodge action in combat,
  it can spend one Hit Die to heal itself. Roll the die, add
  its Constitution modi�er, and it regains a number of hit
  points equal to the total (minimum of one).
  PART 1 | CLASSES
  56
  
  GENERATING YOUR DROID
  Choosing your droid companion is an integral part of
  being an Astrotech Engineer. The class of droid you
  choose determines their features. Class two, three, and
  four droids are all appropriate options, with their
  statistics listed below.
  Once you've selected your type of droid class, you
  assign your droid's ability scores using standard array
  (15, 14, 13, 12, 10, 8) as you see �t.
   
  DROID FEATURES
  All droids share the following features.
  RESISTANCES AND VULNERABILITIES
  Droid Resistances: Your droid is resistant to necrotic,
  poison, and psychic damage, and immune to poison and
  disease.
  Droid Vulnerabilities: Your droid is vulnerable to ion and
  lightning damage.
  TRAITS
  Creature Type: Droid
   
  CLASS TWO DROID
  Class two droids are programmed for engineering and
  other technical sciences. They di�ered from class one
  droids because they applied the science to real-life
  situations. Class two droids were rarely equipped with
  Basic vocabulators, instead communicating through
  Binary. Class two droids are astromech droids,
  exploration droids, environmental droids, engineering
  droids, maintenance droids.
  As a class two droid, your droid companion has the
  following features.
  HIT POINTS
  Hit Dice: 1d6 per class two droid level
  Hit Points at 1st Level: 6 + your droid's Constitution
  modi�er
  Hit Points at Higher Levels: 1d6 (or 4) + your droid's
  Constitution modi�er per class two droid level after 1st
  PROFICIENCIES
  Armor: Light armor plating, medium armor plating
  Weapons: Simple blasters and simple vibroweapons with
  the light property
  Tools: Your choice of demolition's kit, security kit, or
  slicer's kit
  Languages: Class two droids can speak, read, and write
  Binary. They can understand spoken and written Galactic
  Basic and one language of your choice, but they can not
  speak it.
  Saving Throws: Dexterity, Intelligence
  Skills: Two of your choice
  FEATURES
  Size: Small
  Speed: 25 ft. 
  CLASS THREE DROID
  Class three droids are programmed to interact with
  humans. They are said to be the most advanced droids
  ever invented. Class three droids are protocol droids,
  servant droids, tutor droids, and child care droids.
  As a class three droid, your droid companion has the
  following features.
  HIT POINTS
  Hit Dice: 1d8 per class three droid level
  Hit Points at 1st Level: 8 + your droid's Constitution
  modi�er
  Hit Points at Higher Levels: 1d8 (or 5) + your droid's
  Constitution modi�er per class three droid level after 1st
  PROFICIENCIES
  Armor: Light armor plating
  Weapons: All blasters, All vibroweapons
  Tools: None
  Languages: Class three droids can speak and understand
  all registered languages.
  Saving Throws: Wisdom, Charisma
  Skills: None
  FEATURES
  Size: Medium
  Speed: 25 ft.
   
  CLASS FOUR DROID
  Class four droids are programmed to �ght. Almost all
  class four droids carry weapons. Armed combat droids
  are among the �rst droids ever created. Class four
  droids are security droids, gladiator droids, battle
  droids, and assassin droids.
  As a class four droid, your droid companion has the
  following features.
  HIT POINTS
  Hit Dice: 1d8 per class four droid level
  Hit Points at 1st Level: 8 + your droid's Constitution
  modi�er
  Hit Points at Higher Levels: 1d8 (or 5) + your droid's
  Constitution modi�er per class four droid level after 1st
  PROFICIENCIES
  Armor: All armor plating
  Weapons: All blasters, All vibroweapons
  Tools: None
  Languages: Class four droids can speak, read, and write
  Binary, Galactic Basic, and one language of your choice.
  Saving Throws: Strength, Constitution
  Skills: None
  FEATURES
  Size: Medium
  Speed: 30 ft.
  PART 1 | CLASSES
  57
  
  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
  Many �ghters see adventures, raids on enemy
  strongholds, and dangerous missions as their jobs.
  Some want to defend those who can’t defend
  themselves while others seek to use their muscle to
  carve their own place of importance in the galaxy.
  Fighters can take the form of guards, champions,
  bounty hunters, enforcers, mercenaries, freedom
  �ghters, or simply armed explorers.
  CODE RED
  Most �ghters come to the profession after receiving at
  least some amount of formal training from a military
  organization. Some attend formal academies; others
  are self-taught and well tested. A �ghter may have
  taken up his weapon to escape a mundane life while
  another may be following a proud family tradition.
  Whatever their origins, most �ghters share an
  unshakeable loyalty. Fighters follow orders with little
  hesitation, as failure can often mean death.
  CREATING A FIGHTER
  While creating your �ghter character, consider where 
  your loyalties lie. You could be part of a formal military, 
  one of countless troopers �ghting for your enterprise. 
  Perhaps you are a gun-for-hire, traveling the galaxy in 
  search of your next gig. What weapons do you prefer 
  and specialize in? Who or what do you �ght for? Do you 
  have aspirations of a life beyond the battle�eld, or 
  have you been at war so long you know of nothing 
  else?
  QUICK BUILD
  You can make a �ghter quickly by following these 
  suggestions. First, make Strength or Dexterity your 
  highest ability modi�er, depending on whether you 
  want to focus on melee combat or on ranged weapons 
  (or �nesse weapons). Your next-highest score should 
  be Constitution. Second, choose the soldier 
  background.
  PART 1 | CLASSES
  58
  
  THE FIGHTER
  Level
  Level
  Pro�ciency Bonus
  Pro�ciency Bonus
  Features
  Features
  Superiority
  Superiority 
  Dice
  Dice
  Maneuvers
  Maneuvers 
  Known
  Known
  1st
  +2
  Fighting Style, Second Wind
  —
  —
  2nd
  +2
  Action Surge (one use), Combat Superiority
  2
  2
  3rd
  +2
  Fighter Specialty
  2
  2
  4th
  +2
  Ability Score Improvement
  2
  2
  5th
  +3
  Extra Attack
  2
  2
  6th
  +3
  Ability Score Improvement
  2
  2
  7th
  +3
  Fighter Specialty feature
  3
  3
  8th
  +3
  Ability Score Improvement
  3
  3
  9th
  +4
  Indomitable (one use)
  3
  3
  10th
  +4
  Fighter Specialty feature
  3
  3
  11th
  +4
  Greater Extra Attack
  3
  4
  12th
  +4
  Ability Score Improvement
  3
  4
  13th
  +5
  Indomitable (two uses)
  3
  4
  14th
  +5
  Ability Score Improvement
  3
  4
  15th
  +5
  Fighter Specialty feature
  4
  5
  16th
  +5
  Ability Score Improvement
  4
  5
  17th
  +6
  Action Surge (two uses), Indomitable (three uses)
  4
  5
  18th
  +6
  Fighter Specialty feature
  4
  5
  19th
  +6
  Ability Score Improvement
  4
  5
  20th
  +6
  Master of Combat
  4
  5
  CLASS FEATURES
  As a �ghter, you gain the following class features.
  HIT POINTS
  Hit Dice:
  Hit Dice: 1d10 per �ghter level
  Hit Points at 1st Level:
  Hit Points at 1st Level: 10 + your Constitution modi�er
  Hit Points at Higher Levels:
  Hit Points at Higher Levels: 1d10 (or 6) + your
  Constitution modi�er per �ghter level after 1st
  PROFICIENCIES
  Armor:
  Armor: All armor
  Weapons:
  Weapons: All blasters, all vibroweapons
  Tools:
  Tools: None
  Saving Throws:
  Saving Throws: Strength, Constitution
  Skills:
  Skills: Choose two skills from Acrobatics, Animal Handling,
  Athletics, Lore, Insight, Intimidation, Perception, and
  Survival
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) light battle armor or (b) combat suit, blaster ri�e, and
  two power cells
  (a) a martial vibroweapon and a light or medium shield
  generator or (b) two martial vibroweapons
  (a) a hold-out and a power cell or (b) two vibrodaggers
  (a) a dungeoneer's pack or (b) an explorer's pack
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Class
  Funds
  Funds
  Fighter
  1,000 + 5d4 x 100 cr
  PART 1 | CLASSES
  59
  
  FIGHTING STYLE
  Beginning at 1st level, you adopt a particular style of
  �ghting as your specialty. Choose one of the Fighting
  Style options, detailed in Chapter 6. You can't take a
  Fighting Style option more than once, even if you later
  get to choose again.
  SECOND WIND
  You have a limited well of stamina that you can draw on
  to protect yourself from harm. On your turn, you can
  use a bonus action to regain hit points equal to 1d 10 +
  your �ghter level.
  Once you've used this feature, you must �nish a short
  or long rest before you can use it again.
  ACTION SURGE
  Starting at 2nd level, you can push yourself beyond
  your normal limits for a moment. On your turn, you can
  take one additional action on top of your regular action
  and a possible bonus action.
  Once you've used this feature, you must �nish a short
  or long rest before you can use it again. Starting at 17th
  level, you can use it twice before a rest, but only once
  on the same turn.
  COMBAT SUPERIORITY
  Also at 2nd level, you learn maneuvers that are fueled
  by special dice called superiority dice.
  MANEUVERS
  You learn two maneuvers of your choice, which are
  detailed under "Maneuvers" below, and you earn more
  at higher levels, as shown in the Maneuvers Known
  column of the Fighter class table. Many maneuvers
  enhance an attack in some way. You can use only one
  maneuver per attack, and you may only use each
  maneuver once per turn.
  Each time you learn new maneuvers, you can also
  replace one maneuver you know with a di�erent one.
  SUPERIORITY DICE
  You have two superiority dice, which are d4s, and you
  earn more at higher levels, as shown in the Superiority
  Dice column of the Fighter class table. A superiority die
  is expended when you use it. You regain all of your
  expended superiority dice when you �nish a short or
  long rest.
  SAVING THROWS
  Some of your maneuvers require your target to make a
  saving throw to resist the maneuver’s e�ects. The
  saving throw DC is calculated as follows:
  Maneuver save DC
  Maneuver save DC = 8 + your pro�ciency bonus + 
  your Strength or Dexterity modi�er (your choice)
  MANEUVERS
  The maneuvers are presented in alphabetical order.
  COMMANDER’S STRIKE
  When you take the Attack action on your turn, you can
  forgo one of your attacks and use a bonus action to
  direct one of your companions to strike. When you do
  so, choose a friendly creature who can see or hear you
  and expend one superiority die. That creature can
  immediately use its reaction to make one weapon
  attack, adding the superiority die to the attack’s damage
  roll.
  DISARMING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to disarm the
  target, forcing it to drop one item of your choice that it’s
  holding. You add the superiority die to the attack’s
  damage roll, and the target must make a Strength
  saving throw. On a failed save, it drops the object you
  choose. The object lands at its feet.
  DISTRACTING STRIKE
  When you hit a creature with a weapon attack, you can
  expend one superiority die to distract the creature,
  giving your allies an opening. You add the superiority
  die to the attack’s damage roll. The next attack roll
  against the target by an attacker other than you has
  advantage if the attack is made before the start of your
  next turn.
  EVASIVE FOOTWORK
  When you move, you can expend one superiority die,
  rolling the die and adding the number rolled to your AC
  until you stop moving.
  FEINTING ATTACK
  You can expend one superiority die and use a bonus
  action on your turn to feint, choosing one creature
  within 5 feet of you as your target. You have advantage
  on your next attack roll against that creature. If that
  attack hits, add the superiority die to the attack’s
  damage roll.
  GOADING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to goad the
  target into attacking you. You add the superiority die to
  the attack’s damage roll, and the target must make a
  Wisdom saving throw. On a failed save, the target has
  disadvantage on all attack rolls against targets other
  than you until the end of your next turn.
  LUNGING ATTACK
  When you make a melee weapon attack on your turn,
  you can expend one superiority die to increase your
  reach for that attack by 5 feet. If you hit, you add the
  superiority die to the attack’s damage roll.
  MANEUVERING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to maneuver one of your
  comrades into a more advantageous position. You add
  the superiority die to the attack’s damage roll, and you
  choose a friendly creature who can see or hear you.
  That creature can use its reaction to move up to half
  its speed without provoking opportunity attacks from
  the target of your attack.
  PART 1 | CLASSES
  60
  
  MENACING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to frighten the
  target. You add the superiority die to the attack’s
  damage roll, and the target must make a Wisdom
  saving throw. On a failed save, it is frightened of you
  until the end of your next turn.
  PARRY
  When another creature damages you with a melee
  attack, you can use your reaction and expend one
  superiority die to reduce the damage by the number
  you roll on your superiority die + your Dexterity
  modi. er.
  PRECISION ATTACK
  When you make a weapon attack roll against a creature,
  you can expend one superiority die to add it to the roll.
  You can use this maneuver before or after making the
  attack roll, but before any e�ects of the attack are
  applied.
  PUSHING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to drive the
  target back. You add the superiority die to the attack's
  damage roll, and if the target is Large or smaller, it must
  make a Strength saving throw. On a failed save, you
  push the target up to 15 feet away from you.
  RALLY
  On your turn, you can use a bonus action and expend
  one superiority die to bolster the resolve of one of your
  companions. When you do so, choose a friendly
  creature who can see or hear you. That creature gains
  temporary hit points equal to the superiority die roll +
  your Charisma modi�er.
  RIPOSTE
  When a creature misses you with a melee attack, you
  can use your reaction and expend one superiority die to
  make a melee weapon attack against the creature. If
  you hit, you add the superiority die to the attack's
  damage roll.
  SWEEPING ATTACK
  When you hit a creature with a melee weapon attack,
  you can expend one superiority die to 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 the number
  you roll on your superiority die. The damage is of the
  same type dealt by the original attack.
  TRIP ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to knock the
  target down. You add the superiority die to the attack’s
  damage roll, and if the target is Large or smaller, it must
  make a Strength saving throw. On a failed save, you
  knock the target prone.
  FIGHTER SPECIALTY
  At 3rd level, you choose a specialty that you strive to
  emulate in your combat styles and techniques, which is
  detailed at the end of the class description. The
  archetype you choose grants you features at 3rd level
  and again at 7th, 10th, 15th, and 18th level.
  ABILITY SCORE IMPROVEMENT
  When you reach 4th level, and again at 6th, 8th, 12th,
  14th, 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.
  Alternatively, you can choose a feat (see Chapter 6 for a
  list of feats).
  EXTRA ATTACK
  Beginning at 5th level, you can attack twice, instead of
  once, whenever you take the Attack action on your turn.
  INDOMITABLE
  Beginning at 9th level, you can reroll a saving throw 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 long
  rest.
  You can use this feature twice between long rests
  starting at 13th level and three times between long
  rests starting at 17th level.
  GREATER EXTRA ATTACK
  Beginning at 11th level, you can attack three times,
  instead of once, whenever you take the Attack action on
  your turn.
  Additionally, when you use a bonus action to engage
  in two-weapon �ghting, you can make two attacks
  instead of one.
  MASTER OF COMBAT
  At 20th level, you are the master of combat. Your
  Strength or Dexterity score increases by 2, and your
  Constitution score increases by 2. Your maximum for
  those scores increases by 2.
  Additionally, you can 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.
  PART 1 | CLASSES
  61
  
  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, whenever
  you hit with a weapon that you're pro�cient with and
  deal damage, the weapon's damage increases by an
  amount based on your level in this class, as shown on
  the Assault Bonus Damage table.
  Assault Bonus Damage
  Level
  Level
  Bonus Damage
  Bonus Damage
  3rd
  1d4
  10th
  1d6
  16th
  1d8
  20th
  1d10
  BRUTISH DURABILITY
  Beginning at 7th level, whenever you make a saving
  throw, 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.
  ADDITIONAL FIGHTING STYLE
  At 10th level, you can choose a second Fighting 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 of your hit points left. You don’t
  gain this bene�t if you have 0 hit points.
  PART 1 | CLASSES
  62
  
  SHIELD SPECIALIST
  Those �ghters who choose to become Shield Specialists
  train to bolster those around them. They can inspire
  their allies with renewed vigor, lifting them to new
  heights, while simultaneously protecting them from
  harm.
  TECHCASTING
  When you choose this specialty at 3rd level, you have
  derived powers from schematics with the aid of your
  wristpad. See chapter 10 for the general rules of
  techcasting and chapter 12 for the tech powers list.
  TECH POWERS KNOWN
  You learn 4 tech powers of your choice, and you learn
  more at higher levels, as shown in the Tech Powers
  Known column of the Shield Specialist Techcasting
  table. You may not learn a tech power of a level higher
  than your Max Power Level.
  TECH POINTS
  You have a number of tech points equal to half of your
  �ghter level (rounded up), as shown in the Tech Points
  column of the Shield Specialist Techcasting table, + your
  Intelligence modi�er. You use these tech points to cast
  tech powers. You regain all expended tech points when
  you �nish a short or long rest.
  MAX POWER LEVEL
  Many tech powers can be overcharged, consuming
  more tech points to create a greater e�ect. You can
  overcharge these powers to a maximum level, which
  increases at higher levels, as shown in the Max Power
  Level column of the Shield Specialist Techcasting table.
  You may only cast tech powers at 4th-level once. You
  regain the ability to do so after a long rest.
  TECHCASTING ABILITY
  Intelligence is your techcasting ability for your tech
  powers. You use your Intelligence whenever a power
  refers to your techcasting ability. In addition, you use
  your Intelligence modi�er when setting the saving
  throw DC for a tech power you cast and when making
  an attack roll with one.
  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 techcasting
  focus for your tech powers.
  RALLYING CRY
  Beginning at 7th level, you learn how to inspire your
  allies to �ght on past their injuries. 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.
  SHIELD SPECIALIST TECHCASTING
  Level
  Tech Powers 
  Known
  Tech 
  Points
  Max Power 
  Level
  3rd
  4
  2
  1st
  4th
  4
  2
  1st
  5th
  5
  3
  1st
  6th
  5
  3
  1st
  7th
  6
  4
  2nd
  8th
  6
  4
  2nd
  9th
  7
  5
  2nd
  10th
  7
  5
  2nd
  11th
  8
  6
  2nd
  12th
  8
  6
  2nd
  13th
  9
  7
  3rd
  14th
  9
  7
  3rd
  15th
  10
  8
  3rd
  16th
  10
  8
  3rd
  17th
  11
  9
  3rd
  18th
  11
  9
  3rd
  19th
  12
  10
  4th
  20th
  12
  10
  4th
  INSPIRING SURGE
  At 10th level, when you use your Action Surge feature,
  you can choose one creature within 60 feet of you that
  is allied with you. That creature can make one melee or
  ranged weapon attack with its reaction, provided that it
  can see or hear you.
  BULWARK
  Starting at 15th level, you can extend the bene�t of
  your Indomitable feature to an ally. When you decide to
  use Indomitable to reroll an Intelligence, a Wisdom, or a
  Charisma saving throw and you aren't incapacitated,
  you can choose one ally within 60 feet of you that also
  failed its saving throw against the same e�ect. If that
  creature can see or hear you, it can reroll its saving
  throw and must use the new roll.
  GREATER INSPIRING SURGE
  At 18th level, you can choose two allies within 60 feet of
  you, rather than one, when you using your Inspiring
  Surge feature.
  PART 1 | CLASSES
  63
  
  TACTICAL SPECIALIST
  Those �ghters who choose to become Tactical
  Specialists employ martial techniques passed down
  through generations. To a Tactical Specialist, combat is
  an academic �eld, sometimes including subjects
  beyond battle such as armstech or armormech. Not
  every �ghter absorbs the lessons of history, theory, and
  artistry that are re�ected in the Tactical Specialty, but
  those who do are well-rounded �ghters of great skill
  and knowledge.
  IMPROVED COMBAT SUPERIORITY
  When you choose this specialty at 3rd level, your
  tactical skill in combat improves, granting bonuses to
  your Combat Superiority.
  ADDITIONAL MANEUVERS
  You learn two additional maneuvers of your choice, and
  you earn more at higher levels, as shown in the
  Maneuvers Known column of the Tactical Specialist
  Combat Superiority table.
  ADDITIONAL SUPERIORITY DICE
  You have two additional superiority dice, and you earn
  more at higher levels, as shown in the Superiority Dice
  column of the Tactical Specialist Combat Superiority
  table.
  Additionally, your superiority dice become d6s. This
  die changes as you gain Fighter levels, as shown in the
  Combat Superiority column of the Tactical Specialist
  Combat Superiority table.
  STUDENT OF WAR
  Also at 3rd level, you gain pro�ciency with one type of
  artisan’s tools of your choice.
  KNOW YOUR ENEMY
  Beginning at 7th level, if you spend at least 1 minute
  observing or interacting with another creature outside
  combat, you can learn certain information about its
  capabilities compared to your own. The DM tells you if
  the creature is your equal, superior, or inferior in
  regard to two of the following characteristics of your
  choice:
  Strength score
  Dexterity score
  Constitution score
  Armor Class
  Current hit points
  Total class levels (if any)
  Fighter class levels (if any)
  SIGNATURE MANEUVER
  At 10th level, you choose a maneuver as your signature
  maneuver. Whenever you use that maneuver, you can
  roll a d4 and use it instead of expending a Superiority
  Dice. You may only use this feature once per turn.
  TACTICAL SPECIALIST 
  COMBAT SUPERIORITY
  Level
  Level
  Combat
  Combat 
  Superiority
  Superiority
  Superiority
  Superiority 
  Dice
  Dice
  Maneuvers
  Maneuvers 
  Known
  Known
  3rd
  d6
  2
  2
  4th
  d6
  2
  2
  5th
  d6
  2
  2
  6th
  d6
  2
  2
  7th
  d8
  3
  3
  8th
  d8
  3
  3
  9th
  d8
  3
  3
  10th
  d8
  3
  3
  11th
  d10
  3
  4
  12th
  d10
  3
  4
  13th
  d10
  3
  4
  14th
  d10
  3
  4
  15th
  d12
  4
  5
  16th
  d12
  4
  5
  17th
  d12
  4
  5
  18th
  d12
  4
  5
  19th
  d12
  4
  5
  20th
  d12
  4
  5
  RELENTLESS
  Starting at 15th level, when you roll initiative and have
  no superiority dice remaining, you regain 1 superiority
  die.
  GREATER SIGNATURE MANEUVER
  At 18th level, you can choose 
  a second signature 
  maneuver. Additionally, 
  when you use your 
  signature maneuver, 
  you can roll a d6 
  instead of a d4.
  PART 1 | CLASSES
  64
  
  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 PREDATOR
  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
  The guardian's command of the Force lends them a
  powerful presence. Whether through fear and
  intimidation or respect and admiration, the guardian is
  one of the greatest generals on the battle�eld. They are
  a symbol of power to their followers.
  CREATING A GUARDIAN
  While creating your guardian, consider your attraction
  to the Force and its most famous practitioners – the Jedi
  and the Sith. Are you a member of one of the two
  orders, or do you walk a di�erent path? Are you a
  soldier tapping into a latent Force-sensitivity? Were you
  trained in the force from a young age, or did you
  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.
  PART 1 | CLASSES
  65
  
  THE GUARDIAN
  Level
  Level
  Pro�ciency
  Pro�ciency 
  Bonus
  Bonus
  Features
  Features
  Force Powers
  Force Powers 
  Known
  Known
  Force
  Force 
  Points
  Points
  Max Power
  Max Power 
  Level
  Level
  1st
  +2
  Forcecasting, Channel the Force
  4
  2
  1st
  2nd
  +2
  Force-Empowered Strikes, Guardian Aura
  5
  4
  1st
  3rd
  +2
  Guardian Focus
  6
  6
  1st
  4th
  +2
  Ability Score Improvement
  7
  8
  1st
  5th
  +3
  Extra Attack
  9
  10
  2nd
  6th
  +3
  Force Purity
  10
  12
  2nd
  7th
  +3
  Focus feature
  11
  14
  2nd
  8th
  +3
  Ability Score Improvement
  12
  16
  2nd
  9th
  +4
  —
  14
  18
  3rd
  10th
  +4
  Additional Aura
  15
  20
  3rd
  11th
  +4
  Improved Force-Empowered Strikes
  16
  22
  3rd
  12th
  +4
  Ability Score Improvement
  17
  24
  3rd
  13th
  +5
  —
  19
  26
  4th
  14th
  +5
  Cleansing Touch
  20
  28
  4th
  15th
  +5
  Focus feature
  21
  30
  4th
  16th
  +5
  Ability Score Improvement
  22
  32
  4th
  17th
  +6
  —
  24
  34
  5th
  18th
  +6
  Aura Improvements
  25
  36
  5th
  19th
  +6
  Ability Score Improvement
  26
  38
  5th
  20th
  +6
  Focus feature
  27
  40
  5th
  CLASS FEATURES
  As a guardian, you gain the following class features.
  HIT POINTS
  Hit Dice:
  Hit Dice: 1d10 per guardian level
  Hit Points at 1st Level:
  Hit Points at 1st Level: 10 + your Constitution modi. er
  Hit Points at Higher Levels:
  Hit Points at Higher Levels: 1d10 (or 6) + your
  Constitution modi�er per guardian level after 1st.
  PROFICIENCIES
  Armor:
  Armor: Light armor, medium armor
  Weapons:
  Weapons: All lightweapons, all vibroweapons
  Tools:
  Tools: None
  Saving Throws:
  Saving Throws: Constitution, Charisma
  Skills:
  Skills: Choose two from Acrobatics, Athletics, Deception,
  Insight, Intimidation, Lore, Perception, Persuasion, and
  Piloting
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) a martial lightweapon or vibroweapon and a light or
  medium shield or (b) two martial lightweaponss or
  vibroweapons
  (a) combat suit and light shield or (b) light battle armor
  (a) a priest's pack or (b) an explorer's pack
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Class
  Funds
  Funds
  Guardian
  1,000 + 5d4 x 100 cr
  PART 1 | CLASSES
  66
  
  FORCECASTING
  In your meditations on the force, you have learned
  powers, fragments of knowledge that imbue you with
  an abiding force ability. See chapter 10 for the general
  rules of 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 guardian class table. You may not
  learn a force power of a level higher than your Max
  Power Level, and you may learn a force power at the
  same time you learn its prerequisite.
  FORCE POINTS
  You have a number of force points equal to your
  guardian level x 2, as shown in the Force Points column
  of the guardian class 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 guardian class table.
  You may only cast force powers at 5th-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 your 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. In addition, 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
  CHANNEL THE FORCE
  You know how to channel the Force to create a unique
  e�ect. You start with your choice from two such e�ects:
  Cause Harm and Lend Aid. At 3rd level, your Guardian
  Focus grants you an additional e�ect. When you use
  your Channel the Force, you choose which e�ect to
  create.
  Some Channel the Force e�ects require saving
  throws. When you use such an e�ect from this class,
  the DC equals your universal force save DC.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice,
  minimum of once). You regain expended uses when
  you �nish a short or long rest.
  CAUSE HARM
  As an action, you can expend a use of your Channel the
  Force to sap the life from a hostile creature you can see
  within 30 feet. That creature must make a Constitution
  saving throw. On a failed save, the creature takes
  necrotic damage equal to your guardian level + your
  Charisma modi�er (minimum of one), or half as much
  on a successful one.
  LEND AID
  As a bonus action, you can expend a use of your
  Channel the Force and touch a creature within 5 feet of
  you. That creature regains hit points equal to your
  guardian level + your Wisdom modi�er (minimum of
  one). Alternatively, if the creature is poisoned or
  diseased, you neutralize the poison or disease. If more
  than one poison or disease a�icts the target, you
  neutralize one poison or disease that you know is
  present, or you neutralize one at random.
  FORCE-EMPOWERED STRIKES
  Starting at 2nd level, when you hit a creature with a
  melee weapon attack, you can expend force points to
  deal additional damage to the target. The extra damage
  is 2d8 for a 1st-level force slot, plus 1d8 for each slot
  level higher than 1st, to a maximum of 5d8. The
  damage is the same type as the weapon's damage.
  You can't use a higher level force slot than your Max
  Power Level.
  GUARDIAN AURA
  Additionally at 2nd level, you gain an aura of your
  choice, as described at the end of the class description.
  When you reach 10th level you can select a second
  aura.
  GUARDIAN FOCUS
  When you reach 3rd level, you begin to focus your
  studies on a speci�c lightsaber form, which is detailed
  at the end of the class description. Your focus grants
  you features at 3rd level and again at 7th, 15th, and
  20th 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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  EXTRA ATTACK
  Beginning at 5th level, you can attack twice, instead of
  once, whenever you take the Attack action on your turn.
  FORCE PURITY
  By 6th level, the Force �owing through you makes you
  immune to poison and disease.
  PART 1 | CLASSES
  67
  
  IMPROVED FORCE-EMPOWERED STRIKES
  By 11th level, you are so su�used with righteous might
  that all your melee weapon strikes carry the power of
  the Force with them. Whenever you hit a creature with
  a melee weapon, the creature takes an extra 1d8
  damage. If you also use your Force-Empowered Strikes
  with an attack, you add this damage to the extra
  damage of your Force-Empowered Strikes. The damage
  is the same type as the weapon's damage.
  CLEANSING TOUCH
  Beginning at 14th level, you can use your action and
  expend a use of your Channel the Force ability to end
  one force power on yourself or on one willing creature
  that you touch.
  GUARDIAN AURAS
  The auras are presented in alphabetical order. If
  multiple guardians grant the same aura, a�ected
  creatures can only bene�t from it once. You must be
  conscious to grant the bene�ts of your auras.
  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.
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  AURA OF CONVICTION
  You and friendly creatures within 5 feet of you can’t be
  frightened.
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  AURA OF DEVOTION
  You and friendly creatures within 5 feet of you can’t be
  charmed.
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  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).
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  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).
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  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.
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  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).
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  AURA OF WARDING
  You and friendly creatures within 5 feet of you have
  resistance to damage from force powers.
  At 10th level, the range of this aura increases to 15
  feet, and at 18th level, the range of this aura increases
  to 30 feet.
  GUARDIAN FOCI
  Di�erent guardians 
  focus on di�erent 
  lightsaber �ghting 
  styles, called Forms, 
  as they hone 
  their powers.
  PART 1 | CLASSES
  68
  
  FORM I: SHII-CHO
  Form I, also known as Determination Form, uses wild,
  unpredictable attacks designed to distract and disarm
  their foes. Those guardians who focus on Shii-Cho Form
  make seemingly random, yet deliberate, attacks to
  knock their opponents o�-balance.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Dueling, Equilibrium, or Two-Weapon
  Fighting Fighting Style options, detailed in Chapter 6.
  You can't take a Fighting Style option more than once,
  even if you later get to choose again.
  THE WAY OF THE SARLAAC
  Also at 3rd level, as a bonus action, you can enter a
  frenetic stance for one minute. While in this stance, the
  �rst time you hit a creature with a melee weapon attack
  on your turn, it has disadvantage on the next melee
  attack roll it makes against you before the start of your
  next turn. Additionally, if that creature is within 5 feet of
  you, it must make a Strength saving throw (DC = 8 +
  your pro�ciency bonus + your Strength or Dexterity
  modi�er). On a failed save, it is pushed back 5 feet, and
  you can immediately move into the space it just 
  vacated without provoking opportunity attacks.
  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.
  DISARMING SLASH
  When you hit a creature with a melee weapon attack,
  you can expend a use of your Channel the Force (no
  action required) to attempt to disarm the target, forcing
  it to drop one item of your choice that it's holding. The
  creature must make a Strength saving throw. On a
  failed save, it drops the object you choose. If you are
  within 5 feet of the target, and you have a free hand,
  you can catch the item. Otherwise, the object lands at
  its feet.
  UNPREDICTABLE MOTION
  Beginning at 7th level, while you are wielding a melee
  weapon, opportunity attacks against you are made at
  disadvantage.
  SARLAAC SWEEP
  Starting at 15th level, when a creature moves to within
  5 feet of you, you can use your reaction to make a
  melee weapon attack against that creature. If the attack
  hits, you can attempt to damage 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 or
  Dexterity modi�er (your choice). The damage is of the
  same type dealt by the original attack.
  MASTER OF DETERMINATION
  At 20th level, the erratic �uidity of your movement
  confounds even the most determined of foes. Your
  Strength or 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.
  Attack rolls made against you can't have advantage.
  When more than one creature is within 5 feet of you,
  you gain a bonus to your Armor Class equal to the
  number of creatures within 5 feet of you, up to your
  Wisdom or Charisma modi�er (your choice, minimum of
  one).
  When you use your Sarlaac Sweep feature, you have
  advantage on the attack roll, and you can apply the
  bonus damage to every creature within 5 feet of you.
  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.
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  FORM II: MAKASHI
  Form II, also known as Contention Form, encourages
  precision and e�ciency over power, using jabs, parries
  and light cuts over slashes, blocks and chops. Those
  guardians who focus on Makashi Form utilize calculated
  blade manipulation, intense focus, and expert timing to
  confuse and trap their opponents.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Dueling, Equilibrium, or Sentinel Fighting
  Style options, detailed in Chapter 6. You can't take a
  Fighting Style option more than once, even if you later
  get to choose again.
  THE WAY OF THE YSALAMIRI
  Also at 3rd level, as a bonus action, you can enter an
  o�ensive stance for one minute. While in this stance,
  you add your Wisdom or Charisma modi�er (your
  choice) to the �rst melee weapon attack and damage
  rolls you make each 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.
  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 conn- 
  ection to the Force to sense their 
  strengths and weaknesses, 
  and learn certain inform- 
  ation about its capab- 
  ilities compared 
  to your own. The 
  DM tells you if the creature is your equal, superior, or
  inferior in regard to two of the following characteristics
  of your choice:
  Strength score
  Dexterity score
  Wisdom score
  Charisma score
  Armor Class
  Current hit points
  Total class levels (if any)
  Total Forcecaster levels (if any)
  GLANCING BLOW
  Starting at 15th level, when an attacker that you can see
  hits you with an attack, you can use your reaction to
  halve the attack's damage against you.
  MASTER OF CONTENTION
  At 20th level, you are a duelist of the highest caliber.
  Your Dexterity and Wisdom or Charisma scores (your
  choice) increase by 2. Your maximum for those scores
  increases by 2. Additionally, you can use your action to
  gain the following bene�ts for 1 minute:
  You have resistance to kinetic and energy damage, and
  you ignore resistance to kinetic and energy damage.
  All melee attacks have disadvantage against you.
  Your melee weapon attacks in�ict an additional damage
  die.
  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.
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  FORM III: SORESU
  Form III, also known as Resilience Form, relies on tight
  bladework and subtle dodges to provide maximum
  defensive coverage, minimizing exposure to ranged
  weaponry. Those guardians who focus on Soresu Form
  use broad footwork to move around the playing �eld,
  making broad, short sweeping motions that protect the
  body.
  BONUS PROFICIENCIES
  You gain pro�ciency in heavy armor.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Defense, Shielding, or Sentinel Fighting
  Style options, detailed in Chapter 6. You can't take a
  Fighting Style 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
  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
  Beginning at 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.
  MASTER OF RESILIENCE
  At 20th level, your presence on the �eld of battle is an
  inspiration to your allies. Your Constitution and Wisdom
  or Charisma scores (your choice) increase by 2. Your
  maximum for those scores increases by 2. Additionally,
  you can use your action to gain the following bene�ts
  for 1 minute:
  You have resistance to kinetic and energy damage from
  unenhanced weapons.
  When you use the saber re�ect force power, you can
  make a single melee attack on an enemy within 5ft of
  you as a part of that same reaction.
  You have advantage on Dexterity saving throws, as do
  your allies within 30 feet of you.
  This 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.
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  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
  Monks make careful study of a mystical energy that
  most monastic orders call focus. This energy is an
  element of the power that su�uses the galaxy—
  speci�cally, the element that �ows through living
  bodies. Monks harness this energy within themselves to
  create powerful e�ects and exceed their bodies'
  physical capabilities, and some of their special attacks
  can hinder the �ow of focus in their opponents. Using
  this energy, monks channel uncanny speed and
  strength into their unarmed strikes. As they gain
  experience, their martial training and their mastery of
  focus gives them more power over their bodies and the
  bodies of their foes.
  TRAINING AND ASCETICISM
  Most monks live entirely apart from the surrounding
  population, secluded from anything that might impede
  their spiritual progress. Others are sworn to isolation,
  emerging only to serve as spies or assassins at the
  command of their leader, a noble patron, or some
  other power.
  The majority of monks don’t shun their neighbors,
  making frequent visits to nearby towns or villages and
  exchanging their service for food and other goods. As
  versatile warriors, monks often end up protecting their
  neighbors from monsters or brigands.
  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.
  CREATING A MONK
  As you make your monk character, think about your
  connection to the monastery where you learned your
  skills and spent your formative years. Were you an
  orphan or a child left on the monastery’s threshold? Did
  your parents promise you to the monastery in gratitude
  for a service performed by the monks? Did you enter
  this secluded life to hide from a crime you committed?
  Or did you choose the monastic life for yourself?
  Consider why you left. Did the head of your
  monastery choose you for a particularly important
  mission beyond the cloister? Perhaps you were cast out
  because of some violation of the community’s rules. Did
  you dread leaving, or were you happy to go? Is there
  something you hope to accomplish outside the
  monastery? Are you eager to return to your home?
  As a result of the structured life of a monastic
  community and the discipline required to harness
  focus, monks are typically lawful in alignment.
  QUICK BUILD
  You can make a monk quickly by following these
  suggestions. First, make Dexterity your highest ability
  score, followed by Wisdom. Second, choose the hermit
  background.
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  THE MONK
  Level
  Level
  Pro�ciency
  Pro�ciency 
  Bonus
  Bonus
  Features
  Features
  Martial Arts
  Martial Arts 
  Damage Die
  Damage Die
  Focus
  Focus 
  Points
  Points
  Unarmored
  Unarmored 
  Movement
  Movement
  1st
  +2
  Unarmored Defense, Martial Arts
  d4
  —
  —
  2nd
  +2
  Focus, Unarmored Movement
  d4
  2
  +10 ft.
  3rd
  +2
  Monastic Order, De�ect Missiles
  d4
  3
  +10 ft.
  4th
  +2
  Ability Score Improvement, Slow Fall
  d4
  4
  +10 ft.
  5th
  +3
  Extra Attack, Stunning Strike
  d6
  5
  +10 ft.
  6th
  +3
  Focused Strikes, Monastic Order feature
  d6
  6
  +15 ft.
  7th
  +3
  Evasion, Stillness of Mind
  d6
  7
  +15 ft.
  8th
  +3
  Ability Score Improvement
  d6
  8
  +15 ft.
  9th
  +4
  Unarmored Movement Improvement
  d6
  9
  +15 ft.
  10th
  +4
  Purity of Body
  d6
  10
  +20 ft.
  11th
  +4
  Monastic Order feature
  d8
  11
  +20 ft.
  12th
  +4
  Ability Score Improvement
  d8
  12
  +20 ft.
  13th
  +5
  Tongue of the Sun and Moon
  d8
  13
  +20 ft.
  14th
  +5
  Diamond Soul
  d8
  14
  +25 ft.
  15th
  +5
  Timeless Body
  d8
  15
  +25 ft.
  16th
  +5
  Ability Score Improvement
  d8
  16
  +25 ft.
  17th
  +6
  Monastic Order feature
  d10
  17
  +25 ft.
  18th
  +6
  Empty Body
  d10
  18
  +30 ft.
  19th
  +6
  Ability Score Improvement
  d10
  19
  +30 ft.
  20th
  +6
  Perfect Self
  d10
  20
  +30 ft.
  CLASS FEATURES
  As a monk, you gain the following class features.
  HIT POINTS
  Hit Dice:
  Hit Dice: 1d8 per monk level
  Hit Points at 1st Level:
  Hit Points at 1st Level: 8 + your Constitution modi�er
  Hit Points at Higher Levels:
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modi�er per monk level after 1st
  PROFICIENCIES
  Armor:
  Armor: None
  Weapons:
  Weapons: Simple blasters, simple vibroweapons,
  chakrams, techblades
  Tools:
  Tools: None
  Saving Throws:
  Saving Throws: Strength, Dexterity
  Skills:
  Skills: Choose two from Acrobatics, Athletics, Insight, Lore,
  Perception, and Stealth
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) a chakram, (b) a techblade, (c) a simple vibroweapon,
  or (d) a simple blaster and a power cell
  (a) a dungeoneer's pack or (b) an explorer's pack
  10 vibrodarts
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Class
  Funds
  Funds
  Monk
  1,000 + 1d4 x 100 cr
  PART 1 | CLASSES
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  UNARMORED DEFENSE
  Beginning at 1st level, while you are wearing no armor
  and not wielding a shield, your AC equals 10 + your
  Dexterity modi�er + your Wisdom modi�er.
  MARTIAL ARTS
  At 1st level, your practice of martial arts gives you
  mastery of combat styles that use unarmed strikes and
  monk weapons, which are chakrams, techblades, and
  any simple vibroweapons that don’t have the two-
  handed or heavy property.
  You gain the following bene�ts while you are
  unarmed or wielding only monk weapons and you
  aren’t wearing armor or wielding a shield:
  You can use Dexterity instead of Strength for the attack
  and damage rolls of your unarmed strikes and monk
  weapons.
  You can roll a d4 in place of the normal damage of your
  unarmed strike or monk weapon. This die changes as
  you gain monk levels, as shown in the Martial Arts
  column of the Monk table.
  When you use the Attack action with an unarmed strike
  or a monk weapon on your turn, you can make one
  unarmed strike as a bonus action. For example, if you
  take the Attack action and attack with a quartersta�,
  you can also make an unarmed strike as a bonus action,
  assuming you haven't already taken a bonus action this
  turn.
  FOCUS
  Starting at 2nd level, your training allows you to
  harness the mystic energy of focus. Your access to this
  energy is represented by a number of focus points.
  Your monk level determines the number of points you
  have, as shown in the Focus Points column of the Monk
  table.
  You can spend these points to fuel various focus
  features. You start knowing three such features: Flurry
  of Blows, Patient Defense, and Step of the Wind. You
  learn more focus features as you gain levels in this
  class.
  When you spend a focus point, it is unavailable until
  you �nish a short or long rest, at the end of which you
  draw all of your expended focus back into yourself. You
  must spend at least 30 minutes of the rest meditating
  to regain your focus points.
  Some of your focus features require your target to
  make a saving throw to resist the feature’s e�ects. The
  saving throw DC is calculated as follows:
  Focus save DC = 8 + your pro�ciency bonus + 
  your Wisdom modi�er
  FLURRY OF BLOWS
  Immediately after you take the Attack action on your
  turn, you can spend 1 focus point to make two
  unarmed strikes as a bonus action.
  PATIENT DEFENSE
  You can spend 1 focus point to take the Dodge action
  as a bonus action on your turn.
  STEP OF THE WIND
  You can spend 1 focus point to take the Disengage or
  Dash action as a bonus action on your turn, and your
  jump distance is doubled for the turn.
  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 when you reach certain monk
  levels, as shown in the Monk table.
  At 9th level, you gain the ability to move along vertical
  surfaces and across liquids on your turn without falling
  during the move.
  MONASTIC ORDER
  When you reach 3rd level, you commit yourself to one a
  monastic order, which is detailed at the end of the class
  description. Your order grants you features at 3rd level
  and again at 6th, 11th, and 17th level.
  DEFLECT MISSILES
  Starting at 3rd level, you can use your reaction to
  de�ect a projectile when you are hit by a ranged
  weapon attack. When you do so, the damage you take
  from the attack is reduced by 1d 10 + your Dexterity
  modi�er + your monk level.
  If you reduce the damage to 0, and the damage is
  energy or ion, you can redirect it at another target if
  you have a weapon capable of doing so. You can spend
  1 focus point to make a ranged attack as you de�ect the
  projectile, as part of the same reaction. You make this
  attack with pro�ciency, regardless of your weapon
  pro�ciencies, and the projectile counts as a monk
  weapon for the attack.
  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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  SLOW FALL
  Beginning at 4th level, you can use your reaction when
  you fall to reduce any falling damage you take by an
  amount equal to �ve times your monk level.
  EXTRA ATTACK
  Beginning at 5th level, you can attack twice, instead of
  once, whenever you take the Attack action on your turn.
  STUNNING STRIKE
  Starting at 5th level, you can interfere with an
  opponent’s body. When you hit another creature with a
  melee weapon attack, you can spend 1 focus point to
  attempt a stunning strike. The target must succeed on a
  Constitution saving throw or be stunned until the end
  of your next turn.
  PART 1 | CLASSES
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  FOCUSED STRIKES
  Starting at 6th level, your unarmed strikes count as
  enhanced for the purpose of overcoming resistance
  and immunity to unenhanced attacks and damage.
  EVASION
  At 7th level, your instinctive agility lets you dodge out of
  the way of certain area e�ects. When you are subjected
  to an e�ect, such as a consular’s force storm or an
  engineer's explosion, that allows you to make a
  Dexterity saving throw to take only half damage, you
  instead take no damage if you succeed on a saving
  throw, and only half damage if you fail.
  STILLNESS OF MIND
  Starting at 7th level, you can use your action to end 
  one e�ect on yourself that is causing you to be 
  charmed or frightened.
  PURITY OF BODY
  At 10th level, your mastery of the focus �owing 
  through you makes you immune to disease and 
  poison.
  TONGUE OF THE SUN AND MOON
  Starting at 13th level, you learn to touch the focus of
  other minds so that you understand all spoken
  languages. Moreover, any creature that can understand
  a language can understand what you say.
  DIAMOND SOUL
  Beginning at 14th level, your mastery of focus grants
  you pro�ciency in all saving throws.
  Additionally, whenever you make a saving throw 
  and fail, you can spend 1 focus point to reroll it 
  and take the second result.
  TIMELESS BODY
  At 15th level, your focus sustains you so that you 
  su�er none of the frailty of old age, and you can't be
  aged abnormally. You can still die of old age, however.
  In addition, you no longer need food or water.
  EMPTY BODY
  Beginning at 18th level, you can use your action 
  to spend 4 focus points to become invisible 
  for 1 minute. During that time, you also 
  have resistance to all damage but 
  force damage.
  PERFECT SELF
  At 20th level, you've gained perfect control over your
  body. Your Dexterity and Wisdom scores increase by 2.
  Your maximum for those scores increases by 22.
  Additionally, when you roll for initiative and have no
  focus points remaining, you regain 2 focus points.
  MONASTIC ORDERS
  Traditions of monastic pursuit are common in the
  locales scattered across the galaxy. Each order is based
  in a speci�c culture and is mutually exclusive, despite
  relying on the same basic techniques.
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  ECHANI ORDER
  Monks of the Echani Order train relentlessly both with
  and without their weapons, to the point where the
  weapon becomes an extension of the body. Founded
  on a mastery of sword �ghting, the tradition has
  expanded to include many di�erent weapons.
  PATH OF THE ECHANI
  Beginning when you choose this order at 3rd level, 
  your special martial arts training leads you to master 
  the use of certain weapons. You gain the following 
  bene�ts.
  ECHANI WEAPONS
  Choose two types of weapons to be your Echani
  weapons: one vibroweapon and one blaster. Each of
  these weapons can be any simple or martial weapon
  that lacks the heavy and special properties. You gain
  pro�ciency with these weapons if you don’t already
  have it. Weapons of the chosen types are monk
  weapons for you. Many of this tradition’s features work
  only with your Echani weapons. When you reach 6th,
  11th, and 17th level in this class, you can choose
  another type of weapon to be an Echani weapon for
  you, following the criteria above.
  AGILE PARRY
  If you make an unarmed strike as part of the Attack
  action on your turn and are holding a Echani weapon,
  you can use it to defend yourself if it is a melee
  weapon. You gain a +2 bonus to AC until the start of
  your next turn, while the weapon is in your hand and
  you aren’t incapacitated.
  ECHANI’S SHOT
  You can use a bonus action on your turn to make your
  ranged attacks with an Echani weapon more deadly.
  When you do so, any target you hit with a ranged attack
  using an Echani weapon takes an extra 1d4 damage of
  the weapon’s type. You retain this 
  bene�t until the end of the current turn.
  ONE WITH THE BLADE
  At 6th level, you extend your focus into your Echani
  weapons, granting you the following bene�ts.
  ENHANCED ECHANI WEAPONS
  Your attacks with your Echani weapons count as
  enhanced for the purpose of overcoming resistance
  and immunity to unenhanced attacks and damage.
  DEFT STRIKE
  When you hit a target with a Echani weapon, you can
  spend 1 focus point to cause the weapon to deal extra
  damage to the target equal to your Martial Arts 
  die. You can use this feature only once on 
  each of your turns.
  SHARPEN THE BLADE
  Starting at 11th level, you gain the ability to augment
  your weapons further with your focus. As a bonus
  action, you can expend up to 3 focus points to grant
  one Echani weapon you touch a bonus to attack and
  damage rolls when you attack with it. The bonus equals
  the number of points you spent. This bonus lasts for 1
  minute or until you use this feature again. This feature
  has no e�ect on an enhanced weapon that already has
  a bonus to attack and damage rolls.
  UNERRING ACCURACY
  At 17th level, your mastery of weapons grants you
  extraordinary accuracy. If you miss with an attack roll
  using a monk weapon on your turn, you can reroll 
  it. You can use this feature only once on each of 
  your turns.
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  NIGHTSISTER ORDER
  Monks of the Nightsister Order utilize an innate Force-
  sensitivity to commune with death. They learn to
  channel this power to drain the life of their foes to
  prolong their own existence. Males who join this order
  are called Nightbrothers.
  ICHOR LIGHTNING
  Beginning when you choose this order at 3rd level, you
  gain a new attack option that you can use with the
  Attack action. This special attack is a ranged force attack
  with a range of 30 feet. You are pro�cient with it, and
  you add your Dexterity modi�er to its attack and
  damage rolls. Its damage is necrotic, and its damage die
  is a d4. This die changes as you gain monk levels, as
  shown in the Martial Arts column of the Monk table.
  When you take the Attack action on your turn and use
  this special attack as part of it, you can spend 1 focus
  point to make the special attack twice as a bonus
  action.
  When you gain the Extra Attack feature, this special
  attack can be used for any of the attacks you make as
  part of the Attack action.
  When you reduce a creature to 0 hit points with this
  attack, you gain temporary hit points equal to your
  Wisdom modi�er + your monk level (minimum of 1
  temporary hit point).
  DARK MAGICK
  At 6th level, when you take this action, each creature
  within 30 feet of you that can see you must 
  succeed on a Wisdom saving throw or be 
  frightened of you until the end of your next 
  turn.
  MASTERY OF DEATH
  Starting at 11th level, when you are reduced to 0 hit
  points, you can expend 1 focus point (no action
  required) to have 1 hit point instead.
  SPIRIT BLADE ASSAULT
  At 17th level, as an action, you conjure a blade of
  negative energy and strike one creature within 5 feet of
  you with it, expending 1 to 10 focus points. The target
  must make a Constitution saving throw. On a failed
  save, it takes 2d10 necrotic damage per focus point
  spent, or half as much on a successful one.
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  TERÄS KÄSI ORDER
  Monks of the Teräs Käsi Order are the ultimate masters
  of martial arts combat, whether armed or unarmed.
  They learn techniques to push and trip their opponents,
  manipulate focus to heal damage to their bodies, and
  practice advanced meditation that can protect them
  from harm.
  OPEN HAND TECHNIQUE
  Beginning when you choose this order at 3rd level, you
  can manipulate your enemy’s focus when you harness
  your own. Whenever you hit a creature with one of the
  attacks granted by your Flurry of Blows, you can impose
  one of the following e�ects on that target:
  It must succeed on a Dexterity saving throw or be
  knocked prone.
  It must make a Strength saving throw. If it fails, you can
  push it up to 15 feet away from you.
  It can’t take reactions until the end of your next turn.
  WHOLENESS OF BODY
  At 6th level, you gain the ability to heal yourself. As 
  an action, you can regain hit points equal to three 
  times your monk level.
  You must �nish a long rest before you can use this
  feature again.
  TRANQUILITY
  Starting at 11th level, you can enter a special meditation
  that surrounds you with an aura of peace. At the end of
  a long rest, you gain the e�ect of a sanctuary force
  power that lasts until the start of your next long rest
  (the power can end early as normal). The saving throw
  DC for the power equals 8 + your Wisdom modi�er +
  your pro�ciency bonus.
  QUIVERING PALM
  At 17th level, you gain the ability to set up lethal
  vibrations in someone’s body. When you hit a creature
  with an unarmed strike, you can spend 3 focus points to
  start these imperceptible vibrations, which last for a
  number of days equal to your monk 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 e�ect of 
                          this feature at a time. You can choose to 
                            end the vibrations harmlessly without 
                                   using an action.
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  OPERATIVE
  A BOTHAN SPY TAKES A MOMENT TO ADJUST HER INFRARED GOGGLES.
  Nimbly sidestepping the laser grid in the room, she
  slips to the computer at the far end. Counting down the
  seconds in her head, she slices the mainframe. Twenty
  seconds. Ten seconds. A handful of soldiers bursts into
  the room, but she is already gone – with the data in
  hand.
  With a wary eye on the door, a scru�y-looking Duros
  plays pazaak in a seedy cantina. When two city guards
  appear at the exit, he smiles and reaches under the
  table. Before they can move in, the smuggler �ips the
  table and opens �re. The crowd scatters in panic, giving
  him just enough cover to escape.
  A gorgeous young human dances before an
  intoxicated senator in his parlor. She winks enticingly
  through her golden blonde hair as she sways closer.
  Leaning in for a kiss, the senator is instead surprised by
  the barrel of a hold-out blaster pistol shoved into his
  mouth. He has no time to shout before the assassin
  pulls the trigger.
  Operatives, whether good, bad, or neutral, are those
  who focus on a speci�c practice and utilize it to get the
  upper hand. They can come from any world or region in
  the galaxy, with origins from the lowliest scoundrel to
  the once social elite.
  EVADING DANGER
  Operatives have a knack for getting out of trouble. They
  have an instinct for self-preservation that keeps them
  alive, but it’s usually tempered with a need to
  experience the thrills that their profession has to o�er,
  and many adventurous operatives are also saddled
  with a sense of honor that sometimes makes them go
  against their natural inclinations. No matter what their
  immediate concerns may be, survival is the name of the
  game.
  OUTSIDE THE LAW
  Operatives don’t often start out seeking to defy
  authority and break the law. Some are thrust into the
  profession as a means of rebellion. Others wind up on
  the wrong side of the law due to bad luck, poor
  decisions, or circumstances beyond their control. The
  skills they pick up along the way make them great
  members of any mission team.
  CREATING AN OPERATIVE
  While creating your operative character, consider how
  you �rst started on your path. Maybe you were raised
  on the street and fell into the criminal element as a
  means of survival. You could be a simple trader who
  decided to strike against the Sith Empire when it
  encroached on your business. What would you say is
  your greatest skill set? What is your core, the truest
  essence about yourself that keeps you focused? Why
  would society treat you as a criminal, yet your allies
  hold you as a loyal companion?
  QUICK BUILD
  You can make an operative quickly by following these
  suggestions. First, make Dexterity your highest ability
  score, followed by Intelligence or Charisma. Second,
  choose the faction agent background.
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  THE OPERATIVE
  Level
  Level
  Pro�ciency
  Pro�ciency 
  Bonus
  Bonus
  Features
  Features
  Sneak Attack
  Sneak Attack 
  Damage Dice
  Damage Dice
  1st
  +2
  Expertise, Sneak Attack
  1d6
  2nd
  +2
  Bad Feeling, Cunning Action
  1d6
  3rd
  +2
  Operative Practice
  2d6
  4th
  +2
  Ability Score Improvement
  2d6
  5th
  +3
  Uncanny Dodge
  3d6
  6th
  +3
  Expertise
  3d6
  7th
  +3
  Evasion
  4d6
  8th
  +3
  Ability Score Improvement
  4d6
  9th
  +4
  Practice feature
  5d6
  10th
  +4
  Ability Score Improvement
  5d6
  11th
  +4
  Reliable Talent
  6d6
  12th
  +4
  Ability Score Improvement
  6d6
  13th
  +5
  Practice feature
  7d6
  14th
  +5
  Blindsense
  7d6
  15th
  +5
  Slippery Mind
  8d6
  16th
  +5
  Ability Score Improvement
  8d6
  17th
  +6
  Practice feature
  9d6
  18th
  +6
  Elusive
  9d6
  19th
  +6
  Ability Score Improvement
  10d6
  20th
  +6
  Stroke of Luck
  10d6
  CLASS FEATURES
  As an operative, you have the following class features.
  HIT POINTS
  Hit Dice:
  Hit Dice: 1d8 per operative level
  Hit Points at 1st Level:
  Hit Points at 1st Level: 8 + your Constitution modi�er
  Hit Points at Higher Levels:
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modi�er per operative level after 1st
  PROFICIENCIES
  Armor:
  Armor: Light armor
  Weapons:
  Weapons: Simple vibroweapons, simple blasters, blaster
  pistol, vibrorapier, techblade, hidden blade
  Tools:
  Tools: Your choice of demolitions kit, security kit, or slicer's
  kit
  Saving Throws:
  Saving Throws: Dexterity, Intelligence
  Skills:
  Skills: Choose four from Acrobatics, Athletics, Deception,
  Insight, Intimidation, Investigation, Perception,
  Performance, Persuasion, Piloting, Sleight of Hand,
  Stealth, and Technology
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster
  and a power cell, or (d) a simple vibroweapon
  (a) a simple blaster and two power cells or (b) a simple
  vibroweapon and a light shield
  (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an
  explorer's pack
  (a) a demolitions kit, (b) a security kit, or (c) a slicer's kit
  Combat suit and a vibrodagger
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Class
  Funds
  Funds
  Operative
  1,000 + 4d4 x 100 cr
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  EXPERTISE
  At 1st level, choose two of your skill pro�ciencies, or
  one of skill pro�ciencies and one of your tool
  pro�ciencies, or two of your tool pro�ciencies. You gain
  expertise in those skills or tools.
  At 6th level, you can choose two more of your
  pro�ciencies (in skills or tools) to gain this bene�t.
  SNEAK ATTACK
  Beginning at 1st level, you know how to strike subtly
  and exploit a foe’s distraction. Once per turn, you can
  deal an extra 1d6 damage to one creature you hit with
  an attack if you have advantage on the attack roll. The
  attack must use a �nesse or a ranged weapon.
  You don’t need advantage on the attack roll if another
  enemy of the target is within 5 feet of it, that enemy
  isn’t incapacitated, and you don’t have disadvantage on
  the attack roll.
  The amount of the extra damage increases as you
  gain levels in this class, as shown in the Sneak Attack
  column of the operative class table.
  BAD FEELING
  Starting at 2nd level, you have a wary eye, bordering on
  paranoia. When you roll for initiative, you can move up
  to your speed. This movement happens before the
  initiative order is determined.
  Once you've used this feature, you can’t use it again
  until you �nish a long rest.
  CUNNING ACTION
  Also at 2nd level, your quick thinking and agility allow
  you to move and act quickly. You can take a bonus
  action on each of your turns in combat. This action can
  be used only to take the Dash, Disengage, or Hide
  action.
  OPERATIVE PRACTICE
  At 3rd level, you choose a practice that you emulate in
  the exercise of your operative abilities, which is detailed
  at the end of the class description. Your practice choice
  grants you features at 3rd level and then again at 9th,
  13th, and 17th level.
  ABILITY SCORE IMPROVEMENT
  When you reach 4th level, and again at 8th, 10th, 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.
  Alternatively, you can choose a feat (see Chapter 6 for a
  list of feats).
  UNCANNY DODGE
  Starting at 5th level, when an attacker that you can see
  hits you with an attack, you can use your reaction to
  halve the attack’s damage against you.
  EVASION
  Beginning at 7th level, when you are subjected to an
  e�ect, such as a consular’s force storm or an engineer's
  explosion, that allows you to make a Dexterity saving
  throw to take only half damage, you instead take no
  damage if you succeed on a saving throw, and only half
  damage if you fail.
  RELIABLE TALENT
  By 11th level, you have re�ned your chosen skills until
  they approach perfection. Whenever you make an
  ability check that lets you add your pro�ciency bonus,
  you can treat a d20 roll of 9 or lower as a 10.
  BLINDSENSE
  Starting at 14th level, if you are able to hear, you are
  aware of the location of any hidden or invisible creature
  within 10 feet of you.
  SLIPPERY MIND
  By 15th level, you have acquired greater mental
  strength. You gain pro�ciency in Wisdom saving throws.
  ELUSIVE
  Beginning at 18th level, you are so evasive that
  attackers rarely gain the upper hand against you. No
  attack roll has advantage against you while you aren’t
  incapacitated.
  STROKE OF LUCK
  At 20th level, you have an uncanny knack for
  succeeding when you need to. Your Dexterity and
  Intelligence scores increase by 2. Your maximum for
  those scores increases by 2. Additionally, if your attack
  misses a target within range, you can turn the miss into
  a hit. Alternatively, if you fail an ability check, you can
  treat the d20 roll as a 20.
  Once you've used this feature, you can’t use it again
  until you �nish a short or long rest.
  OPERATIVE PRACTICES
  Operatives have many features in common, including
  their emphasis on perfecting their skills, their precise
  and deadly approach to combat, and their increasingly
  quick re�exes. But di�erent operatives steer those
  talents in varying directions, embodied by the di�erent
  operative practices.
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  GUNSLINGER PRACTICE
  Those operatives who choose the Gunslinger Practice
  are the masters of the trick shot. The Gunslinger and
  his blaster are the perfect team, utilizing knowledge of
  their enemies vulnerabilities to take advantage of every
  opportunity.
  FIGHTING STYLE
  When you choose this practice at 3rd level, you adopt a
  style of �ghting as your specialty. Choose one from the
  Close Quarters Shooting, Sharpshooter, or Two-
  Weapon Fighting options, detailed in Chapter 6. You
  can't take a Fighting Style option more than once, even
  if you later get to choose again.
  VERSATILE SHOOTER
  Also at 3rd level, you learn a number of trick shots you
  can use to debilitate enemies and impress allies. When
  you deal Sneak Attack damage to a creature, you may
  choose to forgo two of your Sneak Attack dice to make
  the attack a trick shot.
  Some of your trick 
  shots require 
  your target to 
  make a saving throw 
  to resist the trick shot's e�ects. The saving throw DC is
  calculated as follows:
  Trick Shot save DC
  Trick Shot save DC = 8 + your pro�ciency bonus + your
  Dexterity modi�er.
  BLINDING SHOT
  You attempt to blind the target. The target must 
  make a Constitution saving throw or be blinded 
  until the end of your next turn.
  BRUTAL SHOT
  You attempt to knock the target prone. The target must
  make a Strength saving throw or be knocked prone.
  HAMPERING SHOT
  You attempt to hobble the enemy's movement. The
  target must make a Dexterity saving throw. If it fails, its
  movement speed is reduced by half and it makes
  Dexterity saving throws with disadvantage until the end
  of its next turn.
  SPINNING FLOURISH
  Begninning at 9th level you can �ourish your weapon in
  an intimidating or charming manner. As an action, you
  can cause one creature within 60 feet to make a
  Wisdom saving throw. The DC for this saving throw is
  equal to 8 + your pro�ciency bonus + your Charisma
  modi�er. If the creature fails, it is charmed or
  frightened by you (your choice) until the end of your
  next turn.
  RICOCHET SHOT
  Starting at 13th level you learn how to work all the
  angles. Once per turn, when you take the Attack action
  and miss with a ranged weapon attack, you can repeat
  the attack against a di�erent target within 10 feet of the
  original target (no action required).
  QUICKDRAW
  At 17th level, you learn to perform miracles with just a
  blaster and some nerve. On your �rst turn in combat, if
  you aren't surprised, you can use your action to attack
  creatures that have not yet acted. Choose up to six such
  creatures that you can see, making a ranged weapon
  attack against each. On a hit, you deal damage normally
  and can apply a single trick shot to 
  each attack made this way.
  Once you've used this feature, 
  you must complete a short or 
  long rest before you can 
          use it again.
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  LETHALITY PRACTICE
  Those operatives who choose the Lethality Practice use
  disguises to get close to their enemies, then leverage
  the toxic power of poisons to debilitate them and
  capitalize on their weaknesses.
  BONUS PROFICIENCIES
  When you choose this practice at 3rd level, you gain
  pro�ciency with the disguise kit and the poisoner’s kit.
  ASSASSINATE
  Also at 3rd level, you are at your deadliest when you get
  the drop on your enemies. You have advantage on
  attack rolls against any creature that hasn’t taken a turn
  in the combat yet. In addition, any hit you score against
  a creature that is surprised is a critical hit.
  INFILTRATION EXPERTISE
  Beginning at 9th level, you can unfailingly create false
  identities for yourself. You must spend seven days and
  250 cr to establish the history, profession, and
  a�liations for an identity. You can’t establish an identity
  that belongs to someone else. For example, you might
  acquire appropriate clothing, letters of introduction,
  and o�cial looking certi�cation to establish yourself as
  a member of a noble house from a remote city so you
  can insinuate yourself into the company of other
  aristocrats.
  Thereafter, if you adopt the new identity as a
  disguise, other creatures believe you to be that person
  until given an obvious reason not to.
  IMPOSTOR
  Starting at 13th level, you gain the ability to unerringly
  mimic another person’s speech, writing, and behavior.
  You must spend at least three hours studying these
  three components of the person’s behavior: listening to
  speech, examining handwriting, and observing
  mannerisms.
  Your ruse is indiscernible to the casual observer. If a
  wary creature suspects something is amiss, you have
  advantage on any Charisma (Deception) check you
  make to avoid detection.
  DEATH STRIKE
  At 17th level, you become a master of instant death.
  When you attack and hit a creature that is surprised, it
  must make a Constitution saving throw (DC = 8 + your
  pro�ciency bonus + your Dexterity modi�er). On a
  failed save, double the damage of your attack against
  the creature.
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  SABOTEUR PRACTICE
  Those operatives who choose the Saboteur Practice
  enhanced their �ne-honed skills of stealth and agility
  with tech, learning tricks to distract and beguile or using
  explosives and advanced tech to sustain a longer
  assault.
  TECHCASTING
  When you choose this practice at 3rd level, you have
  derived powers from schematics with the aid of your
  wristpad. See chapter 10 for the general rules of
  techcasting and chapter 12 for the tech powers list.
  TECH POWERS KNOWN
  You learn 4 tech powers of your choice, and you learn
  more at higher levels, as shown in the Tech Powers
  Known column of the Saboteur Practice Techcasting
  table. You may not learn a tech power of a level higher
  than your Max Power Level.
  TECH POINTS
  You have a number of tech points equal to half of your
  operative level (rounded up), as shown in the Tech
  Points column of the Saboteur Practice Techcasting
  table, + your Intelligence modi�er. You use these tech
  points to cast tech powers. You regain all expended
  tech points when you �nish a short or long rest.
  MAX POWER LEVEL
  Many tech powers can be overcharged, consuming
  more tech points to create a greater e�ect. You can
  overcharge these powers to a maximum level, which
  increases at higher levels, as shown in the Max Power
  Level column of the Saboteur Practice Techcasting
  table.
  You may only cast tech powers at 4th-level once. You
  regain the ability to do so after a long rest.
  TECHCASTING ABILITY
  Intelligence is your techcasting ability for your tech
  powers. You use your Intelligence whenever a power
  refers to your techcasting ability. In addition, you use
  your Intelligence modi�er when setting the saving
  throw DC for a tech power you cast and when making
  an attack roll with one.
  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 techcasting
  focus for your tech powers.
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  TRACKER DROID IMPROVEMENTS
  Also at 3rd level, you can cast the tracker droid
  interface tech power at 1st-level without expending
  tech points. You can use this feature a number of times
  equal to your Intelligence modi�er (a minimum of
  once). You regain any expended uses when you �nish a
  long rest.
  Additionally, when you cast the tracker droid
  interface tech power, you can modify the tracker droid,
  and you can perform the following additional tasks with
  it:
  You can make the tracker droid invisible.
  You can stow one object the tracker droid is carrying in
  a container worn or carried by another creature.
  You can retrieve an object in a container worn or carried
  by another creature.
  You can use demolitions kits, security kits, and slicer's
  kits at range.
  You can perform one of these tasks without being
  noticed by a creature if your tracker droid succeeds on
  a Dexterity (Sleight of Hand) check contested by the
  creature’s Wisdom (Perception) check.
  In addition, you can use the bonus action granted by
  your Cunning Action to control the tracker droid.
  POWERED AMBUSH
  Beginning at 9th level, if you are hidden from a creature
  when you cast a power on it, the creature has
  disadvantage on any saving throw it makes against the
  power this turn.
  VERSATILE TRACKER
  Starting at 13th level, you gain the ability to distract
  targets with your tracker droid. As a bonus action on
  your turn, you can designate a creature within 5 feet of
  the tracker droid. Doing so gives you advantage on
  attack rolls against that creature until the end of the
  turn.
  POWERED THIEF
  At 17th level, you gain the ability to steal the knowledge
  of how to cast a power from another techcaster.
  Immediately after a creature casts a tech power that
  targets you or includes you in its area of e�ect, 
  you can use your reaction to force the creature 
  to make a saving throw with its techcasting 
  ability modi�er. The DC equals your tech save 
  DC. On a failed save, you negate the power’s 
  e�ect against you, and you steal the know- 
  ledge of the power if it is at least 1st level 
          and of a level you can cast. 
  SABOTEUR PRACTICE TECHCASTING
  Level
  Tech Powers 
  Known
  Tech 
  Points
  Max Power 
  Level
  3rd
  4
  2
  1st
  4th
  4
  2
  1st
  5th
  5
  3
  1st
  6th
  5
  3
  1st
  7th
  6
  4
  2nd
  8th
  6
  4
  2nd
  9th
  7
  5
  2nd
  10th
  7
  5
  2nd
  11th
  8
  6
  2nd
  12th
  8
  6
  2nd
  13th
  9
  7
  3rd
  14th
  9
  7
  3rd
  15th
  10
  8
  3rd
  16th
  10
  8
  3rd
  17th
  11
  9
  3rd
  18th
  11
  9
  3rd
  19th
  12
  10
  4th
  20th
  12
  10
  4th
  For the next 8 hours, you know the power and can cast
  it using your tech points. The creature can’t cast that
  power until the 8 hours have passed.
  Once you've used this feature, you can’t use it again
  until you �nish a long rest.
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  SCHOLAR
  AN OVERWHELMING HORDE OF TUSKEN RAIDERS BEARS DOWN ON A
  chiss and her fellow adventurers. She gives the order
  and her allies unleash a single coordinated attack
  cutting deep into their lines. Under her command the
  enemy is quickly routed against all odds, all according
  to plan.
  Deep within the once thought abandoned ruins, a
  nautolan tends to his companions wounds as they rest.
  Countless long nights of study and training have
  conditioned him to keep going even when all others
  have exhausted themselves. He will see them through
  this.
  A twi'lek in �ne vestments addresses a gathering
  crowd. What was the making of an angry mob begins to
  disperse, his mere presence putting them at ease,
  giving his companions time to make their escape.
  Scholars are master of the mundane arts, using
  methodical practices to turn the tables to their
  advantage. From years of study and testing, scholars
  take in the situation around them and quickly formulate
  the means to achieve whatever they have minds set to.
  Whatever pursuit they follow, a scholar will have a plan
  for anything that comes their way.
  THE PURSUIT OF KNOWLEDGE
  A true scholar is never satis�ed. They are always 
  seeking out a new answer to a new question. This 
  often goes hand-in-hand with seeking a life of 
  adventure, to explore new, hidden areas, or 
  accompany those that do. The life of a scholar often 
  times begins in the mundane, as a teacher or sage. 
  Sometimes they serve as doctors, diplomats, or as 
  o�cers in the military.
  TO LEARN, TO KNOW
  For scholars, mundane life is often too slow. When life 
  becomes stagnant or when an answer cannot be 
  found, the call to adventure rings louder. Scholars will 
  often go to ancient, forgotten, and often dangerous 
  places to �nd something to quench their thirst for 
  knowledge.
  CREATING A SCHOLAR
  As you create a scholar, it's important to think of where 
  you gained your knowledge. Did you serve as an 
  apprentice under a master? Did you attend college or 
  other formal education? Perhaps you gained it on your 
  own, searching out and pouring over dusty tomes 
  found in forgotten places. Where did your thirst for 
  knowledge come from? Insatiable curiosity? Always 
  wanting to know the right answer? Or do you have 
  something to prove? Think about what �eld you wish to 
  pursue and think of what is driving you in that 
  direction.
  QUICK BUILD
  You can make a scholar quickly by following these
  suggestions. First, make Intelligence your highest ability
  score. Your next-highest score should be Dexterity.
  Second, choose the student background if you plan on
  following the Physician Pursuit, the noble background if
  you plan on following the Politician Pursuit, or the
  soldier background if you plan on following the
  Tactician Pursuit.
  PART 1 | CLASSES
  86
  
  THE SCHOLAR
  Level
  Pro�ciency 
  Bonus
  Features
  Academic 
  Superiority
  Superiority 
  Dice
  Maneuvers 
  Known
  Discoveries
  1st
  +2
  Academic Superiority, Critical Analysis
  d6
  2
  2
  —
  2nd
  +2
  Discovery, Sage Advice (long rest)
  d6
  2
  2
  2
  3rd
  +2
  Expertise, Academic Pursuit
  d6
  4
  4
  2
  4th
  +2
  Ability Score Improvement
  d6
  4
  4
  2
  5th
  +3
  Multitasker
  d6
  4
  4
  3
  6th
  +3
  Pursuit feature
  d6
  4
  4
  3
  7th
  +3
  —
  d8
  6
  6
  4
  8th
  +3
  Ability Score Improvement
  d8
  6
  6
  4
  9th
  +4
  Pursuit feature
  d8
  6
  6
  5
  10th
  +4
  Expertise
  d8
  6
  6
  5
  11th
  +4
  —
  d10
  6
  8
  5
  12th
  +4
  Ability Score Improvement
  d10
  6
  8
  6
  13th
  +5
  Sage Advice (short rest)
  d10
  6
  8
  6
  14th
  +5
  Calm and Collected
  d10
  6
  8
  6
  15th
  +5
  —
  d12
  8
  10
  7
  16th
  +5
  Ability Score Improvement
  d12
  8
  10
  7
  17th
  +6
  Pursuit feature
  d12
  8
  10
  7
  18th
  +6
  Adaptable Intellectual
  d12
  8
  10
  8
  19th
  +6
  Ability Score Improvement
  d12
  8
  10
  8
  20th
  +6
  Knowledge Unbound
  d12
  8
  10
  8
  CLASS FEATURES
  As a scholar, you gain the following class features:
  HIT POINTS
  Hit Dice: 1d8 per scholar level
  Hit Points at 1st Level: 8 + your Constitution modi�er
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modi�er per scholar level after 1st
  PROFICIENCIES
  Armor: Light armor
  Weapons: Simple vibroweapons, techblades, simple
  blasters
  Tools: Any one
  Saving Throws: Wisdom, Intelligence
  Skills: Choose three from Deception, Insight, Intimidation,
  Investigation, Lore, Medicine, Nature, Persuasion, and
  Survival
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) a simple vibroweapon or (b) a simple blaster and two
  power cells
  (a) scholar's pack or (b) explorer's pack
  a combat suit
  any tool of your choice
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Funds
  Scholar
  1,000 + 3d4 x 100 cr
  PART 1 | CLASSES
  87
  
  ACADEMIC SUPERIORITY
  Beginning at 1st level, you know how to apply your
  studies in practical ways known as maneuvers. Your
  maneuvers are fueled by special dice called superiority
  dice.
  MANEUVERS
  You know two maneuvers of your choice, which are
  detailed under "Maneuvers" below, and you earn more
  at higher levels, as shown in the Maneuvers Known
  column of the scholar class table. Many maneuvers
  enhance an attack in some way. You can use only one
  maneuver per attack, and you may only use each
  maneuver once per turn.
  Each time you learn new maneuvers, you can also
  replace one maneuver you know with a di�erent one.
  SUPERIORITY DICE
  You have two superiority dice, which are d6s, and you
  earn more at higher levels, as shown in the Superiority
  Dice column of the scholar class table. This die changes
  as you gain scholar levels, as shown in the Academic
  Superiority column of the scholar class table. A
  superiority die is expended when you use it.
  You regain all of your expended superiority dice
  when you �nish a short or long rest.
  SAVING THROWS
  Some of your maneuvers require your target to make a
  saving throw to resist the maneuver's e�ects. The
  saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your pro�ciency bonus + 
  your Intelligence modi�er
  MANEUVERS
  The maneuvers are presented in alphabetical order.
  ADMINISTER AID
  As an action, you can expend a superiority die to tend
  to a creature you can touch. The creature regains a
  number of hit points equal to the number rolled + your
  Intelligence modi�er.
  ASSESS THE SITUATION
  You can expend one superiority die to make a Wisdom
  (Perception) or Intelligence (Investigation) check as a
  bonus action, adding the superiority die to the check.
  CRIPPLING STRIKE
  When you hit a creature with a weapon attack, you can
  expend one superiority die to cripple the creature. You
  add the superiority die to the attack's damage roll and
  the creature's speed is reduced by 10 feet until the end
  of their next turn.
  DELIBERATE MOVEMENT
  You can expend one superiority die to take the
  Disengage action as a bonus action and ignore the
  e�ects of standard di�cult terrain until the end of your
  turn.
  EXPLOIT WEAKNESS
  When you hit a creature with a weapon attack, you can
  expend a superiority die and deal additional damage
  equal to the number rolled. This damage cannot be
  reduced in any way.
  GOADING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to goad the
  target into attacking you. You add the superiority die to
  the attack's damage roll, and the target must make a
  Wisdom saving throw. On a failed save, the target has
  disadvantage on all attack rolls against targets other
  than you until the end of your next turn.
  HEADS UP
  When a friendly creature who can see or hear you
  makes a saving throw, you can use your reaction and
  expend a superiority die, adding the number rolled to
  the result of the saving throw. You can use this
  maneuver before or after making the saving throw, but
  before any e�ects of the saving throw are determined.
  MEASURED ACTION
  As a reaction when you make a roll for a contested skill
  check, you can expend a superiority die to add to the
  roll. You can use this maneuver before or after making
  the contested skill check roll, but before any e�ects of
  the contested skill check are determined.
  ONE STEP AHEAD
  When you roll initiative and you are not surprised, you
  can expend a superiority die and add the number rolled
  to your initiative.
  TARGETED STRIKE
  When an ally makes an attack against a creature, you
  can use your reaction to expend a superiority die. You
  add the superiority die to the attack roll, and the
  damage roll if it hits. You can use this maneuver before
  or after the attack roll, but before the GM determines
  whether or not the attack hits.
  CRITICAL ANALYSIS
  At 1st level, you are able to analyze a target, develop a
  plan on how to best overcome any potential obstacle,
  and execute that plan with ruthless e�ciency. As a
  bonus action on your turn, you can analyze a target you
  can see within 60 feet of you. For the next minute, or
  until you analyze another target, you gain the following
  bene�ts:
  When you analyze a hostile creature, your attack and
  damage rolls made with weapons with the �nesse
  property or blaster weapons against that target may
  use your Intelligence modi�er instead of Strength or
  Dexterity.
  When you analyze a friendly creature, the target can
  end your Critical Analysis on them (no action required)
  to add your Intelligence modi�er to one attack roll,
  ability check, or saving throw. Once a friendly creature
  has bene�ted from this ability, they can not do so again
  until they complete a short or long rest.
  PART 1 | CLASSES
  88
  
  DISCOVERY
  As you adventure, your studies have helped you
  discover new practices you can apply to your skills.
  At 2nd level, you master two discoveries of your
  choice. Your discovery options are detailed at the end
  of the class description. When you gain certain scholar
  levels, you gain additional discoveries of your choice, as
  shown in the Discoveries column of the scholar class
  table.
  Additionally, when you gain a level in this class, you
  can choose one of the discoveries you know and
  replace it with another discovery that you could learn at
  that level.
  SAGE ADVICE
  When you reach 2nd level, you can spend 1 minute
  spreading your knowledge and experience, advising
  those around you. When you do so, choose a skill or
  tool you are pro�cient with and a number of friendly
  creatures up to your Intelligence modi�er within 30 feet
  of you who can hear you and who can understand you.
  Once within the next hour, the next time each creature
  would make an ability check with the chosen skill or
  tool, they may add their pro�ciency bonus to the roll if
  they are not already pro�cient. A creature may only
  bene�t from this feature once. If a creature is targeted
  by this feature again before using it, they can choose to
  retain the �rst bene�t or replace it with the new skill or
  tool instead.
  Once you've used this feature, you can't use it again
  until you �nish a long rest. Starting at 13th level, you
  regain the ability to use it after you complete a short or
  long rest.
  EXPERTISE
  At 3rd level, choose two of your skill pro�ciencies, or
  one of skill pro�ciencies and one of your tool
  pro�ciencies, or two of your tool pro�ciencies. You gain
  expertise in those skills or tools.
  At 10th level, you can choose another two
  pro�ciencies (in skills or tools) to gain this bene�t.
  ACADEMIC PURSUIT
  At 3rd level, you dedicate your studies towards a
  pursuit, which is detailed at the end of the class
  description. The pursuit you choose grants you features
  at 3rd level, and again at 6th, 9th, and 17th 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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  MULTITASKER
  Starting at 5th level, you can take a second reaction
  each round. You can only take one reaction per turn.
  CALM AND COLLECTED
  Beginning at 14th level, when you make a saving throw
  from an e�ect you can see, you may gain a bonus to the
  saving throw equal to your Intelligence modi�er.
  Once you have used this feature, you must wait until
  a short or long rest before using it again.
  ADAPTABLE INTELLECTUAL
  At 18th level, you are able to e�ectively prepare for any
  mission on hand. At the end of a long rest, you may
  choose one of the discoveries you know and replace it
  with another discover that you could learn at that level.
  KNOWLEDGE UNBOUND
  When you reach 20th level, you are the pinnacle of your
  pursuit. Your Intelligence score increases by 4. Your
  maximum for that score increases by 4. Additionally,
  you may use any maneuver you know without
  expending a superiority die, rolling a d4 instead.
  ACADEMIC PURSUITS
  Your pursuit is a representation 
  of which �elds you have studied 
  or how you practically apply 
  your knowledge.
  PART 1 | CLASSES
  89
  
  DISCOVERIES
  The discoveries are presented in alphabetical order. If a
  discovery has prerequisites, you must meet them to
  learn it. If a discovery requires a level, you must be that
  level in this class to learn the discovery. You can learn
  the discovery at the same time you meet its
  prerequisites.
  ACADEMIC MEMORY
  You can recall anything you have read in the past
  month that you understand. This includes but are not
  limited to books, maps, signs, and lists.
  ADAPTIVE
  Prerequisite: 15th level 
  When the target of your Critical Analysis feature is
  reduced to 0 hit points, you can use your reaction to
  change the target of your analysis to another creature
  within range.
  AMBASSADOR
  You learn three additional languages of your choice.
  You my choose this discovery multiple times.
  CLEVER APPLICATIONS
  You gain pro�ciency with improvised weapons, and
  they gain the �nesse property for you. Additionally,
  when you make an attack with an improvised weapon,
  it deals 1d6 damage.
  You can your Sage Advice feature to give friendly
  creatures improvised weapon pro�ciency if they don't
  already have it, following the same rules of that feature
  as if it were a skill or tool. The friendly creatures retain
  this pro�ciency for the entire duration instead.
  MENTAL PROWESS
  When you make a Strength (Athletics) or Dexterity
  (Acrobatics) check to grapple a creature or break out of
  a grapple, net, and other restraining equipment, you
  can use your Intelligence modi�er instead of Strength
  or Dexterity.
  HARDENED MIND
  Prerequisite: 9th level 
  You have advantage on saving throws against illusions
  and on Intelligence checks to discern them from reality.
  You also gain resistance to psychic damage.
  LIFELONG LEARNING
  You gain pro�ciency in a skill and a tool, or two tools.
  You can select this discovery multiple times, each
  time choosing a new skill and a tool, or two new tools.
  LINGERING ADVICE
  Prerequisite: 5th level 
  When you use your Sage Advice feature, the targeted
  creatures retain the bene�t from your instruction for
  the full duration.
  MASTER'S ADVICE
  When you use your Sage Advice feature, the �rst time
  each targeted creature makes the chosen skill check,
  they gain an additional bonus to the roll equal to your
  Intelligence modi�er.
  PERFECT MANEUVER
  Prerequisite: 15th level 
  When you roll a 1 on a superiority die, you can reroll the
  die and must use the new roll.
  QUICK ANALYSIS
  Prerequisite: 9th level 
  When you roll initiative and aren't surprised, you can
  use your reaction to use your Critical Analysis feature.
  RELIABLE SOURCES
  Prerequisite: 9th level 
  When you make an Intelligence (Lore) or Intelligence
  (Nature) skill check that lets you add your pro�ciency
  bonus, you can treat a d20 roll of 9 or lower as a 10.
  RESOLUTE
  When you make a saving throw to resist charm and fear
  e�ects, you may add your Intelligence modi�er to the
  roll.
  RUNNING ON FUMES
  You only need 4 hours of sleep to gain the bene�t of a
  long rest.
  Additionally, you have advantage on saving throws
  against exhaustion.
  SURVIVAL EXPERT
  When you make a Survival skill check, you may use your
  Intelligence modi�er instead of your Wisdom modi�er.
  Additionally, you have advantage on saving throws
  against poison.
  TARGETED ANALYSIS
  Prerequisite: 5th level 
  Your attack rolls against the target of your critical
  analysis feature cannot su�er from disadvantage.
  TECH AMATEUR
  Choose one 1st-level tech power. You learn that power
  and can cast it at its lowest level without expending
  tech points. Once you cast it in this way, you must �nish
  a long rest before you can cast it again. Your
  techcasting ability for this power is Intelligence.
  You can select this discovery multiple times. Each
  time you do so, you must choose a di�erent power.
  UNIVERSAL LANGUAGE
  You can communicate simple ideas with any creature
  with an Intelligence score of 6 or higher through basic
  expressions and gestures.
  PART 1 | CLASSES
  90
  
  PHYSICIAN PURSUIT
  Physicians study the medical, anatomical, and biological
  sciences. Those scholars who choose the Physician
  Pursuit use their knowledge to mend their allies on the
  �eld and deal crippling blows with surgical precision.
  MEDICAL PRACTITIONER
  When you choose this pursuit at 3rd level, you gain
  pro�ciency with biochemist's kits and your choice of
  Medicine or Nature skills. Additionally, when you make
  a Wisdom (Medicine) check, you gain a bonus to the
  check equal to your Intelligence modi�er.
  REMOTE HEALER
  Also at 3rd level, you have learned to deploy medicine
  from a range. When you use a maneuver targeting an
  ally that is the target of your Critical Analysis feature,
  that maneuver's range becomes 30 feet.
  ADDITIONAL MANEUVERS
  Lastly at 3rd level, you gain access to new maneuvers
  which re�ect the progress of your studies into the
  medical arts. Whenever you learn a new maneuver, you
  can choose from any of the following as well. The
  maneuvers are listed in alphabetical order.
  ADRENALINE HIT
  You can use an action and expend one superiority die
  to inject a creature with regenerative medication that
  temporarily enhances their agility. When you do so, a
  creature you can touch regains hit points equal to the
  superiority die roll. Additionally, until the start of your
  next turn, when that creature would take damage, the
  amount is reduced by an amount equal to your
  Intelligence modi�er.
  EMERGENCY PRESCRIPTION
  As an action, you can expend one superiority die and
  touch a creature. That creature regains hit points equal
  to result of the die + your Intelligence modi�er, and
  when that creature makes their �rst ability check, attack
  roll, or saving throw before the start of your next turn
  they roll the superiority die and add it to the roll.
  ENHANCEMENT INJECTION
  As an action, you can expend one superiority die to
  inject a creature you can touch with enhancements,
  granting them temporary hit points equal to the
  superiority die roll + your Intelligence modi�er, which
  last for 1 minute. Additionally, when the target makes a
  Strength or Constitution check or saving throw while it
  has these temporary hit points, it gains a bonus equal
  to your Intelligence modi�er.
  NEUROBLOCK
  When you make an attack roll, you can expend a
  superiority die and add it to the attack roll. On a hit, the
  creature's next attack has disadvantage and it cannot
  regain hit points until the start of your next turn.
  PART 1 | CLASSES
  91
  
  REASSURE
  As an action, you can expend a superiority die and call
  out to a creature within 60 feet that can see or hear you
  that is charmed, frightened, or stunned. When you do
  so, that creature immediately makes another saving
  throw, adding the amount rolled to the save.
  REMOVE TOXINS
  As an action, you can expend a superiority die to purge
  the toxins from a creature you can touch. The target
  regains hit points equal to the number rolled and, if it is
  poisoned or diseased, you neutralize the poison or
  disease. If more than one poison or disease a�icts the
  target, you neutralize one poison or disease that you
  know is present, or you neutralize one at random.
  SMELLING SALTS
  As a bonus action, you can expend a superiority die to
  heal a creature you can touch by a number of hit points
  equal to the number rolled.
  TRANSFUSION
  Once per turn when you hit a creature with a �nesse
  melee weapon, you can expend a superiority to give
  you or an ally that is within 5 feet of the creature a
  transfusion. Add the superiority dice to the damage you
  deal. You or your ally gain hit points equivalent to the
  damage you deal to the creature.
  You can be the creature hit with the attack as long as
  there is an ally with 5 feet of you, in which you can let it
  hit without rolling an attack and must choose an ally to
  heal with the transfusion.
  WEAK POINT STRIKE
  When you hit a creature with a weapon attack, you can
  expend a superiority die to temporarily daze the
  creature. Add the number rolled to the damage of the
  weapon attack and the creature must succeed on a
  Constitution saving throw or be stunned until the end
  of its next turn.
  FIELD SURGEON
  Beginning at 6th level, whenever you expend
  superiority dice to restore hit points or grant temporary
  hit points to a creature, you can roll an additional die d6
  and add it to the roll. This die increases when you reach
  certain levels in this class: 1d8 at 7th level, 1d10 at 11th
  level, and to 1d12 at 15th level.
  Additionally, whenever you expend superiority dice to
  restore hit points or grant temporary hit points to a
  creature, if the creature is the target of your Critical
  Analysis, you can instead choose the maximum on both
  dice. Once you've used this feature, you must �nish a
  short or long rest before you can use it again. Starting
  at 11th level, you can use it twice before a rest, but only
  once on the same turn.
  RESUSCITATE
  Starting at 9th level, through your medical studies you
  have learned to delay seemingly inevitable death. As a
  bonus action, you can stabilize a creature you can touch
  that has 0 hit points.
  Additionally, as an action, you can tend to a creature
  you can touch that has died since the end of your last
  turn. The creature immediately regains 1 hit point and
  stabilizes. Once you've used this feature, you must
  complete a short or long rest before you can use it
  again.
  PANACEA
  Once you've reached 17th level, you've developed the
  formula to concoct a cure-all miracle solution: a
  panacea. Over the course of 10 minutes, you can
  expend rare medical supplies worth 1,000 cr to create
  your panacea in a simple syringe. The panacea retains
  its potency for 24 hours. As a bonus action, a creature
  can use the panacea. Alternatively, as an action, they
  can administer it to another creature within 5 feet.
  The target has its exhaustion level reduced by one
  and regains all of its hit points. If the target is diseased,
  poisoned, paralyzed, or stunned, the condition ends.
  Once you create a panacea, you can't create another
  until you �nish a long rest.
  PART 1 | CLASSES
  92
  
  DISCOVERIES (PHYSICIAN)
  When you select this pursuit, you gain access to new
  discoveries which re�ect the progress of your studies
  into the medical arts. Whenever you learn a new
  discovery, you can choose from any of the following as
  well. The discoveries are listed in alphabetical order.
  ADVANCED REMOTE HEALER
  Prerequisite: 12th level, Physician Pursuit 
  The range of your Remote Healer feature increases to
  60 feet.
  EXPERIMENTAL TREATMENTS
  Prerequisite: Physician Pursuit 
  Your medication and treatments are known to be
  untested and unstable. Immediately after you use a
  maneuver that causes a creature to regain hit points or
  gain temporary hit points, you can choose to roll on the
  Side E�ects table to the right. The condition or e�ect
  lasts until the creature completes a long rest, or you
  use this feature again.
  You can use this feature a number of times equal to
  your Intelligence modi�er. You regain all expended uses
  when you �nish a short or long rest.
  FROM THE BRINK
  Prerequisite: 7th level, Physician Pursuit 
  If the target of your Critical Analysis feature would be
  reduced to 0 hp, you may use your reaction and end
  your Critical Analysis feature to have them be reduced
  to 1 hp instead. Once a creature has bene�ted from this
  feature, they must complete a long rest before they can
  do so again.
  HEALTH ADVISOR
  Prerequisite: Physician Pursuit 
  Whenever a creature that is a target of your Critical
  Analysis feature begins their turn, you can use your
  reaction to give them temporary hit points equal to
  one-fourth your scholar level (rounded down) + your
  Intelligence modi�er (minimum of one) which last until
  the start of their next turn.
  PATIENT PROTECTOR
  Prerequisite: 5th level, Physician Pursuit 
  When you attack creatures that are within 5 feet of an
  ally that is the target of your Critical Analysis feature,
  attack rolls and damage rolls made on them with a
  �nesse or ranged weapon may use your Intelligence
  modi�er instead of Strength of Dexterity.
  SURGICAL PRECISION
  Prerequisite: 5th Level, Physician Pursuit 
  When you hit a creature that is the target of your
  Critical Analysis feature with a weapon attack, it takes
  additional damage equal to your Dexterity modi�er.
  TEND THE WOUNDED
  Prerequisite: Physician Pursuit  
  If you or any friendly creatures you can touch regain hit
  points by spending one or more Hit Dice at the end of a
  short rest, each of those creatures regain 1d6 extra hit
  points.
  This die increases when you reach certain levels in
  this class: 1d8 at 7th level, 1d10 at 11th level, and to
  1d12 at 15th level.
  d20 Side E�ects
  1
  The creature turns out to be allergic to this speci�c
  treatment. Every ability score is reduced by 1.
  2
  The creature starts sneezing uncontrollably. Any attack
  rolls with a die roll value of 19 results in a miss due to a
  poorly timed sneeze.
  3
  The creature's legs become swollen. Their move speed
  becomes at most half their normal movement speed.
  4
  The creature becomes one size larger or smaller (up to
  DM).
  5
  The skin at their joints turns into a wooden material,
  giving them a bonus of +2 to AC.
  6
  The creature's body starts producing powerful stomach
  acid in high amounts. The creature can use an action to
  spew stomach acid in a 15 feet cone. The DC for this
  saving throw equals 8 + your Constitution modi�er +
  your pro�ciency bonus. A creature takes 2d6 acid
  damage on a failed save, and half as much damage on a
  successful one. The damage increases to 3d6 at 6th level,
  4d6 at 11th level, and 5d6 at 16th level.
  7
  The creature becomes mute and has uncontrollable gas.
  They have disadvantage on Dexterity (Stealth) checks
  that rely on smell.
  8
  The creature's eyes glows bright red. The creature also
  gains darkvision, but if they already have darkvision they
  get a light headache instead.
  9
  The creature gains +4 to perception checks based on
  hearing, but everything seems uncomfortably loud to
  them. They gain vulnerability to sonic damage.
  10 The treatment slows down their brain function, reducing
  their Intelligence by 4. Their speech is also slowed.
  11 The creature's skin turns dark purple. If they are already
  purple, they turn bright pink instead.
  12
  The creature becomes covered in sickly, green pustules.
  When the creature is hit by a melee attack, the attacker
  takes 1d4 poison damage.
  13
  The creature's skin starts to seriously bloat up from
  internal pressure build-up, and a strong impact may
  cause it to explode. Whenever the creature takes
  damage, the creature has to pass a concentration check
  or the creature takes kinetic damage equal to half their
  maximum hit points. Other creatures within 10 feet of
  the explosion also take a fourth of the damage. Once
  this explosion occurs, their skin becomes very soft.
  14
  The creature rapidly grows body hair all over, including
  the face, until they resemble a wookiee. If they are
  already a wookiee, the reverse e�ect occurs; all hair
  immediately falls o�, leaving the skin bare.
  15
  The creature's body �uctuates to unnaturally high and
  low temperatures. They gain resistance to cold and �re
  damage.
  16 The creature becomes ravenous. Every hour they haven't
  eaten a meal they gain a level of exhaustion.
  17 The creature believes they are the chosen one.
  18 The create has a di�cult time resting. The amount they
  heal from hit dice is now half the hit die roll.
  19 The creature's movement speed is increased by 15 feet,
  and opportunity attacks on them have disadvantage.
  20 The creature gains 10d10 hit points, and they feel happy
  and carefree.
  PART 1 | CLASSES
  93
  
  POLITICIAN PURSUIT
  Politicians study social & political sciences. Those
  scholars who choose the Politician Pursuit know how to
  best present themselves to manipulate the masses into
  doing their bidding or allow them and their allies to
  carry out their business without impediment. They also
  understand the importance of self-preservation for a
  political �gure.
  SILVER TONGUE
  When you choose this pursuit at 3rd level, you learn
  one language of your choice. Additionally, you gain a
  bonus to your choice of Deception, Intimidation,
  Performance, or Persuasion equal to your Intelligence
  modi�er.
  MOTIVATING DIPLOMAT
  Also at 3rd level, when you are the target of your Critical
  Analysis feature, you and all allies within 10 feet of you
  gain a bonus to their AC equal to half your Intelligence
  modi�er (rounded down).
  ADDITIONAL MANEUVERS
  Lastly at 3rd level, you gain access to new maneuvers
  which re�ect the progress of your studies into the
  political world. Whenever you learn a new maneuver,
  you can choose from any of the following as well. The
  maneuvers are listed in alphabetical order.
  CALL TO ARMS
  If you are surprised at the start of combat and aren't
  incapacitated, you can expend one superiority die to act
  normally. Additionally, on your �rst turn in combat, as a
  bonus action you can make a call to arms. When you do
  so, a number of creatures equal to the amount rolled
  on the superiority die that you choose within 30 feet
  who can see or hear you may act normally on their �rst
  turn.
  CALL THE GUARDS
  When a creature makes an attack roll against you, you
  can use your reaction and expend a superiority die and
  command a willing ally within 5 feet of that creature to
  use their reaction to intercede. The creature is then
  forced to make an attack on the ally instead. If the
  attack misses, the ally can immediately make a weapon
  attack against that creature as a part of that same
  reaction. Roll the superiority die, and add the result to
  the ally's attack roll.
  CHARGE
  As a bonus action on your turn, you can expend one
  superiority die to spurn your allies to move. Until the
  start of your next turn, creatures you choose within 10
  feet of you who can see or hear you can move an
  additional distance equal to 5 times the superiority die
  rolled on their turn and ignore unenhanced di�cult
  terrain.
  ENCOURAGING SPEECH
  You can expend a superiority die to give an encouraging
  speech, spending the next minute rallying your allies.
  You grant a number of creature up to your Intelligence
  modi�er temporary hit points equal to the amount
  rolled on the superiority die + your Intelligence
  modi�er.
  INCITE
  On your turn, you can use an action and expend one
  superiority die to bolster the resolve of one of an ally.
  When you do so, choose an ally who can see or hear
  you within 30 feet of you. The ally can add your
  Intelligence modi�er to every damage roll they make
  until the start of your next turn.
  OVERWHELMING PRESENCE
  As an action, you can make a Charisma (Persuasion) or
  Charisma (Intimidation) skill check and expend one
  superiority die to attempt to charm or frighten a
  humanoid creature who can see or hear you within 60
  feet. Add the superiority die to the roll. The target
  makes a contested Wisdom (Insight) check. If your
  check succeeds, the target is charmed by you if you
  used Persuasion, or frightened of you if you used
  Intimidation, until the end of your next turn.
  SELF-PRESERVATION
  As a reaction when you make a saving throw against an
  e�ect you can see, you can expend a superiority die
  and add the result. You can use this maneuver before
  or after making the saving throw, but before any e�ects
  of the saving throw are determined.
  PART 1 | CLASSES
  94
  
  STEADY THE NERVES
  As an action, you can expend one superiority die to
  strengthen your allies' defences. Roll a superiority die.
  Until the end of your next turn, you and all allies within
  5 feet of you when you use this action has a bonus to
  any saving throws they make equal to amount rolled.
  TYRANNICAL STRIKE
  When you hit a creature with a weapon attack, you can
  expend one superiority die and use your reaction to
  issue a one-word command to a creature who can see
  or hear you. You add the superiority die to the attack's
  damage roll, and the target must succeed on a Wisdom
  saving throw. On a failed save, the target must follow
  the command on its next turn.
  The target automatically succeeds if it is immuned to
  charm, it doesn't understand your language, or if your
  command is directly harmful to it.
  FORCE OF PERSONALITY
  Beginning at 6th level, as an action, you suggest a
  course of activity (limited to a sentence or two) to
  in�uence a creature you can see within range that can
  hear and understand you. Creatures that can't be
  charmed are immune to this e�ect. The suggestion
  must be worded in such a manner as to make the
  course of action sound reasonable. Asking the creature
  to stab itself, throw itself onto a spear, immolate itself,
  or do some other obviously harmful act ends the e�ect.
  The target must make a Wisdom saving throw against
  your maneuver save DC. On a failed save, the target is
  charmed by you, and it pursues the course of action
  you described to the best of its ability. The suggested
  course of action can continue for up to 24 hours. If the
  suggested activity can be completed in a shorter time,
  the e�ect ends when the subject �nishes what it was
  asked to do.
  You can also specify conditions that will trigger a
  special activity during the duration. For example, you
  might suggest that an o�cer givers her gun to the �rst
  smuggler she meets. If the condition isn't met before
  the e�ect ends, the activity isn't performed.
  If you or any of your companions damage the target,
  the e�ect ends.
  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.
  REASSEMBLE
  Starting at 9th level, you may use to a bonus action to
  call your allies towards you. When you do so, choose a
  number of creatures that you can see within 60 feet of
  you equal to your Intelligence modi�er (minimum of
  one). They can use their reaction to immediately move
  directly towards you up to their movement speed. This
  movement does not provoke opportunity attacks.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  BEGUILING PRESENCE
  Once you've reach 17th level, humanoids within 60 feet
  are particularly susceptible to your presence.
  Humanoids within range have disadvantage on saving
  throws against any charm or fear e�ects from you.
  DISCOVERIES (POLITICIAN)
  When you select this pursuit, you gain access to new
  discoveries which re�ect the progress of your studies
  into the political world. Whenever you learn a new
  discovery, you can choose from any of the following as
  well. The discoveries are listed in alphabetical order.
  CHARMING FEINT
  Prerequisite: Politician Pursuit 
  Allies within range of your Motivating Diplomat feature
  also gain a bonus to their damage roll equal to half your
  Intelligence modi�er (rounded down).
  DEMANDING LEADER
  Prerequisite: 5th level, Politician Pursuit 
  The range of each of your maneuvers increases by 10
  feet. If the range is touch, it becomes 10 feet.
  DOMINATING PRESENCE
  Prerequisite: 15th level, Politician Pursuit 
  As a bonus action, you can call out to a humanoid who
  can understand you that is charmed by you or
  frightened of you to direct their next action. The target
  must succeed a Wisdom saving throw against your
  maneuver save DC. On a failed save, until the end of
  your next turn, the creature takes only the actions you
  choose, and doesn't do anything that you don't allow it
  to do.
  During this time you can use your reaction to force
  the creature to use its reaction.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  INFLUENCER
  Prerequisite: 5th level, Politician Pursuit 
  The range on the your Motivating Diplomat feature is
  increased to 15 feet.
  RELIABLE WORDS
  Prerequisite: 9th level, Politician Pursuit 
  When you make a Deception, Intimidation, or
  Persuasion skill check, you may treat any roll 9 or lower
  as if you had rolled a 10.
  SOCIAL OPPORTUNIST
  You can add half your pro�ciency bonus (rounded
  down) to any Charisma check you make that doesn't
  already include your pro�ciency bonus.
  TYRANT'S FEROCITY
  Prerequisite: Politician Pursuit 
  You have advantage on any attack against a creature
  that is charmed by you or frightened of you.
  PART 1 | CLASSES
  95
  
  TACTICIAN PURSUIT
  Tacticians study strategy and the ways of war. Those
  scholars who choose the Tactician Pursuit train
  themselves and their allies in combat maneuvers to
  deftly eliminate their foes through clever positioning,
  and �erce, timely attacks.
  BATTLE PROFICIENCIES
  When you choose this pursuit at 3rd level, you gain
  pro�ciency in martial blasters and martial
  vibroweapons.
  TACTICAL MASTERY
  Also at 3rd level, you learn to better command your
  allies to victory from afar. Your Critical Analysis range is
  increased to 90 feet.
  ADDITIONAL MANEUVERS
  Lastly at 3rd level, you gain access to new maneuvers
  which re�ect your mastery in the �eld of combat.
  Whenever you learn a new maneuver, you can choose
  from any of the following as well. The maneuvers are
  listed in alphabetical order.
  BOLSTER
  On your turn, you can use a bonus action and expend
  one superiority die to bolster the resolve of one of your
  companions. When you do so, choose a friendly
  creature who can see or hear you. That creature gains
  temporary hit points equal to the superiority die roll +
  your Intelligence modi�er.
  COMMANDER'S STRIKE
  When you take the Attack action on your turn, you can
  forgo one of your attacks and use a bonus action to
  direct one of your companions to strike. When you do
  so, choose a friendly creature within 60 feet who can
  see or hear you and expend one superiority die. That
  creature can immediately use its reaction to make one
  weapon attack, adding your superiority die to the
  attack's damage roll.
  DISARMING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to disarm the
  target, forcing it to drop one item of your choice that it's
  holding. You add the superiority die to the attack's
  damage roll, and the target must make a Strength
  saving throw. On a failed save, it drops the object you
  choose. The object lands at its feet.
  DISTRACTING STRIKE
  When you hit a creature with a weapon attack, you can
  expend one superiority die to distract the creature,
  giving your allies an opening. You add the superiority
  die to the attack's damage roll. The next attack roll
  against the target by an attacker other than you has
  advantage if the attack is made before the start of your
  next turn.
  MANEUVERING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to maneuver one of your
  allies into a more advantageous position. You add the
  superiority die to the attack's damage roll, and you
  choose a friendly creature who can see or hear you.
  That creature can use its reaction to move up to half
  its speed without provoking opportunity attacks from
  the target of your attack.
  PUSHING ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to drive the
  target back. You add the superiority die to the attack's
  damage roll, and if the target is Large or smaller, it must
  make a Strength saving throw. On a failed save, you
  push the target up to 15 feet away from you.
  PART 1 | CLASSES
  96
  
  RIPOSTE
  When a creature misses you with a melee attack, you
  can use your reaction and expend one superiority die to
  make a melee weapon attack against the creature. If
  you hit, you add the superiority die to the attack's
  damage roll.
  SCHOLAR'S PARRY
  When a creature damages you with a weapon attack,
  you can use your reaction and expend one superiority
  die to reduce the damage by the number you roll on
  your superiority die + your Intelligence modi�er.
  TARGETED ATTACK
  When you make a weapon attack roll, you can expend
  one superiority die to add it to the roll. You can use this
  maneuver before or after making the attack roll, but
  before any e�ects of the attack are applied.
  TRIP ATTACK
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to knock the
  target down. You add the superiority die to the attack's
  damage roll, and if the target is Large or smaller, it must
  make a Strength saving throw. On a failed save, you
  knock the target prone.
  FIRE AS ONE
  Beginning at 6th level, you can focus your target down
  with the help with an ally. Once per round, whenever
  the creature that is the target of your Critical Analysis
  feature is attacked by someone other than you, you can
  use your reaction to make one weapon attack against
  them.
  BATTLEFIELD SURVEY
  Starting at 9th level, you become a master at leading
  your allies around in a battle�eld you have studied.
  When you spend 10 minutes observing an area that is
  within 120 feet from you, or by using a detailed map,
  select a number of creatures up to your Intelligence
  modi�er. You and those selected allies ignore
  unenhanced di�cult terrain, and have advantage on
  Dexterity (Stealth) checks in that area.
  ALL-OUT ATTACK
  Once you've reached 17th level, you can use your action
  to initiate an all-out attack. Choose a number of allies
  up to your Intelligence modi�er within 60 feet who can
  see or hear you. The chosen allies may then
  immediately use their reaction to make one weapon
  attack against a target of your choice. You may choose
  the target for each attack separately.
  Once you use this feature, you cannot use it again
  until you �nish a short or long rest.
  DISCOVERIES (TACTICIAN)
  When you select this pursuit, you gain access to new
  discoveries which re�ect your mastery in the �eld of
  combat. Whenever you learn a new discovery, you can
  choose from any of the following as well. The
  discoveries are listed in alphabetical order.
  COMMANDER'S ARMOR
  Prerequisite: 5th level, Tactician Pursuit 
  You gain pro�ciency in medium armor.
  CONTINGENCY PLAN
  Prerequisite: 9th level, Tactician Pursuit 
  When the target of your Critical Analysis feature scores
  a critical hit, you can use your reaction and expend a
  superiority die to treat the attack as a normal hit
  instead.
  FIGHTING STYLE
  Prerequisite: Tactician Pursuit 
  You adopt a particular style of �ghting as your specialty.
  Choose one of the Fighting Style options, detailed in
  Chapter 6. You can't take a Fighting Style option more
  than once, even if you later get to choose again.
  FIRING COMMAND
  Prerequisite: Tactician Pursuit 
  As a bonus action, you can take the Help action.
  Additionally, when you take the Help action, it has a
  range of 30 feet.
  OBSERVANT LEADER
  Prerequisite: Tactician Pursuit 
  You can add your Intelligence modi�er to any Wisdom
  (Perception) skill checks you make.
  STUDIED COMMANDER
  Prerequisite: Tactician Pursuit 
  When you make an Intelligence (Lore) or Intelligence
  (Technology) check related to battles, tactics, or
  weaponry, you may expend a superiority die and add it
  to the roll.
  TACTICAL RETREAT
  Prerequisite: Tactician Pursuit 
  When you take the Dash action, opportunity attacks
  made against you are made at disadvantage.
  UNBOUND COMMANDER
  Prerequisite: 12th level, Tactician Pursuit 
  You learn to command your allies to 
  victory from afar. Your Critical 
  Analysis range is increased to 
  120 feet.
  PART 1 | CLASSES
  97
  
  SCOUT
  ROUGH AND GRIZZLED LOOKING, A HUMAN STALKS ALONE THROUGH
  the shadows of trees, hunting the quarry he knows is
  planning a raid on a nearby settlement. Clutching a
  techblade in each hand, he becomes a whirlwind of
  steel, cutting down one enemy after another.
  After tumbling away from the shrapnel of a missile's 
  explosion, a bothan �nds her feet and quick-�res two 
  shots from her carbine at the oncoming tank. 
  Shrugging o� the wave of fear that threatens to 
  permeate her entire being, she strafes around her foe, 
  �ring shot after shot to try to penetrate the tank's thick 
  armor.
  Glancing at his wristpad, a sullustan looks through
  the eyes of his tracker droid. Transmitting instructions,
  he sends his droid to distract the houk he's been
  tracking while he readies his sniper ri�e for the shot.
  Scouts are the �rst on the trail and the last to lose it,
  tracking their quarry for miles unimpeded. They are
  adaptable, wielding both tech powers and their
  weaponry to overcome their foes.
  DEADLY HUNTERS
  Warriors in their own right, scouts specialize in tracking
  and hunting the monsters that threaten civilization—
  humanoid raiders, rampaging beasts and monstrosities,
  terrible Force-wielders, and renegade droids. They learn
  to track their quarry as a predator does, moving
  stealthily through any terrain and hiding themselves in
  brush and rubble. Scouts focus their combat training on
  techniques that are particularly useful against their
  speci�c favored foes.
  Scouts acquire the ability to cast tech powers 
  through utilization of a wristpad. Their powers, like 
  their combat abilities, emphasize speed, stealth, and 
  the hunt. A scout's talents and abilities are honed with 
  deadly focus on the grim task of protecting the 
  civilization.
  INDEPENDENT ADVENTURERS
  Though a scout might make a living as a bounty hunter,
  a guide, or a tracker, a scout's true calling is to defend
  civilization from the ravages of monsters and humanoid
  hordes that press in. In some places, scouts gather in
  secretive orders, though many scouts are independent
  almost to a fault, knowing that, when a rancor or a
  band of pirates attacks, a scout might be the �rst—and
  possibly the last—line of defense. This �erce
  independence makes scouts well suited to adventuring,
  since they are accustomed to life far from the comforts
  of a dry bed and a hot bath. Faced with city-bred
  adventurers who grouse and whine about the
  hardships of the wild, scouts respond with some
  mixture of amusement, frustration, and compassion.
  But they quickly learn that other adventurers who can
  carry their own weight in a �ght against civilization's
  foes are worth any extra burden. Coddled city folk
  might not know how to feed themselves or �nd fresh
  water in the wild, but they make up for it in other ways.
  CREATING A SCOUT
  As you create your scout character, consider the nature
  of the training that gave you your particular capabilities.
  Did you train with a single mentor, tracking together
  until you mastered the scout's ways? Did you leave your
  apprenticeship, or was your mentor slain—perhaps by
  the same kind of monster that became your favored
  enemy? Or perhaps you learned your skills as part of a
  band of mercenaries.
  What's the source of your particular hatred of a
  certain kind of enemy? Did a monster kill someone you
  loved or destroy your home village? Or did you see too
  much of the destruction these monsters cause and
  commit yourself to reining in their depredations? Is
  your adventuring career a continuation of your work, or
  a signi�cant change?
  What made you join up with a band of adventurers?
  Do you �nd it challenging to teach new allies the ways
  of the wild, or do you welcome the relief from solitude
  that they o�er?
  QUICK BUILD
  You can make a scout quickly by following these
  suggestions. First, make Strength or Dexterity your
  highest ability modi�er, depending on whether you
  want to focus on melee combat or on ranged weapons
  (or �nesse weapons). Your next-highest score should be
  Intelligence. Second, choose the bounty hunter
  background.
  PART 1 | CLASSES
  98
  
  THE SCOUT
  Level
  Pro�ciency 
  Bonus
  Features
  Ranger's Quarry 
  Damage Die
  Tech Powers 
  Known
  Tech 
  Points
  Max Power 
  Level
  1st
  +2
  Swift Response, Ranger's Quarry
  d4
  —
  —
  —
  2nd
  +2
  Fighting Style, Techcasting
  d4
  4
  2
  1st
  3rd
  +2
  Path�nder, Scout Technique
  d4
  5
  3
  1st
  4th
  +2
  Ability Score Improvement
  d4
  6
  4
  1st
  5th
  +3
  Extra Attack
  d6
  7
  5
  2nd
  6th
  +3
  Expertise
  d6
  8
  6
  2nd
  7th
  +3
  Technique feature
  d6
  9
  7
  2nd
  8th
  +3
  Ability Score Improvement
  d6
  10
  8
  2nd
  9th
  +4
  —
  d8
  11
  9
  3rd
  10th
  +4
  Commando
  d8
  12
  10
  3rd
  11th
  +4
  Technique feature
  d8
  13
  11
  3rd
  12th
  +4
  Ability Score Improvement
  d8
  14
  12
  3rd
  13th
  +5
  —
  d10
  15
  13
  4th
  14th
  +5
  Combat Tech
  d10
  16
  14
  4th
  15th
  +5
  Technique feature
  d10
  16
  15
  4th
  16th
  +5
  Ability Score Improvement
  d10
  16
  16
  4th
  17th
  +6
  —
  d12
  17
  17
  5th
  18th
  +6
  Supreme Awareness
  d12
  17
  18
  5th
  19th
  +6
  Ability Score Improvement
  d12
  17
  19
  5th
  20th
  +6
  Foe Slayer
  d12
  18
  20
  5th
  CLASS FEATURES
  As a scout, you gain the following class features.
  HIT POINTS
  Hit Dice: 1d10 per scout level
  Hit Points at 1st Level: 10 + your Constitution modi�er
  Hit Points at Higher Levels: 1d10 (or 6) + your
  Constitution modi�er per scout level after 1st
  PROFICIENCIES
  Armor: Light armor, medium armor
  Weapons: All blasters, all vibroweapons
  Tools: None
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Animal Handling, Athletics,
  Insight, Investigation, Perception, Piloting, Stealth,
  Survival, and Technology
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background.
  (a) light battle armor or (b) combat suit, blaster carbine,
  and two power cells
  (a) a simple vibroweapon and a light or medium shield
  generator or (b) two simple vibroweapons
  (a) a hold-out and a power cell or (b) two vibrodaggers
  (a) a dungeoneer's pack or (b) an explorer's pack
  A wristpad
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Funds
  Scout
  1,000 + 5d4 x 100 cr
  PART 1 | CLASSES
  99
  
  SWIFT RESPONSE
  Beginning at 1st level, you learn to react with swift and
  decisive action in combat. You gain the following
  bene�ts:
  You ignore di�cult terrain.
  You add your pro�ciency bonus to initiative rolls.
  On your �rst turn during combat, you have advantage
  on attack rolls against creatures that have not yet acted.
  RANGER'S QUARRY
  Also 1st level, you learn how to e�ectively read and
  track your prey. On your turn, you can choose a
  creature you can see within 90 feet and mark it as your
  quarry (no action required). For the next 10 minutes,
  you gain the following bene�ts:
  Once per round, when you hit the target with a weapon
  attack, you can deal 1d4 additional damage to it of the
  same type as the weapon's damage. This die changes as
  you gain scout levels, as shown in the Ranger's Quarry
  Damage Die column of the scout class table.
  You have advantage on any Wisdom (Perception) or
  Wisdom (Survival) check you make to �nd it while it's on
  the same planet as you.
  You can use this feature a number of times equal to
  your Intelligence modi�er. You regain all expended uses
  when you �nish a short or long rest.
  Starting at 9th level, you can expend two uses of this
  feature to extend the duration to 8 hours. At 17th level,
  you can expend three uses to extend the duration to 24
  hours.
  FIGHTING STYLE
  Beginning at 2nd level, you adopt a particular style of
  �ghting as your specialty. Choose one of the Fighting
  Style options, detailed in Chapter 6. You can't take a
  Fighting Style option more than once, even if you later
  get to choose again.
  TECHCASTING
  Also at 2nd level, you have derived powers from
  schematics with the aid of your wristpad. See chapter
  10 for the general rules of techcasting and chapter 12
  for the tech powers list.
  TECH POWERS KNOWN
  You learn 4 tech powers of your choice, and you learn
  more at higher levels, as shown in the Tech Powers
  Known column of the Scout class table. You may not
  learn a tech power of a level higher than your Max
  Power Level.
  TECH POINTS
  You have a number of tech points equal to your scout
  level, as shown in the Tech Points column of the scout
  class table, + your Intelligence modi�er. You use these
  tech points to cast tech powers. You regain all
  expended tech points when you �nish a short or long
  rest.
  MAX POWER LEVEL
  Many tech powers can be overcharged, consuming
  more tech points to create a greater e�ect. You can
  overcharge these powers to a maximum level, which
  increases at higher levels, as shown in the Max Power
  Level column of the Scout class table.
  You may only cast tech powers at 4th and 5th-level
  once. You regain the ability to do so after a long rest.
  TECHCASTING ABILITY
  Intelligence is your techcasting ability for your tech
  powers. You use your Intelligence whenever a power
  refers to your techcasting ability. In addition, you use
  your Intelligence modi�er when setting the saving
  throw DC for a tech power you cast and when making
  an attack roll with one.
  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 techcasting
  focus for your tech powers.
  PATHFINDER
  Beginning at 3rd level, you are skilled at navigating the
  untamed wilds. You gain the following bene�ts when
  traveling for an hour or more:
  Di�cult terrain doesn't slow your group's travel.
  You can't become lost by unenhanced means.
  Even when you are engaged in another activity while
  traveling (such as foraging, navigating, or tracking), you
  remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you �nd twice as much food as you
  normally would.
  When you make a Wisdom (Survival) check, you gain a
  bonus to the check equal to your Intelligence modi�er.
  SCOUT TECHNIQUE
  Also at 3rd level, you choose to focus on a speci�c scout
  technique, which is detailed at the end of the class
  description. Your choice grants you features at 3rd level
  and again at 7th, 11th, and 15th 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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  EXTRA ATTACK
  Beginning at 5th level, you can attack twice, instead of
  once, whenever you take the Attack action on your turn.
  PART 1 | CLASSES
  100
  
  EXPERTISE
  At 6th level, choose two of your skill pro�ciencies, or
  one of skill pro�ciencies and one of your tool
  pro�ciencies, or two of your tool pro�ciencies. You gain
  expertise in those skills or tools.
  At 14th level, you can choose another two
  pro�ciencies (in skills or tools) to gain this bene�t.
  COMMANDO
  Starting at 10th level, you can take the Dash and Hide
  actions as a bonus action on each of your turns.
  Additionally, you can remain perfectly still for long
  periods of time to set up ambushes.
  When you attempt to hide on your turn, you can opt
  to not move on that turn. If you avoid moving, creatures
  that attempt to detect you take a -10 penalty to their
  Wisdom (Perception) checks until the start of your next
  turn. You lose this bene�t if you move or fall prone,
  either voluntarily or because of some external e�ect.
  You are still automatically detected if any e�ect or
  action causes you to no longer be hidden.
  If you are still hidden on your next turn, you can
  continue to remain motionless and gain this bene�t
  until you are detected.
  Additionally, you can no longer be tracked by
  unenhanced means, unless you choose to leave a trail.
  COMBAT TECH
  At 14th level, when you use your action to cast a tech
  power, you can make one weapon attack as a bonus
  action.
  SUPREME AWARENESS
  At 18th level, you gain preternatural senses that help
  you �ght creatures you can’t see. When you attack a
  creature you can’t see, your inability to see it doesn’t
  impose disadvantage on your attack rolls against it.
  You are also aware of the location of any invisible
  creature within 30 feet of you, provided that the
  creature isn’t hidden from you and you aren’t blinded
  or deafened.
  FOE SLAYER
  At 20th level, you become an unparalleled hunter. Your
  Strength or Dexterity score increases by 2, and your
  Intelligence score increases by 2. Your maximum for
  those scores increases by 2.
  Additionally, once on each of your turns, you can add
  your Intelligence modi�er to the attack roll or the
  damage roll of an attack you make. You can choose to
  use this feature before or after the roll, but before any
  e�ects of the roll are applied.
  SCOUT TECHNIQUES
  Scouts tend to share knowledge amongst them- 
  selves, focusing on speci�c techniques and 
  honing them to perfection. Those scouts 
  who adopt the same technique tend to 
  share a camaraderie with eachother.
  PART 1 | CLASSES
  101
  
  DEADEYE TECHNIQUE
  Some scouts becomes legends written in blaster burns.
  Followers of the Deadeye Technique the art of the
  blaster shot and utilize their incredible focus to make
  shots that most would deem impossible. When
  everything depends on one shot, you want a Deadeye
  pulling the trigger.
  Due to their uncanny focus, Deadeyes can make
  shots that other marksmen would never dare to
  attempt. Deadeyes know how to make the most of
  ranged weapons and can use them to greater e�ect
  than other Scouts.
  FOCUSED SUPERIORITY
  When you choose this technique at 3rd level, you learn
  maneuvers that are fueled by special dice called
  superiority dice.
  MANEUVERS
  You know two maneuvers of your choice, which are
  detailed under "Maneuvers" below, and you earn more
  at higher levels, as shown in the Maneuvers Known
  column of the Deadeye Technique Focused Superiority
  table. Many maneuvers enhance an attack in some way.
  You can use only one maneuver per attack, and you
  may only use each maneuver once per turn.
  Each time you learn new maneuvers, you can also
  replace one maneuver you know with a di�erent one.
  SUPERIORITY DICE
  You have two superiority dice, which are d6s, and you
  earn more at higher levels, as shown in the Superiority
  Dice column of the Deadeye Technique Focused
  Superiority table. A superiority die is expended when
  you use it. You regain all of your expended superiority
  dice when you �nish a short or long rest.
  SAVING THROWS
  Some of your maneuvers require your target to make a
  saving throw to resist the maneuver’s e�ects. The
  saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your pro�ciency bonus + your
  Dexterity modi�er
  MANEUVERS
  The maneuvers are presented in alphabetical order.
  CRIPPLING SHOT
  When you hit a creature with a ranged weapon attack,
  you can expend a superiority die to cripple its
  movement. Add the number rolled to the damage of
  the ranged weapon attack. The creature must succeed
  on a Constitution saving throw or have its movement
  speed halved. At the end of each of its turns, the target
  can make a Constitution saving throw to end the e�ect.
  DARING ESCAPE
  You can expend one superiority die to take the
  Disengage action as a bonus action until the end of
  your turn. Until the end of this turn, you have
  advantage on all Strength (Athletics) checks.
  DISARMING SHOT
  When you hit a creature with a ranged weapon attack,
  you can expend one superiority die to attempt to
  disarm the target, forcing it to drop one item of your
  choice that it’s holding. Add the superiority die to the
  attack’s damage roll, and the target must make a
  Strength saving throw. On a failed save, it drops the
  object you choose. The object lands at its feet.
  PART 1 | CLASSES
  102
  
  DISTRACTING SHOT
  When you hit a creature with a ranged weapon attack,
  you can expend one superiority die to distract the
  creature, giving your allies an opening. You add the
  superiority die to the attack’s damage roll. The next
  attack roll against the target by an attacker other than
  you has advantage if the attack is made before the start
  of your next turn.
  EXPLOIT WEAKNESS
  When you hit a creature with a weapon attack, you can
  expend a superiority die and deal additional damage
  equal to the number rolled. This damage cannot be
  reduced in any way.
  PENETRATING SHOT
  When you hit a creature with a ranged weapon attack,
  you can expend one superiority die to attempt to
  damage another creature with the same attack. Choose
  up to two creatures within 15 feet of and directly
  behind your initial target. If the original attack roll
  would hit the second creature, it takes damage equal to
  the number you roll on your superiority die.
  The damage is of the same type dealt by the original
  attack.
  PRECISION ATTACK
  When you make a weapon attack roll against a creature,
  you can expend one superiority die to add it to the roll.
  You can use this maneuver before or after making the
  attack roll, but before any e�ects of the attack are
  applied.
  RETURN FIRE
  When a creature misses you with a ranged attack, you
  can use your reaction and expend one superiority die to
  make a ranged weapon attack against the creature. If
  you hit, you add the superiority die to the attack's
  damage roll.
  SUPPRESSING FIRE
  When you hit a creature with a ranged weapon attack,
  you can expend one superiority die to maneuver one of
  your comrades into a more advantageous position. You
  add the superiority die to the attack’s damage roll, and
  you choose a friendly creature who can see or hear you.
  That creature can use its reaction to move up to half
  its speed without provoking opportunity attacks from
  the target of your attack.
  MARK OF THE DEADEYE
  Also at 3rd level, the range of your Ranger's Quarry
  feature doubles. Additionally, when making ranged
  weapon attacks against the target of your Ranger's
  Quarry, the normal and long range of your ranged
  weapons double.
  COVER TO COVER
  Beginning at 7th level, attack rolls made against you on
  your turn are made with disadvantage.
  DEADEYE TECHNIQUE FOCUSED
  SUPERIORITY
  Level
  Focused
  Superiority
  Superiority
  Dice
  Maneuvers
  Known
  3rd
  d6
  2
  2
  4th
  d6
  2
  2
  5th
  d6
  2
  2
  6th
  d6
  2
  2
  7th
  d8
  3
  3
  8th
  d8
  3
  3
  9th
  d8
  3
  3
  10th
  d10
  3
  3
  11th
  d10
  3
  4
  12th
  d10
  3
  4
  13th
  d10
  3
  4
  14th
  d10
  3
  4
  15th
  d12
  4
  5
  16th
  d12
  4
  5
  17th
  d12
  4
  5
  18th
  d12
  4
  5
  19th
  d12
  4
  5
  20th
  d12
  4
  5
  SHOOT FIRST
  Starting at 11th level, you have learned that the person
  who shoots �rst is often the one who walks out alive.
  When you make a ranged weapon attack against a
  creature that has not yet acted during your �rst turn in
  combat and you have advantage on the roll, you can
  reroll one of the dice once.
  Additionally, on a hit, you deal an extra 1d6 damage
  of the same type as the weapon.
  OVERWATCH
  At 15th level, you have become a master at protecting
  your allies from afar. When a creature attempts to
  make an opportunity attack against an allied creature,
  or forces your ally to make a saving throw, you can use
  your reaction to make an attack roll against the enemy
  creature.
  If your attack hits, either impose disadvantage on the
  enemy creature's opportunity attack roll or grant
  advantage to any allies making the saving throw.
  PART 1 | CLASSES
  103
  
  HUNTER TECHNIQUE
  Some scouts seek to master weapons to better protect
  civilization from the terrors of their enemies. Followers
  of the Hunter Technique learn specialized �ghting
  techniques for use against the most dire threats, from
  an onslaught of soldiers to towering walkers.
  HUNTER’S PREY
  When you choose this technique at 3rd level, you gain
  one of the following features of your choice.
  COLOSSUS SLAYER
  Your tenacity can wear down the most potent foes.
  When you hit a creature with a weapon attack, the
  creature takes an extra 1d8 damage if it’s below its hit
  point maximum. You can deal this extra damage only
  once per turn.
  GIANT KILLER
  When a Large or larger creature within 5 feet of you hits
  or misses you with an attack, you can use your reaction
  to attack that creature immediately after its attack,
  provided that you can see the creature.
  HORDE BREAKER
  Once on each of your turns when you make a weapon
  attack, you can make another attack with the same
  weapon against a di�erent creature that is within 5 feet
  of the original target and within range of your weapon,
  no action required.
  MARK OF THE HUNTER
  Also at 3rd level, when you use your Ranger's Quarry
  feature, the �rst time you make a tech or weapon
  attack against the target of your Ranger's Quarry each
  round, roll your Ranger's Quarry Damage Die and add it
  to the roll.
  DEFENSIVE TACTICS
  Beginning at 7th level, you gain one of the following
  features of your choice.
  ESCAPE THE HORDE
  Opportunity attacks against you are made with
  disadvantage.
  MULTIATTACK DEFENSE
  When a creature hits you with an attack, you gain a +4
  bonus to AC against all subsequent attacks made by
  that creature for the rest of the turn.
  STEEL WILL
  You have advantage on saving throws against being
  frightened.
  MULTIATTACK
  Starting at 11th level, you gain one of the following
  features of your choice.
  VOLLEY
  You can use your action to make a ranged attack
  against any number of creatures within 10 feet of a
  point you can see within your weapon’s range. You
  must have ammunition for each target, as normal, and
  you make a separate attack roll for each target.
  WHIRLWIND ATTACK
  You can use your action to make melee attacks against
  any number of creatures within 5 feet of you, with a
  separate attack roll for each target.
  SUPERIOR HUNTER’S DEFENSE
  At 15th level, you gain one of the following features of
  your choice.
  EVASION
  When you are subjected to an e�ect, such as a
  consular’s force storm or an engineer's explosion, that
  allows you to make a Dexterity saving throw to take
  only half damage, you instead take no damage if you
  succeed on a saving throw, and only half damage if you
  fail.
  STAND AGAINST THE TIDE
  When a hostile creature misses you with a melee attack,
  you can use your reaction to force that 
  creature to repeat the same attack 
  against another creature (other 
  than itself) of your choice.
  UNCANNY DODGE
  When an attacker that you can 
  see hits you with an attack, you 
  can use your reaction to halve the 
  attack’s damage against you.
  PART 1 | CLASSES
  104
  
  STALKER TECHNIQUE
  Some Scouts become consumed by the thrill of the
  hunt. Only heard and never seen they revel in the
  violence of battle. Followers of the Stalker Technique
  hone their abilities to track others utilizing a variety of
  techniques: camou�age, in�ltration, surveillance, and
  target acquisition.
  ACCOMPLISHED AMBUSHER
  When you choose this technique at 3rd level, when you
  take the Attack action against a creature that is
  surprised, you can make one additional attack against
  that creature as a part of that action.
  MARK OF THE STALKER
  Also at 3rd level, while you are hidden from the target
  of your Ranger's Quarry feature, the �rst attack roll you
  make each round against that creature does not
  automatically reveal your presence to that creature.
  Make a Dexterity (Stealth) check contested by your
  target's Wisdom (Perception) check. On a success, you
  remain hidden. If you are less than 30 feet from your
  target, the Dexterity (Stealth) check is made with
  disadvantage.
  CONCEALMENT
  Beginning at 7th level, you've become adept at 
  evading creatures that rely on darkvision. 
  While in darkness, you are invisible to any 
  creature that relies on darkvision to see you 
  in that darkness.
  Additionally, when you hit a creature with a 
  ranged weapon attack while hidden, you can force 
  that creature to make a Dexterity saving throw 
  against your tech save DC. On a failed save, the
  creature's speed is reduced to 0 until the end of your
  next turn. You can use this feature a number of times
  equal to your Intelligence modi�er (minimum of one).
  You regain all expended uses when you �nish a short or
  long rest.
  STALKER'S FLURRY
  Starting at 11th level, if you have advantage on a
  weapon attack against a target on your turn, you can
  forgo that advantage to immediately make an
  additional weapon attack against the same target as a
  bonus action.
  STALKER'S DODGE
  At 15th level, whenever a creature attacks you and does
  not have advantage, you can use your reaction to
  impose disadvantage on the creature’s attack roll
  against you. You can use this feature before or after the
  attack roll is made, but it must be used before the
  outcome of the roll is determined.
  PART 1 | CLASSES
  105
  
  SENTINEL
  CLAD IN BLACK ROBES, THE RATTATAKI PULLS HIS HOOD FORWARD AND
  steps into the shadowy alcove, only to reappear further
  down the hall. As his quarry walks past, he presses the
  hilt of his lightsaber to the back of their head, quickly
  toggling it on-and-o�. He is gone before the corpse hits
  the ground.
  The togruta dashes across the battle�eld,
  doublesaber de�ecting blaster shots to the ground. She
  pulls her wounded padawan to her feet, and guides her
  away from the warzone.
  Green-bladed lightsaber a blur, the cathar ferociously
  presses the attack. With each strike, she guides her
  opponent closer to the ravine's edge. A �urry of blows
  followed by a quick force push and her foe tumbles
  over the edge.
  Sentinels are the masters of blending force powers
  with weapon attacks. They weave the two together so
  expertly that their foes have trouble predicting them.
  THE MIDDLE OF THE ROAD
  The sentinel uses stealth and subterfuge to accomplish
  the will of the Force. Where the consular focuses on
  mastery of the Force and the guardian focuses on the
  mastery of the lightsaber, the sentinel focuses on
  merging the two.
  SOLITARY ACTION
  Sentinels are notoriously independent, most
  comfortable acting alone and without backup; where
  some use a team to make up for their weaknesses, the
  sentinel uses the Force to overcome theirs. While some
  take this independent streak to the extreme, they are
  usually accepting of authority, as long as they are
  allowed to carry out directions using their preferred
  methods.
  CREATING A SENTINEL
  While creating your sentinel, consider your personal
  philosophy in regards to the Force and its most famous
  practitioners – the Jedi and the Sith. Are you a member
  of one of the two orders, or do you walk a di�erent
  path? Are you an operative tapping into a latent Force-
  sensitivity? Were you trained in the force from a young
  age, or did you 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 sentinel quickly by following these
  suggestions. First, make Dexterity your highest ability
  score, followed by Wisdom or Charisma. Second,
  choose the Jedi or Sith background.
  PART 1 | CLASSES
  106
  
  THE SENTINEL
  Level
  Pro�ciency 
  Bonus
  Features
  Kinetic Combat 
  Damage Die
  Force Powers 
  Known
  Force 
  Points
  Max Power 
  Level
  1st
  +2
  Forcecasting, Kinetic Combat
  d4
  6
  3
  1st
  2nd
  +2
  Force-Empowered Self, Sentinel Ideals
  d4
  7
  6
  1st
  3rd
  +2
  Sentinel Calling
  d4
  9
  9
  2nd
  4th
  +2
  Ability Score Improvement
  d4
  10
  12
  2nd
  5th
  +3
  Extra Attack
  d6
  11
  15
  2nd
  6th
  +3
  —
  d6
  13
  18
  3rd
  7th
  +3
  Calling feature
  d6
  14
  21
  3rd
  8th
  +3
  Ability Score Improvement
  d6
  15
  24
  3rd
  9th
  +4
  —
  d6
  17
  27
  4th
  10th
  +4
  Battle Readiness
  d6
  18
  30
  4th
  11th
  +4
  —
  d8
  20
  33
  5th
  12th
  +4
  Ability Score Improvement
  d8
  21
  36
  5th
  13th
  +5
  Calling feature
  d8
  22
  39
  5th
  14th
  +5
  —
  d8
  24
  42
  6th
  15th
  +5
  Enlightened Evasion
  d8
  25
  45
  6th
  16th
  +5
  Ability Score Improvement
  d8
  26
  48
  6th
  17th
  +6
  —
  d10
  28
  51
  7th
  18th
  +6
  Calling feature
  d10
  29
  54
  7th
  19th
  +6
  Ability Score Improvement
  d10
  30
  57
  7th
  20th
  +6
  Center of the Force
  d10
  30
  60
  7th
  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 modi�er
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modi�er per sentinel level after 1st
  PROFICIENCIES
  Armor: Light armor
  Weapons: Simple vibroweapons, simple lightweapons,
  chakram, doublesaber, doublesword, hidden blade,
  lightfoil, light ring, saberwhip, vibrorapier, vibrowhip
  Tools: Your choice of demolitions kit, security kit, or slicer's
  kit
  Saving Throws: Dexterity, Charisma
  Skills: Choose two from Acrobatics, Animal Handling,
  Insight, Intimidation, Perception, Persuasion, Piloting,
  Stealth, and Technology
  EQUIPMENT
  You start with the following equipment, in addition to
  the equipment granted by your background:
  (a) two simple lightweapons or vibroweapons or (b) one
  martial lightweapon or vibroweapon with which you are
  pro�cient
  (a) a dungeoneer's pack or (b) an explorer's pack
  (a) a demolitions kit, (b) a security kit, or (c) a slicer's kit
  a combat suit and a light shield generator
  VARIANT: STARTING WEALTH
  In lieu of the equipment granted by your class and
  background, you can elect to purchase your starting
  gear. If you do so, you receive no equipment from your
  class and background, and instead roll for your starting
  wealth using the criteria below:
  Class
  Funds
  Sentinel
  1,000 + 3d4 x 100 cr
  PART 1 | CLASSES
  107
  
  FORCECASTING
  In your meditations on the force, you have learned
  powers, fragments of knowledge that imbue you with
  an abiding force ability. See chapter 10 for the general
  rules of forcecasting and chapter 11 for the force
  powers list.
  FORCE POWERS KNOWN
  You learn 6 force powers of your choice, and you learn
  more at higher levels, as shown in the Force Powers
  Known column of the Sentinel class 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
  sentinel level x 3, as shown in the Force Points column
  of the sentinel class 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 Sentinel class table.
  You may only cast force powers at 5th, 6th, and 7th-
  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 your 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. In addition, 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
  KINETIC COMBAT
  At 1st level, you are an unrelenting �urry of strikes.
  When you take the Attack action on your turn, you can
  make one unarmed strike or melee weapon attack as a
  bonus action. This attack deals damage equal to your
  Kinetic Combat Damage Die. This die changes as you
  gain sentinel levels, as shown in the Kinetic Combat
  Damage Die column of the sentinel class table.
  Additionally, when you make this bonus action attack,
  your movement speed increases by 10 feet until the
  end of your turn.
  FORCE-EMPOWERED SELF
  Starting at 2nd level, your training allows you to
  harness the mystical energy of the Force throughout
  your body. When you hit a target with your Kinetic
  Combat attack, you can spend 1 force point to use a
  Force-Empowered Self e�ect. You start with three such
  e�ects: De�ection, Double Strike, and Slow Time. You
  can only use one e�ect per turn.
  DEFLECTION
  You can roll a Kinetic Combat Damage Die and add it to
  your AC against one attack before the start of your next
  turn.
  DOUBLE STRIKE
  You deal additional damage to the target equal to your
  Kinetic Combat Damage Die.
  SLOW TIME
  Your speed increases by an amount equal to 5 x your
  Kinetic Combat Damage Die until the end of your turn.
  SENTINEL IDEALS
  Also at 2nd level, you adopt an ideal that exempli�es
  your bond with the Force. You adopt one ideal of your
  choice, as detailed at the end of the class description.
  You adopt an additional ideal at 6th and 11th level.
  When you manifest your Sentinel Ideals, you choose
  which e�ect to create.
  You can manifest your ideals twice. You gain an
  additional use at 11th level. You regain all expended
  uses when you �nish a long rest.
  SENTINEL CALLING
  When you reach 3rd level, you choose a sentinel calling,
  which is detailed at the end of the class description.
  Your calling grants you features at 3rd level and again
  at 7th, 13th, and 18th 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. Alternatively,
  you can choose a feat (see Chapter 6 for a list of feats).
  EXTRA ATTACK
  Beginning at 5th level, you can attack twice, instead of
  once, whenever you take the Attack action on your turn.
  BATTLE READINESS
  Starting at 10th level, you have fully learned how to
  meld your physical self with the Force. When you take
  the Dodge or Disengage actions, or use your action to
  cast a force power, you can use your Kinetic Combat
  feature.
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  108
  
  ENLIGHTENED EVASION
  When you reach 15th level, when you are subjected to a
  damage-dealing e�ect that forces you to make a saving
  throw, you can spend 2 force points to add your
  Wisdom or Charisma modi�er (your choice, minimum
  of one) to the saving throw if doesn't already include
  that modi�er. If you do so, you instead take no damage
  if you succeed on the saving throw, and only half
  damage if you fail. You can wait until after you roll the
  d20 to use this feature, but you must decide before the
  GM says whether the roll succeeds or fails.
  CENTER OF THE FORCE
  At 20th level, you are perfectly centered with the Force.
  Your Dexterity and Wisdom or Charisma scores (your
  choice) increase by 2. Your maximum for those scores
  increases by 2.
  Additionally, once per turn, when you would roll a
  Kinetic Combat Damage Die, you can instead choose
  the maximum.
  SENTINEL IDEALS
  The ideals are presented in alphabetical order. You
  can't bene�t from a Sentinel Ideal option more than
  once, even if you later get to choose again.
  IDEAL OF THE AGILE
  You gain a swimming speed and a climbing speed equal
  to your walking speed. When you make a long jump,
  you can cover a number of feet up to twice your
  Wisdom or Charisma score (your choice). When you
  make a high jump, you can leap a number of feet up
  into the air equal to 3 + twice your Wisdom or Charisma
  score (your choice).
  Additionally, as a bonus action, you can manifest this
  ideal in a brief surge of energy. For the next minute,
  opportunity attacks against you are made with
  disadvantage.
  IDEAL OF THE ARTISAN
  Choose one of your skill or tool pro�ciencies. When you
  make an ability check with the chosen skill or tool, you
  can add half your Wisdom or Charisma modi�er (your
  choice, minimum of one) to any check you make that
  doesn't already include that modi�er.
  Additionally, as an action, you can manifest this ideal
  in a brief surge of energy. For the next 10 minutes, the
  bonus increases to your Wisdom or Charisma modi�er,
  and you can choose a second skill or tool to extend this
  feature to.
  IDEAL OF THE CONTENDER
  You can use Dexterity instead of Strength for the attack
  and damage rolls of your unarmed strikes, and your
  unarmed strikes deal damage equal to your Kinetic
  Combat Damage Die.
  Additionally, as a bonus action, you can manifest this
  ideal in a brief surge of energy. For the next minute,
  your unarmed strikes count as enhanced for the
  purpose of overcoming resistance and immunity to
  unenhanced attacks and damage, and you can use your
  Wisdom or Charisma modi�er (your choice) instead of
  Strength for checks made to grapple a target or escape
  a grapple.
  IDEAL OF THE HUNTER
  You gain darkvision out to a range of 60 feet. If you
  already have darkvision, this ideal increases its range by
  30 feet.
  Additionally, as a bonus action, you can manifest this
  ideal in a brief surge of energy. For the next minute,
  you can see normally in enhanced darkness, and you
  gain blindsight to 10 feet.
  IDEAL OF THE STEADFAST
  When you would make a melee weapon attack roll, you
  can instead force the target to make a Dexterity saving
  throw (DC = 8 + your pro�ciency bonus + your Strength
  or Dexterity modi�er + any bonuses to melee weapon
  attack rolls). If you would have advantage on your
  attack roll, the creature instead has disadvantage on
  their saving throw. On a failed save, the target takes
  normal weapon damage and is subjected to any
  additional e�ects that would occur on a hit.
  Additionally, as a bonus action, you can manifest this
  ideal in a brief surge of energy. For the next minute,
  when a creature succeeds on the saving throw, they
  take half of the normal weapon damage, and when a
  creature rolls a 1 on the saving throw, they take
  damage as if su�ering a critical hit.
  IDEAL OF THE TITAN
  You gain pro�ciency in medium armor.
  Additionally, as a bonus action, you can manifest this
  ideal in a brief surge of energy. For the next minute,
  you have advantage on ability checks and attack rolls
  that would forcefully move another creature, and the
  distance they would be moved increases by 5 feet.
  IDEAL OF THE TRANQUIL
  When you �nish a short or long rest, you gain a number
  of temporary force points equal to your Wisdom or
  Charisma modi�er (your choice, minimum of one).
  When you would spend a force point while you have
  temporary force points, the temporary force points are
  spent �rst. All temporary force points are lost at the
  end of your next short or long rest.
  Additionally, as an action, you can manifest this ideal
  in a brief surge of energy. You regain a number of force
  points equal to your Wisdom or Charisma modi�er
  (your choice, minimum of one).
  IDEAL OF THE VIGOROUS
  When you roll a Hit Die to regain hit points, you may
  use your Wisdom or Charisma modi�er in place of your
  Constitution modi�er when determining the number of
  hit points you regain.
  Additionally, as an action, you can manifest this ideal
  in a brief surge of energy. You gain a number of
  temporary hit points equal to half your sentinel level
  (rounded down) + your Wisdom or Charisma modi�er
  (your choice, minimum of one).
  SENTINEL CALLINGS
  Di�erent sentinels select di�erent callings, called Paths,
  to follow as they hone their powers.
  PART 1 | CLASSES
  109
  
  PATH OF AGGRESSION
  From the murky depths of the dark side comes seething
  fury. Those sentinels who follow the Path of Aggression
  charge their weapon with lightning, culminating in a
  massive discharge that can ravage their opponents.
  VOLTAIC SLASH
  Starting when you choose this calling at 3rd level, you
  learn the lightning charge force power, which does not
  count against your total powers known. Additionally,
  you can use Wisdom or Charisma as your forcecasting
  ability for it, and you can use your Kinetic Combat
  feature when you cast it as your action. Finally, when
  you deal lightning damage with the lightning charge
  force power, you deal additional lightning damage
  equal to half your Wisdom or Charisma modi�er (your
  choice, minimum of one) if it doesn't already include
  that modi�er.
  THUNDEROUS MOMENTUM
  Also at 3rd level, your stride becomes nigh
  unbreakable. You are immune to the shocked
  condition, and other e�ects that would reduce your
  speed only reduce it by 5 feet.
  ENTROPIC RUSH
  At 7th level, you've learned to move with speed and
  precision, discharging your lightning in a massive burst.
  When you move at least half your speed before casting
  lightning charge, you make the attack roll with
  advantage. Additionally, on a hit, the lightning can leap
  a second time, to a third creature within range or back
  to the �rst creature.
  LIVING CURRENT
  By 13th level, you've learned to channel the damage
  done to you to enhance your strikes. The �rst time you
  deal damage on your turn, if you took damage since the
  start of your last turn, you can deal additional lightning
  damage equal to your Kinetic Combat Damage Die +
  half the amount of damage taken (rounded down).
  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 short or long rest.
  RETALIATORY STRIKE
  At 18th level, when a creature hits you with an attack
  while within 5 feet of you, you can use your reaction to
  cast the lightning charge force power, targeting them.
  PART 1 | CLASSES
  110
  
  PATH OF FOCUS
  The ways of the Force can reveal themselves to a
  sentinel through intense concentration and, most
  importantly, focus. Those sentinels who follow the Path
  of Focus use debilitating bursts of lightsaber strikes and
  force powers to exhaust their foes, crushing any hopes
  they had of mounting an e�ective defense.
  FOCUSED BURST
  Starting when you choose this calling at 3rd level, you
  learn the burst force power, which does not count
  against your total powers known. Additionally, you can
  use your Kinetic Combat feature when you cast it as
  your action. Finally, you add your Wisdom or Charisma
  modi�er (your choice, a minimum of +1) to damage
  rolls with it, and creatures that succeed on their saving
  throw take half damage, instead of none.
  BLADE DANCE
  Also at 3rd level, when you deal damage to a creature
  within 5 feet of you, you can move up to 10 feet without
  provoking opportunity attacks.
  BLADE STORM
  At 7th level, your bursts become even more
  overwhelming. Once on your turn, when a creature
  takes damage from you twice, you can immediately
  make one additional attack against that creature (no
  action required). This attack deals damage equal to
  your Kinetic Combat Damage Die.
  FOCUSED FLOW
  By 13th level, whenever you use a Force-Empowered
  Self feature, you may instead expend no force points
  and roll a d4 in place of your Kinetic Combat Damage
  Die.
  MASTER STRIKE
  At 18th level, your burst can overpower even the
  �ercest of foes. Once on your turn, when a creature
  takes damage from you three times, you can 
  force it to make a Constitution saving 
  throw against your universal force 
  save DC. On a failed save, it 
  becomes stunned until 
  the end of its next 
  turn.
  PART 1 | CLASSES
  111
  
  PATH OF SHADOWS
  In darkness, there is protection. Those 
  sentinels who follow the Path of Shadows 
  utilize a calculated plan, becoming masters 
  of stealth and ambush who forgo the head-on 
  attack for the vulnerable �ank.
  DEAD SILENCE
  Starting when you choose this calling at 3rd level, you
  learn the psychic charge force power, which does not
  count against your total powers known. Additionally,
  you can use Wisdom or Charisma as your forcecasting
  ability for it, and you can use your Kinetic Combat
  feature when you cast it as your action. Finally, when
  you hit a creature with the psychic charge force power
  and the target tries to speak, their voice does not
  produce sound until the end of your next turn.
  CLOAK OF SHADOWS
  Also at 3rd level, you can take the Hide action as a
  bonus action on your turn. Additionally, you can try to
  hide when you are lightly obscured from the creature
  from which you are hiding.
  SHADOW STRIKE
  At 7th level, you learn to strike from the shadows. Once
  per turn, you can deal an extra 1d6 damage to one
  creature you hit with an attack if you have advantage
  on the roll.
  The extra damage increases to 2d6 at 11th level and
  3d6 at 17th level.
  SHADOW STEP
  By 13th level, you gain the ability to step from one
  shadow into another. While you are in dim light or
  darkness, as a bonus action you can teleport up to 60
  feet to an unoccupied space you can see that is also in
  dim light or darkness. You then have advantage on the
  �rst melee attack you make before the end of the turn.
  SHADOW'S WRATH
  At 18th level, your training has taught you advanced
  techniques while you maneuver in the shadows. 
  While you are hidden from your target, the �rst  
  attack roll you make each round does not auto- 
  matically reveal your presence. Make a Dexterity 
  (Stealth) check against your target's Wisdom 
  (Perception) check. On a success, you remain 
  hidden. If you are also invisible, you remain 
  invisible.
  PART 1 | CLASSES
  112
  
  CHAPTER 4: PERSONALITY AND BACKGROUNDS
            haracters are de. ned by much more than their 
            species and class. They’re individuals with their
  own stories, interests, connections, and capabilities
  beyond those that class and species de. ne. This section
  expounds on the details that distinguish characters
  from one another, including the basics of name and
  physical description, the rules of backgrounds and
  languages, and the . ner points of personality and
  alignment.
  CHARACTER DETAILS
  Your character’s name and physical description might
  be the �rst things that the other players at the table
  learn about you. It’s worth thinking about how these
  characteristics re�ect the character you have in mind.
  NAME
  Your character’s species description includes sample
  names for members of that species. Put some thought
  into your name even if you’re just picking one from a
  list.
  SEX
  You can play a male or female character without
  gaining any special bene�ts or hindrances. Think about
  how your character does or does not conform to the
  broader culture’s expectations of sex, gender, and
  sexual behavior.
  You don’t need to be con�ned to binary notions of
  sex and gender. Some species believe in
  companionship that doesn't take into account gender.
  You could also play a female character who presents
  herself as a man or a man who feels trapped in a
  female body. Likewise, your character’s sexual
  orientation is for you to decide.
  HEIGHT AND WEIGHT
  You can decide your character’s height and weight,
  using the information provided in your species
  description. Think about what your character’s ability
  scores might say about his or her height and weight. A
  weak but agile character might be thin. A strong and
  Durable character might be tall or heavy.
  You can also roll randomly for your character’s height
  and weight using that species's Physical Characteristics
  table, as shown above. The �rst dice roll given in the
  second column determines the character’s extra height
  (in inches) beyond the base height. That same number
  multiplied by the second dice roll or quantity given in
  the second column determines the character’s extra
  weight (in pounds) beyond the base weight.
  For example, as a human, Obi-Wan has a height of 4
  feet 8 inches plus 2d10 inches. We roll 2d10 and gets a
  total of 12, so Obi-Wan stands 5 feet 8 inches tall. Then
  we use that same roll of 12 and multiplies it by 2d4
  pounds. His 2d4 roll is 3, so Obi-Wan weighs an extra 36
  pounds (12x3) on top of his base 110 pounds, for a total
  of 146 pounds.
  OTHER PHYSICAL CHARACTERISTICS
  You choose your character’s age and the color of his or
  her hair, eyes, and skin. To add a touch of
  distinctiveness, you might want to give your character
  an unusual or memorable physical characteristic, such
  as a scar, a limp, or a tattoo.
  ALIGNMENT
  A typical creature in the galaxy has an alignment, which
  broadly describes its moral and personal attitudes.
  Alignment is a combination of two factors: one
  identi�es morality, and is typically de�ned in terms of
  the Force: (light, dark, or balanced), and the other
  describes attitudes toward society and order (lawful,
  chaotic, or neutral). Thus, nine distinct alignments
  de�ne the possible combinations.
  These brief summaries describe the typical behavior
  of a creature with that alignment. Individuals might vary
  signi�cantly from that typical behavior, and few people
  are perfectly and consistently faithful to the precepts of
  their alignment.
  You can pick your alignment or roll to determine it
  randomly. Roll separately for Morality and Society.
  d6  
  d6   Morality
  Morality
  1-2 Light:
  Light: Usually the needs of others outweigh my own, (...)
  3-4 Dark:
  Dark: Usually my needs outweigh others', (...)
  5-6 Balanced:
  Balanced: Usually circumstances dictate whose needs are
  more important, (...)
  d6  
  d6   Society
  Society
  1-2 Lawful:
  Lawful: (...) but the means are as important as the end.
  3-4 Chaotic:
  Chaotic: (...) but the ends justify the means.
  5-6 Neutral:
  Neutral: (...) but either the ends or the means may may
  be more important, depending.
  ALIGNMENT IN THE GALAXY
  For many thinking creatures, alignment is a moral
  choice. Humans and ugnaughts can choose whether to
  follow the paths of darkness or light, of law or chaos.
  Lanniks tend to follow the light side, while sith
  purebloods tend toward the dark. Chiss are lawful,
  while aqualish are often chaotic.
  PART 1 | PERSONALITY AND BACKGROUND
  113
  HUMAN
  PHYSICAL CHARACTERISTICS
  Height
  Height
    
  4'8"
  +2d10"
  Weight
  Weight
    
  110 lb.
  x(2d4) lb.
  
  LANGUAGES
  Your species indicates the languages your character can
  speak by default, and your background might give you
  access to one or more additional languages of your
  choice. Note these languages on your character sheet.
  Choose your languages based on the species you
  commonly interact with. If you have a wookiee sidekick,
  you might understand-if not speak-Shyriiwook.
  Alternatively, if you commonly trade with Jawas, you
  might speak Jawaese.
  A list of the most commonly spoken languages of Star
  Wars can be found below.
  PERSONAL CHARACTERISTICS
  Fleshing out your character’s personality—the array of
  traits, mannerisms, habits, beliefs, and �aws that give a
  person a unique identity—will help you bring him or her
  to life as you play the game. Four categories of
  characteristics are presented here: personality traits,
  ideals, bonds, and �aws. Beyond those categories, think
  about your character’s favorite words or phrases, tics
  and habitual gestures, vices and pet peeves, and
  whatever else you can imagine.
  Each background presented later in this chapter
  includes suggested characteristics that you can use to
  spark your imagination. You’re not bound to those
  options, but they’re a good starting point.
  PERSONALITY TRAITS
  Give your character two personality traits. Personality
  traits are small, simple ways to help you set your
  character apart from every other character. Your
  personality traits should tell you something interesting
  and fun about your character. They should be self-
  descriptions that are speci�c about what makes your
  character stand out. “I’m smart” is not a good trait,
  because it describes a lot of characters. “I’ve read every
  book I can get my hands on” tells you something
  speci�c about your character’s interests and
  disposition.
  Personality traits might describe the things your
  character likes, his or her past accomplishments, things
  your character dislikes or fears, your character’s self-
  attitude or mannerisms, or the in�uence of his or her
  ability scores.
  A useful place to start thinking about personality traits
  is to look at your highest and lowest ability scores and
  de�ne one trait related to each. Either one could be
  positive or negative: you might work hard to overcome
  a low score, for example, or be cocky about your high
  score.
  IDEALS
  Describe one ideal that drives your character. Your
  ideals are the things that you believe in most strongly,
  the fundamental moral and ethical principles that
  compel you to act as you do. Ideals encompass
  everything from your life goals to your core belief
  system.
  Ideals might answer any of these questions: What are
  the principles that you will never betray? What would
  prompt you to make sacri�ces? What drives you to act
  and guides your goals and ambitions? What is the single
  most important thing you strive for?
  You can choose any ideals you like, but your
  character’s alignment is a good place to start de�ning
  them. Each background in this chapter includes six
  suggested ideals. Five of them are linked to aspects of
  alignment: dark, light, or neutral. The last one has more
  to do with the particular background than with moral or
  ethical perspectives.
  BONDS
  Create one bond for your character. Bonds represent a
  character’s connections to people, places, and events in
  the world. They tie you to things from your background.
  They might inspire you to heights of heroism, or lead
  you to act against your own best interests if they are
  threatened. They can work very much like ideals, driving
  a character’s motivations and goals.
  Bonds might answer any of these questions: Whom
  do you care most about? To what place do you feel a
  special connection? What is your most treasured
  possession?
  Your bonds might be tied to your class, your
  background, your species, or some other aspect of your
  character’s history or personality. You might also gain
  new bonds over the course of your adventures.
  FLAWS
  Finally, choose a �aw for your character. Your
  character’s �aw represents some vice, compulsion, fear,
  or weakness—in particular, anything that someone else
  could exploit to bring you to ruin or cause you to act
  against your best interests. More signi�cant than
  negative personality traits, a �aw might answer any of
  these questions: What enrages you? What’s the one
  person, concept, or event that you are terri�ed of?
  What are your vices?
  Bith
  Bothese
  Cheunh
  Durese
  Galactic Basic
  Huttese
  Jawaese
  Kel Dor
  Mon Cal
  Rodese
  Sith
  Togruti
  Dosh
  Twi'leki
  Shyriiwook
  Zabraki
  PART 1 | PERSONALITY AND BACKGROUND
  114
  
  INSPIRATION
  Inspiration is a rule the game master can use to reward
  you for playing your character in a way that’s true to his
  or her personality traits, ideal, bond, and �aw. By using
  inspiration, you can draw on your personality trait of
  compassion for the downtrodden to give you an edge in
  negotiating with the Beggar Prince. Or inspiration can
  let you call on your bond to the defense of your home
  village to push past the e�ect of a power that has been
  laid on you.
  GAINING INSPIRATION
  Your DM can choose to give you inspiration for a variety
  of reasons. Typically, DMs award it when you play out
  your personality traits, give in to the drawbacks
  presented by a �aw or bond, and otherwise portray
  your character in a compelling way. Your DM will tell
  you how you can earn inspiration in the game.
  You either have inspiration or you don’t - you can’t
  stockpile multiple “inspirations” for later use.
  USING INSPIRATION
  If you have inspiration, you can expend it when you
  make an attack roll, saving throw, or ability check.
  Spending your inspiration gives you advantage on that
  roll.
  Additionally, if you have inspiration, you can reward
  another player for good roleplaying, clever thinking, or
  simply doing something exciting in the game. When
  another player character does something that really
  contributes to the story in a fun and interesting way,
  you can give up your inspiration to give that character
  inspiration.
  BACKGROUNDS
  Every story has a beginning. Your character’s
  background reveals where you came from, how you
  became an adventurer, and your place in the world.
  Your �ghter might have been a pit �ghter or a grizzled
  soldier. Your consular could have been a student or an
  envoy. Your operative might have gotten by as a
  government agent or commanded audiences as an
  entertainer.
  Choosing a background provides you with important
  story cues about your character’s identity. The most
  important question to ask about your background is
  what changed? Why did you stop doing whatever your
  background describes and start adventuring? Where
  did you get the money to purchase your starting gear,
  or, if you come from a wealthy background, why don't
  you have more money? How did you learn the skills of
  your class? What sets you apart from ordinary people
  who share your background?
  The sample backgrounds in this chapter provide both
  concrete bene�ts (features, pro�ciencies, and
  languages) and roleplaying suggestions.
  PROFICIENCIES
  Each background gives a character pro�ciency in two
  skills. Skills are described in chapter 7.
  In addition, most backgrounds give a character
  pro�ciency with one or more tools. Tools and tool
  pro�ciencies are detailed in chapter 5.
  If a character would gain the same pro�ciency from
  two di�erent sources, he or she can choose a di�erent
  pro�ciency of the same kind (skill or tool) instead.
  LANGUAGES
  Some backgrounds also allow characters to learn
  additional languages beyond those given by species.
  See “Languages” earlier in this chapter.
  EQUIPMENT
  Each background provides a package of starting
  equipment. If you use the optional rule from chapter 5
  to spend coin on gear, you do not receive the starting
  equipment from your background.
  BACKGROUND FEAT
  Each background gives a character a starting feat. Feats
  are described in chapter 6.
  SUGGESTED CHARACTERISTICS
  A background contains suggested personal
  characteristics based on your background. You can pick
  characteristics, roll dice to determine them randomly,
  or use the suggestions as inspiration for characteristics
  of your own creation.
  CUSTOMIZING A BACKGROUND
  You might want to tweak some of the features of a
  background so it better �ts your character or the
  campaign setting. To customize a background, you can
  replace one feature with any other one, choose any two
  skills, and choose a total of two tool pro�ciencies or
  languages from the sample backgrounds. You can
  either use the equipment package from your
  background or spend coin on gear as described in
  chapter 5. (If you spend credits, you can’t also take the
  equipment package suggested for your class.) Finally,
  choose two personality traits,        one ideal, one bond,
  and one �aw. If you can’t �nd a    feature that matches
  your desired background, work   with your DM to create 
  one.
  
  AGENT
  Many organizations active in the galaxy aren't bound by
  strictures of geography. These factions pursue their
  agendas without regard for political boundaries, and
  their members operate anywhere the organization
  deems necessary. These groups employ listeners,
  rumormongers, smugglers, mercenaries, cache-holders
  (people who guard caches of wealth or items for use by
  the faction's operatives), haven keepers, and message
  drop minders, to name a few. At the core of every
  faction are those who don't merely ful�ll a small
  function for that organization, but who serve as its
  hands, head, and heart. As a prelude to your
  adventuring career (and in preparation for it), you
  served as an agent of a particular faction. You might
  have operated openly or secretly, depending on the
  faction and its goals, as well as how those goals mesh
  with your own. Becoming an adventurer doesn't
  necessarily require you to relinquish membership in
  your faction (though you can choose to do so), and it
  might enhance your status in the faction.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception,
  Investigation, Lore, and Persuasion
  Languages:
  Languages: Two of your choice
  Equipment:
  Equipment: Badge or emblem of your faction, a copy of a
  seminal faction text (or a code-book for a covert faction),
  a set of common clothes, and a pouch containing 150 cr
  FEATURE: SAFE HAVEN
  As a faction agent, you have access to a secret network
  of supporters and operatives who can provide
  assistance on your adventures. You know a set of secret
  signs and passwords you can use to identify such
  operatives, who can provide you with access to a
  hidden safe house, free room and board, or assistance
  in �nding information. These agents never risk their
  lives for you or risk revealing their true identities.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Agents are shaped by their experience in their faction’s
  communities. Their study of the history and tenets of
  their faction and their relationships to it a�ect their
  mannerisms and ideals. Their �aws might be some
  hidden hypocrisy or heretical idea, or an ideal or bond
  taken to an extreme.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I idolize a particular hero of my faction, and constantly
  refer to that person’s deeds and example.
  2
  I can �nd common ground between the �ercest enemies,
  empathizing with them and always working towards
  peace.
  3
  I see omens in every event and action.
  4
  Nothing can shake my optimistic attitude.
  5
  I quote (or misquote) sacred texts and proverbs in
  almost every situation.
  6
  I am tolerant (or intolerant) of other factions and respect
  (or condemn) them.
  7
  I've enjoyed �ne food, drink, and high society among my
  faction’s elite. Rough living grates on me.
  8
  I have little practical experience dealing with people in
  the world.
  d6
  d6 Ideal
  Ideal
  1
  Tradition
  Tradition. The ancient traditions of worship and sacri�ce
  must be preserved and upheld. (Lawful)
  2
  Charity
  Charity. I always try to help those in need, no matter
  what the personal cost. (Light)
  3
  Change
  Change. We must help bring about the changes the gods
  are constantly working in the world. (Chaotic)
  4
  Power
  Power. I hope to one day rise to the top of my faith’s
  religious hierarchy. (Lawful)
  5
  Faith
  Faith. I trust that my leader will guide my actions, I have
  faith that if I work hard, things will go well. (Lawful)
  6
  Aspiration
  Aspiration. I seek to prove myself worthy of my leader’s
  favor by matching my actions against his or her
  teachings. (Any)
  d6
  d6 Bond
  Bond
  1
  I would die to recover an artifact of my faction that was
  lost long ago.
  2
  I will someday get revenge on the corrupt faction
  hierarchy who branded me a heretic.
  3
  I owe my life to the faction member who took me in
  when my parents died.
  4
  Everything I do is for the common people.
  5
  I will do anything to protect the faction where I served.
  6
  I seek to preserve a sacred text that my enemies
  consider heretical and seek to destroy.
  d6
  d6 Flaw
  Flaw
  1
  I judge others harshly, and myself even more severely.
  2
  I put too much trust in those who wield power within my
  faction’s hierarchy.
  3
  My piety sometimes leads me to blindly trust those that
  profess faith in my faction.
  4
  I am in�exible in my thinking.
  5
  I am suspicious of strangers and expect the worst of
  them.
  6
  Once I pick a goal, I become obsessed with it to the
  detriment of everything else in my life.
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Investigator
  3
  Loremaster
  4
  Charming Persona
  d8
  d8
  Feat
  Feat
  5
  Linguist
  6
  Alert
  7
  Observant
  8
  Practiced
  PART 1 | PERSONALITY AND BACKGROUND
  116
  
  BOUNTY HUNTER
  Before you became an adventurer, your life was already
  full of con�ict and excitement, because you made a
  living tracking down people for pay. Unlike some people
  who collect bounties, though, you aren't a savage who
  follows quarry into or through the wilderness. You’re
  involved in a lucrative trade, in the place where you live,
  that routinely tests your skills and survival instincts.
  What's more, you aren't alone, as a bounty hunter in
  the wild would be: you routinely interact with both the
  criminal subculture and other bounty hunters,
  maintaining contacts in both areas to help you succeed.
  You might be a cunning thief-catcher, prowling the
  rooftops to catch one of the myriad burglars of the city.
  Perhaps you are someone who has your ear to the
  street, aware of the doings of street gangs. You might
  be a "velvet mask" bounty hunter, one who blends in
  with high society and noble circles in order to catch the
  criminals that prey on the rich, whether pickpockets or
  con artists. As a member of an adventuring party, you
  might �nd it more di�cult to pursue a personal agenda
  that doesn't �t with the group's objectives - but on the
  other hand, you can take down much more formidable
  targets with the help of your companions.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception, Insight,
  Persuasion, and Stealth
  Tool Pro�ciencies:
  Tool Pro�ciencies: Your choice of demolitions kit, security
  kit, or slicer's kit
  Languages:
  Languages: One of your choice
  Equipment:
  Equipment: A set of clothes appropriate to your duties, a
  set of binders, and a pouch containing 200 cr
  FEATURE: EAR TO THE GROUND
  You are in frequent contact with people in the segment
  of society that your chosen quarries move through.
  These people might be associated with the criminal
  underworld, the rough-and-tumble folk of the streets,
  or members of high society. This connection comes in
  the form of a contact in any city you visit, a person who
  provides information about the people and places of
  the local area.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Your bond might involve other bounty hunters or the
  organizations or individuals that employ you. Your ideal
  could be associated with your determination always to
  catch your quarry or your desire to maintain your
  reputation for being dependable.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I always have a plan for what to do when things go
  wrong.
  2
  I am always calm, no matter what the situation. I never
  raise my voice or let my emotions control me.
  3
  The �rst thing I do in a new place is note the locations of
  everything valuable – or where such things could be
  hidden.
  4
  I would rather make a new friend than a new enemy.
  5
  I am incredibly slow to trust. Those who seem the fairest
  often have the most to hide.
  6
  I don’t pay attention to the risks in a situation. Never tell
  me the odds.
  7
  The best way to get me to do something is to tell me I
  can’t do it.
  8
  I blow up at the slightest insult.
  d6
  d6 Ideal
  Ideal
  1
  Honor
  Honor. I don’t steal from others in the trade. (Lawful)
  2
  Freedom
  Freedom. Chains are meant to be broken, as are those
  who would forge them. (Chaotic)
  3
  Charity
  Charity. I steal from the wealthy so that I can help people
  in need. (Light)
  4
  Greed
  Greed. I will do whatever it takes to become wealthy.
  (Dark)
  5
  People
  People. I’m loyal to my friends, not to any ideals, and
  everyone else can take a trip down the Styx for all I care.
  (Neutral)
  6
  Redemption
  Redemption. There’s a spark of good in everyone. (Light)
  d6
  d6 Bond
  Bond
  1
  I’m trying to pay o� an old debt I owe to a generous
  benefactor.
  2
  My ill-gotten gains go to support my family.
  3
  Something important was taken from me, and I aim to
  steal it back.
  4
  I will become the greatest thief that ever lived.
  5
  I’m guilty of a terrible crime. I hope I can redeem myself
  for it.
  6
  Someone I loved died because of a mistake I made. That
  will never happen again.
  d6
  d6 Flaw
  Flaw
  1
  When I see something valuable, I can’t think about
  anything but how to steal it.
  2
  When faced with a choice between money and my
  friends, I usually choose the money.
  3
  If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore
  it.
  4
  I have a “tell” that reveals when I'm lying.
  5
  I turn tail and run when things look bad.
  6
  An innocent person is in prison for a crime that I
  committed. I’m okay with that.
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Charming Persona
  4
  Stealthy
  d8
  d8
  Feat
  Feat
  5
  Demolitionist
  6
  Bypasser
  7
  Slicer
  8
  Linguist
  PART 1 | PERSONALITY AND BACKGROUND
  117
  
  CRIMINAL
  You are an experienced criminal with a history of
  breaking the law. You have spent a lot of time among
  other criminals and still have contacts within the
  criminal underworld. You’re far closer than most people
  to the world of murder, theft, and violence that
  pervades the underbelly of civilization, and you have
  survived up to this point by �outing the rules and
  regulations of society.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception,
  Intimidation, Sleight of Hand, and Stealth
  Tool Pro�ciencies:
  Tool Pro�ciencies: One type of gaming set, your choice of
  demolitions kit, security kit, or slicer's kit
  Equipment:
  Equipment: A set of common clothes with a hood, a
  gaming set (one of your choice), and a belt pouch
  containing 150 cr
  CRIMINAL SPECIALTY
  Individual criminals often have particular specialties,
  whether a part of an organization or a solo endeavor.
  Choose the role you played in your criminal life, or roll
  on the table below.
  FEATURE: CRIMINAL CONTACT
  You have a reliable and trustworthy contact who acts as
  your liaison to a network of other criminals. You know
  how to get messages to and from your contact, even
  over great distances; speci�cally, you know the local
  messengers, corrupt caravan masters, and seedy
  sailors who can deliver messages for you.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Criminals might seem like villains on the surface, and
  many of them are villainous to the core. But some have
  an abundance of endearing, if not redeeming,
  characteristics. There might be honor among thieves,
  but criminals rarely show any respect for law or
  authority.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I always have a plan for what to do when things go
  wrong.
  2
  I am always calm, no matter what the situation. I never
  raise my voice or let me emotions control me.
  3
  The �rst thing I do in a new place is note the locations of
  everything valuable – or where such things could be
  hidden.
  4
  I would rather make a new friend than a new enemy.
  5
  I am incredibly slow to trust. Those who seem the fairest
  often have the most to hide.
  6
  I don’t pay attention to the risks in a situation. Never tell
  me the odds.
  7
  The best way to get me to do something is to tell me I
  can’t do it.
  8
  I blow up at the slightest insult.
  d6
  d6 Ideal
  Ideal
  1
  Honor
  Honor. I don’t steal from others in the trade. (Lawful)
  2
  Freedom
  Freedom. Chains are meant to be broken, as are those
  who would forge them. (Chaotic)
  3
  Charity
  Charity. I steal from the wealthy so that I can help people
  in need. (Light)
  4
  Greed
  Greed. I will do whatever it takes to become wealthy.
  (Dark)
  5
  People
  People. I’m loyal to my friends, not to any ideals, and
  everyone else can take a trip down the Styx for all I care.
  (Neutral)
  6
  Redemption
  Redemption. There’s a spark of good in everyone. (Light)
  d6
  d6 Bond
  Bond
  1
  I’m trying to pay o� an old debt I owe to a generous
  benefactor.
  2
  My ill-gotten gains go to support my family.
  3
  Something important was taken from me, and I aim to
  steal it back.
  4
  I will become the greatest thief that ever lived.
  5
  I’m guilty of a terrible crime. I hope I can redeem myself
  for it.
  6
  Someone I loved died because of a mistake I made. That
  will never happen again.
  d6
  d6 Flaw
  Flaw
  1
  When I see something valuable, I can’t think about
  anything but how to steal it.
  2
  When faced with a choice between money and my
  friends, I usually choose the money.
  3
  If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore
  it.
  4
  I have a “tell” that reveals when I'm lying.
  5
  I turn tail and run when things look bad.
  6
  An innocent person is in prison for a crime that I
  committed. I’m okay with that.
  d8
  d8
  Specialty
  Specialty
  1
  Blackmailer
  2
  Burglar
  3
  Enforcer
  4
  Fence
  d8
  d8
  Specialty
  Specialty
  5
  Highway robber
  6
  Hired killer
  7
  Pickpocket
  8
  Thug
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Ace Pilot
  3
  Quick-Fingered
  4
  Stealthy
  d8
  d8
  Feat
  Feat
  5
  Entertaining Competitor
  6
  Demolitionist
  7
  Bypasser
  8
  Slicer
  PART 1 | PERSONALITY AND BACKGROUND
  118
  
  ENTERTAINER
  You thrive in front of an audience, knowing how to
  entrance them, entertain them, and even inspire them.
  Your poetics can stir the hearts of those who hear you,
  awakening grief or joy, laughter or anger. Your music
  raises their spirits or captures their sorrow. Your dance
  steps captivate, your humor cuts to the quick. Whatever
  techniques you use, your art is your life.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Acrobatics, Insight,
  Performance, and Sleight of Hand
  Tool Pro�ciencies:
  Tool Pro�ciencies: Disguise kit, one type of musical
  instrument
  Equipment:
  Equipment: A musical instrument (one of your choice), the
  favor of an admirer (love letter, lock of hair, or trinket), a
  costume, and a belt pouch containing 150 cr
  ENTERTAINER ROUTINES
  A good entertainer is versatile, spicing up every
  performance with a variety of di�erent routines.
  Choose one to three routines or roll on the table below
  to de�ne your expertise as an entertainer.
  FEATURE: BY POPULAR DEMAND
  You can always �nd a place to perform, usually in an
  inn or cantina but possibly with a circus, at a theater, or
  even in a noble’s court. At such a place, you receive free
  lodging and food of a modest or comfortable standard
  (depending on the quality of the establishment), as long
  as you perform each night. In addition, your
  performance makes you something of a local �gure.
  When strangers recognize you in a town where you
  have performed, they typically take a liking to you.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Successful entertainers have to be able to capture and
  hold an audience’s attention, so they tend to have
  �amboyant or forceful personalities. They’re inclined
  toward the romantic and often cling to high-minded
  ideals about the practice of art and the appreciation of
  beauty.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I know a story relevant to almost every situation.
  2
  Whenever I come to a new place, I collect local rumors
  and spread gossip.
  3
  I’m a hopeless romantic, always searching for that
  “special someone.”
  4
  Nobody stays angry at me or around me for long, since I
  can defuse any amount of tension.
  5
  I love a good insult, even one directed at me.
  6
  I get bitter if I’m not the center of attention.
  7
  I’ll settle for nothing less than perfection.
  8
  I change my mood or my mind as quickly as I change key
  in a song.
  d6
  d6 Ideal
  Ideal
  1
  Beauty
  Beauty. When I perform, I make the world better than it
  was. (Light)
  2
  Tradition
  Tradition. The stories, legends, and songs of the past
  must never be forgotten, for they teach us who we are.
  (Lawful)
  3
  Creativity
  Creativity. The world is in need of new ideas and bold
  action. (Chaotic)
  4
  Greed
  Greed. I’m only in it for the money and fame. (Dark)
  5
  People
  People. I like seeing the smiles on people’s faces when I
  perform. That’s all that matters. (Neutral)
  6
  Honesty
  Honesty. Art should re�ect the soul; it should come from
  within and reveal who we really are. (Any)
  d6
  d6 Bond
  Bond
  1
  My instrument is my most treasured possession, and it
  reminds me of someone I love.
  2
  Someone stole my precious instrument, and someday I’ll
  get it back.
  3
  I want to be famous, whatever it takes.
  4
  I idolize a hero of the old tales and measure my deeds
  against that person’s.
  5
  I will do anything to prove myself superior to my hated
  rival.
  6
  I would do anything for the other members of my old
  troupe.
  d6
  d6 Flaw
  Flaw
  1
  I’ll do anything to win fame and renown.
  2
  I’m a sucker for a pretty face.
  3
  A scandal prevents me from ever going home again. That
  kind of trouble seems to follow me around.
  4
  I once satirized a noble who still wants my head. It was a
  mistake that I will likely repeat.
  5
  I have trouble keeping my true feelings hidden. My sharp
  tongue lands me in trouble.
  6
  Despite my best e�orts, I am unreliable to my friends.
  d10
  d10
  Entertainer Routine
  Entertainer Routine
  1
  Actor
  2
  Dancer
  3
  Fire-eater
  4
  Jester
  5
  Juggler
  d10
  d10
  Entertainer Routine
  Entertainer Routine
  6
  Instrumentalist
  7
  Poet
  8
  Singer
  9
  Storyteller
  10
  Tumbler
  d8
  d8
  Feat
  Feat
  1
  Acrobat
  2
  Empathic
  3
  Performer
  4
  Quick-Fingered
  d8
  d8
  Feat
  Feat
  5
  Master of Disguise
  6
  Entertaining Competitor
  7
  Practiced
  8
  Actor
  PART 1 | PERSONALITY AND BACKGROUND
  119
  
  GAMBLER
  You are a skilled gambler who spends most of your
  time in casinos, bar rooms, and gambling dens. Are
  your activities legal, or do you break the law? Have you
  ever cheated in a game, or do you play by the rules? No
  matter what, your life has been one of excitement,
  chance, and danger.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception, Insight,
  Intimidation, and Sleight of Hand
  Tool Pro�ciencies:
  Tool Pro�ciencies: Two types of gaming sets
  Equipment:
  Equipment: A set of common clothes, a set of dice, a deck
  of playing cards, a lucky charm, and a belt pouch
  containing 100 cr.
  FEATURE: LET'S MAKE IT INTERESTING
  You can convince nearly anyone to put up something
  they aren't normally willing to part with (property or
  information) in a game of chance. Your DM might rule
  that they will only agree to a game of their choosing,
  and they may only agree if they feel the odds are in
  their favor.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Gambling is your passion, for better or for worse. Most
  gamblers see their vices as virtues, and overlook things
  in their pursuit of the rush.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I like to impress everyone I meet with a simple trick or a
  quick joke.
  2
  I constantly make side bets on everything that happens
  around me.
  3
  No matter how high the stakes, I always appear calm.
  4
  I try to be unpredictable, so no one will know when I'm
  blu�ng.
  5
  I never back down from a challenge.
  6
  I can't get satisfaction out of something if the stakes are
  too low.
  7
  I tend to make friends out of enemies, and enemies out
  of friends.
  8
  I prefer one game above all others.
  d6
  d6 Ideal
  Ideal
  1
  Risk
  Risk. Nothing worth doing is ever a sure thing. (Chaotic)
  2
  Victory
  Victory. Never make a bet unless you're sure you can
  win. (Lawful)
  3
  Gred
  Gred. Anything that isn't mine soon will be. (Dark)
  4
  Charity
  Charity. I share my winnings with the less fortunate.
  (Light)
  5
  Surprise
  Surprise. Life is a game worth playing, because you never
  know how the dice will land. (Any)
  6
  Laziness
  Laziness. Working is for chumps. (Any)
  d6
  d6 Bond
  Bond
  1
  I owe a lot of money to the wrong kind of people.
  2
  I still keep the �rst coin I ever won. It's my good luck
  charm.
  3
  Most of my winnings go to my home.
  4
  Someday I will own my own casino.
  5
  I lost a large sum of money to a con artist; I seek to get it
  back.
  6
  I hide my gambling behind a normal life. My friends have
  no idea who I really am.
  d6
  d6 Flaw
  Flaw
  1
  I can't step away from the table when I'm losing.
  2
  I spend money faster than I can make it.
  3
  Everyone has a price. Mine happens to be pretty low.
  4
  I assume everyone is hiding something from me.
  5
  I tend to value money more than people.
  6
  I like to think I could drink anyone under the table, but
  I'm really a lightweight.
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Threatening
  4
  Quick-Fingered
  d8
  d8
  Feat
  Feat
  5
  Entertaining Competitor
  6
  Keen Mind
  7
  Observant
  8
  Practiced
  PART 1 | PERSONALITY AND BACKGROUND
  120
  
  JEDI
  You are a devout follower of the Jedi Order: an ancient,
  monastic peacekeeping organization united in its
  observance of the light side of the Force. A noble order
  of protectors noted for their ability to tap into the
  power of the Force, the Jedi serve as guardians of peace
  and justice in the Galactic Republic. You follow the Jedi
  Code:
  "There is no emotion, there is peace. 
  There is no ignorance, there is knowledge. 
  There is no passion, there is serenity. 
  There is no chaos, there is harmony. 
  There is no death, there is the Force."
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Insight, Investigation,
  Lore, and Persuasion
  Tool Pro�ciencies:
  Tool Pro�ciencies: Arti�cer's tools
  Languages:
  Languages: One of your choice
  Equipment:
  Equipment: A copy of the Jedi code, a set of common
  clothes including a robe, and a belt pouch containing 150
  cr
  FEATURE: SHELTER OF THE FAITHFUL
  As a Jedi, you command the respect of those who are
  loyal to the Jedi Order. You and your adventuring
  companions can expect to receive free healing and care
  at any Jedi temple, and those who support your religion
  will support you (but only you) at a modest lifestyle.
  You might also have ties to a speci�c Jedi temple and
  have a residence there. This could be the temple where
  you trained, or a temple where you have found a new
  home. While near your temple, you can call upon the
  Jedi for assistance, provided the assistance you ask for
  is not hazardous and you remain in good standing with
  your temple.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Jedi are shaped by their experience in their temple.
  Their study of the history and tenets of the Jedi Order
  and their relationships to temples, shrines, or
  hierarchies a�ect their mannerisms and ideals. Their
  �aws might be some hidden hypocrisy or heretical idea,
  or an ideal or bond taken to an extreme.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I idolize a particular Jedi, and constantly refer to that
  person’s deeds and example.
  2
  I can �nd common ground between the �ercest enemies,
  empathizing with them and always working towards
  peace.
  3
  I see omens in every event and action. The Force tries to
  speak to us, we just need to listen
  4
  Nothing can shake my optimistic attitude.
  5
  I quote (or misquote) sacred Jedi texts and proverbs in
  almost every situation.
  6
  I am tolerant (or intolerant) of those who don't support
  the Jedi.
  7
  I've enjoyed �ne food, drink, and high society. Rough
  living grates on me.
  8
  I’ve spent so long in the Jedi temple that I have little
  practical experience dealing with people in the world.
  d6
  d6 Ideal
  Ideal
  1
  Tradition
  Tradition. The ancient traditions of worship and sacri�ce
  must be preserved and upheld. (Lawful)
  2
  Charity
  Charity. I always try to help those in need, no matter
  what the personal cost. (Light)
  3
  Change
  Change. We must help bring about the changes the Force
  is constantly working in the world. (Chaotic)
  4
  Power
  Power. I hope to one day rise to the rank of Jedi Master.
  (Lawful)
  5
  Faith
  Faith. I trust that the Force will guide my actions; I have
  faith that if I work hard, things will go well. (Lawful)
  6
  Aspiration
  Aspiration. I seek to prove myself worthy of the Force by
  matching my actions against the Jedi teachings. (Any)
  d6
  d6 Bond
  Bond
  1
  I would die to recover an ancient Jedi relic that was lost
  long ago.
  2
  I will someday get revenge on those who razed my
  temple.
  3
  I owe my life to the Jedi who took me in when my
  parents died.
  4
  Everything I do is for the common people.
  5
  I will do anything to protect the temple where I served.
  6
  I seek to preserve a sacred text that my enemies seek to
  destroy.
  d6
  d6 Flaw
  Flaw
  1
  I judge others harshly, and myself even more severely.
  2
  I put too much trust in those who wield power within my
  temple’s hierarchy.
  3
  My piety sometimes leads me to blindly trust those that
  profess faith in the Force.
  4
  I am in�exible in my thinking.
  5
  I am suspicious of strangers and expect the worst of
  them.
  6
  Once I pick a goal, I become obsessed with it to the
  detriment of everything else in my life.
  d8
  d8
  Feat
  Feat
  1
  Empathic
  2
  Investigator
  3
  Loremaster
  4
  Charming Persona
  d8
  d8
  Feat
  Feat
  5
  Linguist
  6
  Crafter
  7
  Healer
  8
  Force Sensitive
  PART 1 | PERSONALITY AND BACKGROUND
  121
  
  MANDALORIAN
  You are a child of Mandalore. As a member of the most
  renowned warrior culture in history, your people are
  known for being strong and hardy. Mandalorian culture
  is built around the honor and glory that come from
  victory in battle.
  Skill Proficiencies: Choose two from Athletics,
  Intimidation, Piloting, and Survival
  Languages: Mando'a and one of your choice
  Equipment: A set of traveler's clothes, a trophy from a
  previous victory, and a pouch containing 200 cr
  MANDALORIAN CLAN
  Mandalorian culture is built on the backbone of various
  clans. The clan you are a part of has it's own history,
  allegiances, and fueds which shape your persepctive.
  Choose an option or roll on the table below to
  determine your clan.
  FEATURE: CHILD OF MANDALORE
  Other Mandalorians know, and will look out for you. If
  you're ever in need of a place to stay, or a meal to eat,
  other Mandalorians will help you as long as your clans
  aren't feuding. This could be in the form of shelters,
  meals, even healing. If the Mandalorians are of your
  clan or a clan friendly to you, they may be willing to
  help you even at cost to themselves.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Mandalorians are a meritocracy where birthplace, rank,
  status, and citizenship mean nothing. You are what you
  do. Mandalorians live by the Resol'nare (the "Six
  Actions"). As a true Mandalorian you should strive to
  live by this code as much as possible by remaining
  honorable. Your �aw(s) might consist of any dishonor
  you've committed, or even being too honorable.
  d8 Personality Trait
  1
  I try and bring my culture to outsiders.
  2
  I always put my clan �rst.
  3
  I follow the Resol'nare to the letter.
  4
  I love a good spar.
  5
  I enjoy traveling the galaxy.
  6
  I keep a small trophy on me to remind me of a past
  victory.
  7
  I view the force as dishonorable in combat.
  8
  I've seen the horrors of battle and try to prevent it.
  d6 Ideal
  1
  Tradition I live by my clan's ways, and will continue to do
  so. (Lawful)
  2
  Power I strive to be the best warrior, no matter who
  stands in my way. (Dark)
  3
  Respect I have earned the respect of many, and I intend
  to keep it. (Light)
  4
  Freedom I enjoy having the ability to do whatever I want.
  (Chaotic)
  5
  Comradery I'll put everything on the line for those dear
  to me. (Any)
  6
  Aspiration I'll succeed in my goals, it just takes time and
  e�ort. (Any)
  d6 Bond
  1
  I lost someone dear to me in battle, I will always honor
  them.
  2
  Honor is everything to me.
  3
  I will lay down my life for those beside me.
  4
  I must keep the traditions of my ancestors alive.
  5
  No matter where I go, Mandalore is my home.
  6
  In death, I will �nd glory.
  d6 Flaw
  1
  I look down on outsiders.
  2
  I have no respect for anyone who �ees. Cowardice is
  unacceptable.
  3
  I don't see much use in talking, a blaster is all I need to
  make my point.
  4
  I stick to my traditions no matter what, even at the cost
  of others.
  5
  I retreated once, and I've regretted it ever since.
  6
  I value a victory regardless of the ethics behind the
  victory.
  d8
  Clan
  1
  Vizsla
  2
  Fett
  3
  Kryze
  4
  Ordo
  d8
  Clan
  5
  Wren
  6
  Lok
  7
  Cadera
  8
  Clanless
  d8
  Feat
  1
  Athlete
  2
  Threatening
  3
  Ace Pilot
  4
  Survivalist
  d8
  Feat
  5
  Durable
  6
  Weapon Expert
  7
  Brawny
  8
  Fanatic
  PART 1 | PERSONALITY AND BACKGROUND
  122
  
  MERCENARY
  As a sell-sword who fought battles for coin, you're well
  acquainted with risking life and limb for a chance at a
  share of treasure. Now, you look forward to . ghting
  foes and reaping even greater rewards as an
  adventurer. Your experience makes you familiar with
  the ins and outs of mercenary life, and you likely have
  harrowing stories of events on the battle�eld. You
  might have served with a large out�t or a smaller band
  of sell-swords, maybe even more than one.
  Now you're looking for something else, perhaps
  greater reward for the risks you take, or the freedom to
  choose your own activities. For whatever reason, you're
  leaving behind the life of a soldier for hire, but your
  skills are undeniably suited for battle, so now you �ght
  on in a di�erent way.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Athletics,
  Investigation, Persuasion, and Piloting
  Tool Pro�ciencies:
  Tool Pro�ciencies: One type of gaming set
  Languages:
  Languages: One of your choice
  Equipment:
  Equipment: A uniform of your company (traveler's clothes
  in quality), an insignia of your rank, a gaming set (one of
  your choice), and a pouch containing the remainder of
  your last wages (100 cr)
  FEATURE: MERCENARY LIFE
  You know the mercenary life as only someone who has
  experienced it can. You are able to identify mercenary
  companies by their emblems, and you know a little
  about any such company, including the names and
  reputations of its commanders and leaders, and who
  has hired them recently. You can �nd the cantinas and
  feasthalls where mercenaries abide in any area, as long
  as you speak the language, and if you spend at least an
  hour in such a location you can come across one of the
  following bits of information: a job o�er, signi�cant
  rumor, referal to a skilled merchant, blacksmith, etc., or
  a hint towards the pursuit of your current quest.
  Additionally, you can �nd mercenary work between
  adventures su�cient to maintain a comfortable lifestyle
  (see "Practicing a Profession" under "Downtime
  Activities" in chapter 8 of the Player's Handbook).
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Mercenaries are shaped by their lively nature, for the
  better and the worse. They tend to be driven by either
  their commitment to money or something more
  valuable.
  d8
  d8 Personality Traits
  Personality Traits
  1
  I do not fear death, but accept it as part of life.
  2
  I have a crude sense of humor.
  3
  I face problems head-on. A simple, direct solution is the
  best path to success.
  4
  I �nd it good luck to have a �ask of ale on me even when
  the most of my other belongings are gone.
  5
  I ask a lot of questions.
  6
  I never pass up a friendly wager.
  7
  I am always polite and respectful when speaking to those
  above my station.
  8
  I like a job well done, especially if I'm not the one doing
  it.
  d6
  d6 Ideal
  Ideal
  1
  Greed.
  Greed. I'm only doing it for the money. (Dark)
  2
  Fairness.
  Fairness. We all did the work. it is only right that
  everyone gets a share of the reward. (Lawful)
  3
  Live and Let Live.
  Live and Let Live. You may not have a family left, but your
  enemy may. A little compassion goes a long way. (Light)
  4
  Measure of Last Resort.
  Measure of Last Resort. Sometimes we have to do things
  that we REALLY don't want to do, but we must
  remember that we only do them because we have to.
  (Chaotic)
  5
  Debts.
  Debts. I never leave a favor left undone and nor will I
  leave those whom owe me favors on the hook. (Neutral)
  6
  Aspiration.
  Aspiration. I have heard a tale of a legendary person of
  my class. I strive to be more like them. (Any)
  d6
  d6 Bond
  Bond
  1
  I have a personal debt that must be paid.
  2
  I am with friends whom I trust with my life as they
  should trust me with theirs.
  3
  I come from a family that dislikes weaknesses, so I push
  myself to know my weaknesses.
  4
  My life is my honor. I shall, until death, shape my life to
  what I want it to be.
  5
  Without a purpose in the world, I �nd myself to be
  broken which I do not like.
  6
  I secretly pursue a love interest that is forbidden by a
  family whether it is my own or my love's family.
  d6
  d6 Flaw
  Flaw
  1
  I am always looking for the bigger pay.
  2
  I can't tell a lie for the life of me.
  3
  I judge too easily by special appearance and pride.
  4
  I am almost always carrying some ale in with my gear.
  5
  I believe that I am the only skilled person of the group
  and am even open about it.
  6
  I will never let a comrade stand alone, even if it gets me
  killed.
  d8
  d8
  Feat
  Feat
  1
  Brawny
  2
  Investigator
  3
  Charming Persona
  4
  Ace Pilot
  d8
  d8
  Feat
  Feat
  5
  Entertaining Competitor
  6
  Linguist
  7
  Weapon Expert
  8
  Durable
  PART 1 | PERSONALITY AND BACKGROUND
  123
  
  NOBLE
  You understand wealth, power, and privilege. You carry
  a noble title, and your family owns land, collects taxes,
  and wields signi�cant political in�uence. You might be a
  pampered aristocrat unfamiliar with manual labor, a
  former merchant just elevated to the nobility, or an
  honest, hard-working landowner who cares deeply
  about the people who live and work on your land.
  Work with your DM to come up with an appropriate
  title and determine how much authority that title
  carries, as well as your family and their in�uence on
  you. Is your family old and established, or was your title
  only recently bestowed? How much in�uence do they
  wield, how do people regard them?
  What’s your position in the family? Are you the heir to
  the head of the family or the head itself? Are you far
  down the line of succession? How does the head of
  your family feel about your adventuring career? Are you
  in your family’s good graces, or shunned by the rest of
  your family?
  Does your family have a coat of arms you might wear,
  a signet ring, or particular colors?
  These details help establish your family and your title
  as features of the world of the campaign.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception, Insight,
  Lore, and Persuasion
  Tool Pro�ciencies:
  Tool Pro�ciencies: One type of gaming set
  Languages:
  Languages: One of your choice
  Equipment:
  Equipment: A set of �ne clothes, a signet ring, a letter of
  pedigree, and a purse containing 250 cr
  FEATURE: POSITION OF PRIVILEGE
  Thanks to your noble birth, people are inclined to think
  the best of you. You are welcome in high society, and
  people assume you have the right to be wherever you
  are. The common folk make every e�ort to
  accommodate you and avoid your displeasure, and
  other people of high birth treat you as a member of the
  same social sphere. You can secure an audience with a
  local noble if you need to.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Nobles are born and raised to a very di�erent lifestyle
  than most people ever experience, and their
  personalities re�ect that upbringing. A noble title comes
  with a plethora of bonds—responsibilities to family, to
  other nobles (including the sovereign), to the people
  entrusted to the family’s care, or even to the title itself.
  But this responsibility is often a good way to undermine
  a noble.
  d8
  d8 Personality Trait
  Personality Trait
  1
  My eloquent �attery makes everyone I talk to feel like
  the most wonderful and important person in the world.
  2
  The common folk love me for my kindness and
  generosity.
  3
  No one could doubt by looking at my regal bearing that I
  am a cut above the unwashed masses.
  4
  I take great pains to always look my best and follow the
  latest fashions.
  5
  I don’t like to get my hands dirty, and I won’t be caught
  dead in unsuitable accommodations.
  6
  Despite my noble birth, I do not place myself above
  other folk. We all have the same blood.
  7
  My favor, once lost, is lost forever.
  8
  If you do me an injury, I will crush you, ruin your name,
  and salt your �elds.
  d6
  d6 Ideal
  Ideal
  1
  Respect
  Respect. Respect is due to me because of my position,
  but all people regardless of station deserve to be treated
  with dignity. (Light)
  2
  Responsibility
  Responsibility. It is my duty to respect the authority of
  those above me, just as those below me must respect
  mine. (Lawful)
  3
  Independence
  Independence. I must prove that I can handle myself
  without the coddling of my family. (Chaotic)
  4
  Power
  Power. If I can attain more power, no one will tell me
  what to do. (Dark)
  5
  Family
  Family. Blood runs thicker than water. (Any)
  6
  Noble Obligation
  Noble Obligation. It is my duty to protect and care for the
  people beneath me. (Light)
  d6
  d6 Bond
  Bond
  1
  I will face any challenge to win the approval of my family.
  2
  My house’s alliance with another noble family must be
  sustained at all costs.
  3
  Nothing is more important than the other members of
  my family.
  4
  I am in love with the heir of a family that my family
  despises.
  5
  My loyalty to my sovereign is unwavering.
  6
  The common folk must see me as a hero of the people.
  d6
  d6 Flaw
  Flaw
  1
  I secretly believe that everyone is beneath me.
  2
  I hide a truly scandalous secret that could ruin my family
  forever.
  3
  I too often hear veiled insults and threats in every word
  addressed to me, and I’m quick to anger.
  4
  I have an insatiable desire for carnal pleasures.
  5
  In fact, the world does revolve around me.
  6
  By my words and actions, I often bring shame to my
  family.
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Loremaster
  4
  Charming Persona
  d8
  d8
  Feat
  Feat
  5
  Entertaining Competitor
  6
  Linguist
  7
  Inspiring Leader
  8
  Observant
  PART 1 | PERSONALITY AND BACKGROUND
  124
  
  SCIENTIST
  Nothing excites you more than pushing the boundaries
  of scienti�c knowledge. Most of your time is spent in a
  lab performing experiments to further your interests.
  Few people understand the work you do. You can solve
  complex problems most people can't begin to wrap
  their heads around, and can solve simple problems in
  unexpected ways that surprise most people.
  What is your scienti�c �eld of interest? Is it your
  insatiable curiousity, or a personal goal that drives you?
  Did you leave your lab voluntarily, or were you kicked
  out? One thing is for sure - there are too many
  interesting research ideas, and too little time.
  Skill Proficiencies: Choose two from Lore, Medicine,
  Nature, and Technology
  Tool Proficiencies: One of your choice
  Languages: One of your choice
  Equipment: A set of common clothes, a datapad, a book
  on your �eld of research, a pouch containing 100 cr
  FIELD OF RESEARCH
  While scientist's are widely knowledgeable, they also
  choose a focus for their studies. Choose an option or
  roll on the table below to de�ne your �eld of research.
  FEATURE: SCIENTIFIC METHOD
  You are well acquainted with your �eld of research
  from having read numerous journals or having
  attended scienti�c conferences. Concepts that are
  complicated, involving technical jargon that usually
  goes over most people's heads, are simple to you. You
  fully understand concepts, can recall key information,
  and know how to use equipment related to your �eld,
  unless the research was hidden from the public, in
  which you may only partially understand. You also
  recognize well-known �gures in your �eld.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Scientist are interested in things most don't care about.
  Their research is their life, and drives their personality
  traits. Their �aws, ideals, and bond are a result of their
  hours spent researching.
  d8 Personality Trait
  1
  I look up to a renowned scientist in my �eld, and often
  talk about their work.
  2
  I constantly compare my current situation to my past
  experiments, many of which went terrifyingly wrong.
  3
  I believe scienti�c results always comes �rst.
  4
  I only speak in short incomplete and concise sentences,
  as they are optimized for e�cient communication.
  5
  I often get lost in my own thoughts and contemplation,
  becoming oblivious to my surroundings.
  6
  I am unable to think logically under great stress, and
  begin to shout random scienti�c words.
  7
  I do not believe in etiquette and disregard social
  expectations.
  8
  I was, in fact, grown and raised in a laboratory.
  d6 Ideal
  1
  Transparency. All discoveries should be open to
  everyone. (Light)
  2
  Logic. Emotions must not cloud our sense of what is right
  and true, or our logical thinking. (Lawful)
  3
  Greed. I'm only in it for the money and fame. (Dark)
  4
  Free Thinking. Inquiry and curiosity are the pillars of
  progress. (Chaotic)
  5
  Live and Let Live. Meddling in the a�airs of others only
  causes trouble. (Balanced)
  6
  Aspiration. I work hard to be the best there is at my craft.
  (Any)
  d6 Bond
  1
  My research is also my best companion.
  2
  I will get revenge on the criminals that stole my research.
  3
  The school I studied at is the most important place in the
  world to me.
  4
  One day I will return to my home planet and prove that I
  am the greatest scientist of them all.
  5
  I believe my research will be the key to saving the life of
  a loved one.
  6
  I owe my instructor a great debt for forging me into the
  person I am today.
  d6 Flaw
  1
  I believe only other scientists deserve my respect.
  2
  I fail to understand why people don't understand my
  technical jargon.
  3
  I experiment on myself without thinking about the long
  term consequences.
  4
  I am paranoid that people are out to steal my research.
  5
  I believe I work better when under the in�uence of
  intoxicants.
  6
  I work on my research to the point where I ignore my
  own bodily needs.
  d10 Field of Research
  1
  Biology
  2
  Arti�cial Intelligence
  3
  Chemistry
  4
  Geology
  d10 Field of Research
  5
  Physics
  6
  the Force
  7
  Astrogation
  8
  Medicine
  d8
  Feat
  1
  Loremaster
  2
  Medic
  3
  Naturalist
  4
  Techie
  d8
  Feat
  5
  Crafter
  6
  Linguist
  7
  Tech Dabbler
  8
  Keen Mind
  PART 1 | PERSONALITY AND BACKGROUND
  125
  
  SCOUNDREL
  You have always had a way with people. You can tease
  out their heart’s desires after a few minutes of
  conversation, and with a few leading questions you can
  read them like they were children's books. It’s a useful
  talent, and one that you’re perfectly willing to use for
  your advantage. You know what people want and you
  promise to deliver, coaxing people into otherwise
  foolish decisions. You make the improbable sound
  plausible, and come ahead on every deal.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception, Insight,
  Performance, and Sleight of Hand
  Tool Pro�ciencies:
  Tool Pro�ciencies: Disguise Kit, Forgery Kit
  Equipment:
  Equipment: A set of �ne clothes, a disguise kit, a memento
  of a former con, and a belt pouch containing 150 cr
  FAVORITE SCHEMES
  Every scoundrel has an angle they use in preference to
  other schemes. Choose a favorite scam or roll on the
  table below.
  d6
  d6
  Scam
  Scam
  1
  I cheat at games involving chance.
  2
  I shave creds or forge documents.
  3
  I insinuate myself into people’s lives to prey on their
  weakness and secure their fortunes.
  4
  I put on new identities like clothes.
  5
  I run sleight-of-hand cons on street corners.
  6
  I convince people that worthless junk is worth their hard-
  earned money.
  FEATURE: FALSE IDENTITY
  You have created a second identity that includes
  documentation, established acquaintances, and
  disguises that allow you to assume that persona.
  Additionally, you can forge documents including
  o�cial papers and personal letters, as long as you have
  seen an example of the kind of document or the
  handwriting you are trying to copy.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Scoundrels are colorful characters who conceal their
  true selves behind the masks they construct. They
  re�ect what people want to see, what they want to
  believe, and how they see the world. But their true
  selves are sometimes plagued by an uneasy conscience,
  an old enemy, or deep-seated trust issues.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I fall in and out of love easily, and am always pursuing
  someone.
  2
  I have a joke for every occasion, especially occasions
  where humor is inappropriate.
  3
  Flattery is my preferred trick for getting what I want.
  4
  I’m a born gambler who can't resist taking a risk for a
  potential payo�.
  5
  I lie about almost everything, even when there’s no good
  reason to.
  6
  Sarcasm and insults are my weapons of choice.
  7
  I keep multiple holy symbols on me and invoke whatever
  deity might come in useful at any given moment.
  8
  I pocket anything I see that might have some value.
  d6
  d6 Ideals
  Ideals
  1
  Independence.
  Independence. I am a free spirit— no one tells me what
  to do. (Chaotic)
  2
  Fairness.
  Fairness. I never target people who can’t a�ord to lose a
  few creds. (Lawful)
  3
  Charity.
  Charity. I distribute the money I acquire to the people
  who really need it. (Light)
  4
  Creativity.
  Creativity. I never run the same con twice. (Any)
  5
  Friendship.
  Friendship. Material goods come and go. Bonds of
  friendship last forever. (Light)
  6
  Aspiration.
  Aspiration. I’m determined to make something of myself.
  (Any)
  d6
  d6 Bond
  Bond
  1
  I �eeced the wrong person and must work to ensure that
  this individual never crosses paths with me or those I
  care about.
  2
  I owe everything to my mentor—a horrible person who’s
  probably rotting in jail somewhere.
  3
  Somewhere out there, I have a child who doesn’t know
  me. I’m making the world better for him or her.
  4
  I come from a noble family, and one day I’ll reclaim my
  lands and title from those who stole them from me.
  5
  A powerful person killed someone I love. Some day soon,
  I’ll have my revenge.
  6
  I swindled and ruined a person who didn’t deserve it,
  and I seek to atone for my misdeeds.
  d6
  d6 Flaw
  Flaw
  1
  I can’t resist a pretty face.
  2
  I'm always in debt. I spend my ill-gotten gains on
  decadent luxuries faster than I bring them in.
  3
  I’m convinced that no one could ever fool me the way I
  fool others.
  4
  I’m too greedy for my own good. I can’t resist taking a
  risk if there’s money involved.
  5
  I can’t resist swindling people who are more powerful
  than me.
  6
  I hate to admit it and will hate myself for it, but I'll run
  and preserve my own hide if the going gets tough.
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Performer
  4
  Quick-Fingered
  d8
  d8
  Feat
  Feat
  5
  Master of Disguise
  6
  Force of Personality
  7
  Snappy Interjection
  8
  Actor
  PART 1 | PERSONALITY AND BACKGROUND
  126
  
  SITH
  You are an acolyte of the Sith Order: an ancient order of
  Force-wielders devoted to the dark side of the Force.
  Emerging as a divergent faction to the Jedi Order, the
  Sith are mortal enemies of the Jedi and �ght against
  them. Driven by emotions such as hate, anger, and
  greed, the Sith are deceptive and ultimately obsessed
  with amassing power no matter the cost. You follow the
  Sith Code:
  "Peace is a lie. There is only passion. 
  Through passion I gain strength. 
  Through strength I gain power. 
  Through power I gain victory. 
  Through victory my chains are broken. 
  The Force shall free me."
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception, Insight,
  Intimidation, and Lore
  Tool Pro�ciencies:
  Tool Pro�ciencies: Arti�cer's tools
  Languages:
  Languages: One of your choice
  Equipment:
  Equipment: A copy of the Sith code, a set of common
  clothes including a robe, and a belt pouch containing 150
  cr
  FEATURE: ASYLUM BY THE FEARFUL
  As a Sith, you instill fear in those who are aware of your
  standing. You and your adventuring companions can
  expect to receive free healing and care at any Sith
  temple, and those who are aware of your nature will
  support you (but only you) at a modest lifestyle.
  You might also have ties to a speci�c Sith temple and
  have a residence there. This could be the temple where
  you trained, or a temple where you have found a new
  home. While near your temple, you can call upon the
  Sith for assistance, provided the assistance you ask for
  bene�ts them and you remain in good standing with
  your temple.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Sith are shaped by their training. They study the Sith
  code and use it to oppress the weak and quell
  resistance. Their study of the Sith code a�ects their
  mannerisms and ideals. Their �aws might be some
  hidden hypocrisy or heretical idea, or an ideal or bond
  taken to an extreme.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I idolize a particular Sith, and constantly refer to that
  person’s deeds and example.
  2
  I can �nd common ground between the �ercest enemies,
  empathizing with them and always working towards
  peace.
  3
  I see omens in every event and action. The Force tries to
  speak to us, we just need to listen
  4
  Nothing can shake my optimistic attitude.
  5
  I quote (or misquote) sacred Sith texts and proverbs in
  almost every situation.
  6
  I am tolerant (or intolerant) of those who don't support
  the Sith.
  7
  I've enjoyed �ne food, drink, and high society. Rough
  living grates on me.
  8
  I’ve spent so long in the Sith temple that I have little
  practical experience dealing with people in the world.
  d6
  d6 Ideal
  Ideal
  1
  Tradition
  Tradition. The ancient traditions of worship and sacri�ce
  must be preserved and upheld. (Any)
  2
  Disdain
  Disdain. I never try to help those in need, regardless of
  how simple it would be. (Dark)
  3
  Change
  Change. We must help bring about the changes the Force
  is constantly working in the world. (Any)
  4
  Power
  Power. I hope to one day rise to the rank of Dark Lord of
  the Sith. (Any)
  5
  Faith
  Faith. I trust that the Force will guide my actions; I have
  faith that if I work hard, things will go well. (Any)
  6
  Aspiration
  Aspiration. I seek to prove myself worthy of the Force by
  matching my actions against the Sith teachings. (Any)
  d6
  d6 Bond
  Bond
  1
  I would die to recover an ancient Sith relic that was lost
  long ago.
  2
  I will someday get revenge on those who razed my
  temple.
  3
  I owe my life to the Sith who took me in when my
  parents died.
  4
  Everything I do is for the common people.
  5
  I will do anything to protect the temple where I served.
  6
  I seek to preserve a sacred text that my enemies seek to
  destroy.
  d6
  d6 Flaw
  Flaw
  1
  I judge others harshly, and myself even more severely.
  2
  I put too much trust in those who wield power within my
  temple’s hierarchy.
  3
  My piety sometimes leads me to blindly trust those that
  profess faith in the Force.
  4
  I am in�exible in my thinking.
  5
  I am suspicious of strangers and expect the worst of
  them.
  6
  Once I pick a goal, I become obsessed with it to the
  detriment of everything else in my life.
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Threatening
  4
  Loremaster
  d8
  d8
  Feat
  Feat
  5
  Linguist
  6
  Crafter
  7
  Force of Personality
  8
  Force Sensitive
  PART 1 | PERSONALITY AND BACKGROUND
  127
  
  SMUGGLER
  You have spent your life hiding in the darkness, making
  shady deals behind closed doors. What led you to
  engage in a life of crime? Do you crave the thrill of
  lawbreaking, or did you enter the profession to pay o.
  a debt, risking your hide on behalf of a less than
  honorable noble? A smuggler is an individual trained in
  the art of acquisition, a professional thug who can
  deliver anything... for a price. Smugglers tend to be
  more bolder criminals than most, preferring bribery or
  distraction over subterfuge and stealth.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Deception, Piloting,
  Sleight of Hand, and Stealth
  Tool Pro�ciencies:
  Tool Pro�ciencies: One type of gaming set and your
  choice of demolitions kit, security kit, or slicer's kit
  Equipment:
  Equipment: A fusion cutter, a set of dark common clothes
  including a hood, and a belt pouch containing 150 cr
  FEATURE: CAREFUL SELECTION
  Some close brushes with the law have taught you that
  not every city guard can be bribed, and some people
  are simply too keen to miss minute discrepancies. This
  feature allows you to study a person and gain insight
  into whether or not they would accept a bribe, or to
  pick up on whether they are exceptionally more
  perceptive than you. It does not reveal how expensive a
  bribe may be for a given situation, however.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Smugglers might seem like villains on the surface, and
  many of them are nefarious to the core. But some have
  an abundance of endearing, if not redeeming,
  characteristics. There might be honor among thieves,
  but spies rarely show any respect for law or authority.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I am extremely sociable, especially over a mug of ale.
  2
  I always keep my wares close to me, you never know
  who might stumble across them otherwise.
  3
  The best way to hide is out in the open.
  4
  I'm a terrible gossip.
  5
  Being seen with any unsavory �gures is a sure way to
  undermine my work, which is why I work out of sight.
  6
  De�ecting questions has become second nature to me,
  so I rarely answer straight.
  7
  I have dozens of identities and live in constant fear of
  answering to the wrong name.
  8
  I act irrationally con�dent in the face of danger, nobody
  suspects anything when you seem like you're in charge.
  d6
  d6 Ideal
  Ideal
  1
  Morals.
  Morals. I only smuggle things to improve the lives of the
  common folk. (Light)
  2
  Ruthless.
  Ruthless. I will rise to the top of the heap by any means
  necessary. (Dark)
  3
  Friendship.
  Friendship. My associates are dear to me, and I want
  them to rise with me when I hit it big. (Lawful)
  4
  Dauntless.
  Dauntless. No border crossing or bribe is too di�cult-
  that's just the coward's way of saying exciting! (Chaotic)
  5
  Greater.
  Greater. Good I work for a greater cause, and ply my
  trade only in service to it. (Any)
  6
  Unperturbed.
  Unperturbed. I only want to make a living for myself, and
  smuggling is just an edge I can use to do so. (Neutral)
  d6
  d6 Bond
  Bond
  1
  A corrupt o�cial shut me down back in my honest days. I
  aim to show him a thing or two about recovery.
  2
  I never wanted to be a criminal, but it pays the bills.
  3
  A bloodthirsty pirate stole a shipment from me and
  killed a dear friend of mine. I will have my vengeance.
  4
  Someone I cared about discovered my profession and
  has publicly denounced me, and I am caught between
  protecting my reputation and restoring our relationship.
  5
  My love interest is someone who once stole from right
  under my nose- but they have no idea who I am or how
  much I admire them for their accomplishment.
  6
  My business partners are closer to me than my family.
  d6
  d6 Flaw
  Flaw
  1
  "Trust nobody, not even yourself." I am plagued by
  paranoia.
  2
  I'm so charismatic that sometimes I woo myself. Who am
  I, Narcissus?
  3
  Money is my greatest motivator. I'll do almost anything
  given enough of it, even if I'll regret it later.
  4
  I would betray anyone to save my own skin.
  5
  I detach myself from the results of my actions in order to
  sleep better at night.
  6
  Someone who knows me well might call me "two-faced"
  but those who don't have no idea what hit 'em.
  d8
  d8
  Feat
  Feat
  1
  Silver-Tongued
  2
  Ace Pilot
  3
  Quick-Fingered
  4
  Stealthy
  d8
  d8
  Feat
  Feat
  5
  Entertaining Competitor
  6
  Demolitionist
  7
  Bypasser
  8
  Slicer
  PART 1 | PERSONALITY AND BACKGROUND
  128
  
  SOLDIER
  War has been your life for as long as you care to
  remember. You trained as a youth, studied the use of
  weapons and armor, learned basic survival techniques,
  including how to stay alive on the battle�eld. You might
  have been part of a standing national army, a
  mercenary company, or perhaps a member of a local
  militia who rose to prominence during a recent war.
  When you choose this background, work with your
  DM to determine which military organization you were
  a part of, how far through its ranks you progressed, and
  what kind of experiences you had during your military
  career. Was it a standing army, a town guard, a village
  militia, or perhaps a private company.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Athletics,
  Intimidation, Persuasion, and Piloting
  Tool Pro�ciencies:
  Tool Pro�ciencies: One type of gaming set
  Languages:
  Languages: One of your choice
  Equipment:
  Equipment: An insignia of rank, a trophy taken from a
  fallen enemy, a gaming set (one of your choice), a set of
  common clothes, and a belt pouch containing 100 cr
  SPECIALTY
  During your time as a soldier, you had a speci�c role to
  play in your unit or army. Roll a d8 or choose from the
  options in the table below to determine your role:
  FEATURE: MILITARY RANK
  You have a military rank from your career as a soldier.
  Soldiers loyal to your former military organization still
  recognize your authority and in�uence, and they defer
  to you if they are of a lower rank. You can invoke your
  rank to exert in�uence over other soldiers and
  requisition simple equipment for temporary use. You
  can also usually gain access to friendly military
  encampments where your rank is recognized.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  The horrors of war combined with the rigid discipline of
  military service leave their mark on all soldiers, shaping
  their ideals, creating strong bonds, and often leaving
  them scarred and vulnerable to fear, shame, and
  hatred.
  d8
  d8 Personality Trait
  Personality Trait
  1
  I'm always polite and respectful.
  2
  I’m haunted by memories of war. I can’t get the images
  of violence out of my mind.
  3
  I’ve lost too many friends, and I’m slow to make new
  ones.
  4
  I’m full of inspiring and cautionary tales from my military
  experience relevant to almost every combat situation.
  5
  I can stare down a hell hound without �inching.
  6
  I enjoy being strong and like breaking things.
  7
  I have a crude sense of humor.
  8
  I face problems head-on. A simple, direct solution is the
  best path to success.
  d6
  d6 Ideal
  Ideal
  1
  Greater Good
  Greater Good. Our lot is to lay down our lives in defense
  of others. (Light)
  2
  Responsibility
  Responsibility. I do what I must and obey just authority.
  (Lawful)
  3
  Independence
  Independence. When people follow orders blindly, they
  embrace a kind of tyranny. (Chaotic)
  4
  Might
  Might. In life as in war, the stronger force wins. (Dark)
  5
  Live and Let Live
  Live and Let Live. Ideals aren’t worth killing over or going
  to war for. (Neutral)
  6
  Nation
  Nation. My city, nation, or people are all that matter.
  (Any)
  d6
  d6 Bond
  Bond
  1
  I would still lay down my life for the people I served with.
  2
  Someone saved my life on the battle�eld. To this day, I
  will never leave a friend behind.
  3
  My honor is my life.
  4
  I’ll never forget the crushing defeat my company
  su�ered or the enemies who dealt it.
  5
  Those who �ght beside me are those worth dying for.
  6
  I �ght for those who cannot �ght for themselves.
  d6
  d6 Flaw
  Flaw
  1
  The monstrous enemy we faced in battle still leaves me
  quivering with fear.
  2
  I have little respect for anyone who is not a proven
  warrior.
  3
  I made a terrible mistake in battle cost many lives— and
  I would do anything to keep that mistake secret.
  4
  My hatred of my enemies is blind and unreasoning.
  5
  I obey the law, even if the law causes misery.
  6
  I’d rather eat my armor than admit when I’m wrong.
  d8
  d8
  Specialty
  Specialty
  1
  O�cer
  2
  Scout
  3
  Infantry
  4
  Medic
  d8
  d8
  Specialty
  Specialty
  5
  Quartermaster
  6
  Pilot
  7
  Artisan
  8
  Support Sta�
  d8
  d8
  Feat
  Feat
  1
  Brawny
  2
  Threatening
  3
  Charming Persona
  4
  Ace Pilot
  d8
  d8
  Feat
  Feat
  5
  Entertaining Competitor
  6
  Linguist
  7
  Weapon Expert
  8
  Healer
  PART 1 | PERSONALITY AND BACKGROUND
  129
  
  SPACER
  Aboard a star ship in the cold vacuum of space is where
  you feel most at home. You've spent the majority of
  your life travelling the stars. Life aboard ships has given
  you a good understanding of their inner workings. You
  might be especially skilled as a ship mechanic, a pilot, or
  support sta�.
  Skill Pro�ciencies:
  Skill Pro�ciencies: Choose two from Insight, Investigation,
  Piloting, and Technology
  Tool Pro�ciencies:
  Tool Pro�ciencies: Your choice of chef's kit, mechanic's kit,
  or one type of gaming set
  Languages:
  Languages: One of your choice
  Equipment:
  Equipment: A set of tools or a gaming set (one of your
  choice), a set of common clothes, a small souvenir from
  your travels, and a belt pouch containing 100 cr
  SPECIALTY
  During your time as a spacer, you had a speci�c role to
  play aboard the ship. Roll a d8 or choose from the
  options in the table below to determine your role:
  FEATURE: WELL-TRAVELED
  As a spacer, you've been from one end of the galaxy to
  the other. You've traveled along many of the trade
  routes, and know the safest routes. You have expert
  knowledge of the various hyperlanes. In addition to
  this, you know a large number of the models and
  designs of common space ships that are found in the
  galaxy.
  BACKGROUND FEAT
  As a further embodiment of the experience and training
  of your background, you can choose from the following
  feats:
  SUGGESTED CHARACTERISTICS
  Spacers come from all walks of life, and the
  responsibilities of life aboard a ship make them
  generally reliable as well. Spending so much time on
  their ship shapes their outlook and forms their most
  important attachments.
  d8
  d8 Personality Trait
  Personality Trait
  1
  My crewmates know they can rely on me, no matter
  what.
  2
  I work hard so that I can play hard when the work is
  done.
  3
  I enjoy traveling into new systems and making new
  friends over a drink.
  4
  I stretch the truth for the sake of a good story.
  5
  To me, a bar brawl is a nice way to get to know a new
  city.
  6
  I never pass up a friendly wager.
  7
  The best way to get me to do something is to tell me I
  can’t do it.
  8
  I like a job well done, especially if I can convince
  someone else to do it.
  d6
  d6 Ideal
  Ideal
  1
  Respect
  Respect. The thing that keeps a ship together is mutual
  respect between captain and crew. (Light)
  2
  Fairness
  Fairness. We all do the work, so we all share in the
  rewards. (Lawful)
  3
  Freedom
  Freedom. Space is freedom — the freedom to go
  anywhere and do anything. (Chaotic)
  4
  Mastery
  Mastery. I'm a predator, and the other ships we come
  across are my prey. (Dark)
  5
  People
  People. I'm committed to my crewmates, not to ideals.
  (Neutral)
  6
  Aspiration
  Aspiration. Someday, I'll own my own ship and chart my
  own destiny. (Any)
  d6
  d6 Bond
  Bond
  1
  I'm loyal to my captain �rst, everything else second.
  2
  The ship is most important—crewmates and captains
  come and go.
  3
  I'll always remember my �rst ship.
  4
  I will become the greatest captain that ever lived.
  5
  I was cheated out of my fair share of the pro�ts, and I
  want to get my due.
  6
  Ruthless space pirates murdered my captain and
  crewmates, stole all we owned, and left me lo die.
  Vengeance will be mine.
  d6
  d6 Flaw
  Flaw
  1
  I follow orders, even if I think they're wrong.
  2
  I'll say anything to avoid having to do extra work.
  3
  Once someone questions my courage, I never back down
  no matter how dangerous the situation.
  4
  Once I start drinking, it's hard for me to stop.
  5
  I can't help but pocket loose coins and other trinkets I
  come across.
  6
  My pride will probably lead to my destruction.
  d8
  d8
  Specialty
  Specialty
  1
  Pilot
  2
  Mechanic
  3
  Support Sta�
  4
  Guard
  d8
  d8
  Specialty
  Specialty
  5
  Ship Medic
  6
  Captain
  7
  Communications
  O�cer
  8
  Ship Cook
  d8
  d8
  Feat
  Feat
  1
  Empathic
  2
  Investigator
  3
  Ace Pilot
  4
  Techie
  d8
  d8
  Feat
  Feat
  5
  Gourmand
  6
  Genius Mechanic
  7
  Entertaining Competitor
  8
  Inspiring Leader
  PART 1 | PERSONALITY AND BACKGROUND
  130
  
  CHAPTER 5: EQUIPMENT
            he marketplace of a large city teems with 
            buyers and sellers of many sorts: Jawas peddling
  refurbished wares (or trying to steal from careless
  travelers), Ugnauts selling various technology scrap,
  Twi'lek armstechs and Mirialan synthweavers. In the
  largest cities, almost anything imaginable is o. ered for
  sale, from exotic spices and luxurious clothing to
  speeders and spaceships.
  For an adventurer, the availability of armor, weapons,
  backpacks, rope, and similar goods is of paramount
  importance, since proper equipment can mean the
  di. erence between life and death in a stronghold or the
  untamed wilds. This chapter details the mundane and
  exotic merchandise that adventurers commonly �nd
  useful in the face of the threats that the worlds of D&D
  present.
  VARIANT: STARTING WEALTH BY CLASS
  Class
  Class
  Funds
  Funds
  Berserker
  1,000 + 2d4 x 100 cr
  Consular
  1,000 + 2d4 x 100 cr
  Engineer
  1,000 + 3d4 x 100 cr
  Fighter
  1,000 + 5d4 x 100 cr
  Guardian
  1,000 + 5d4 x 100 cr
  Monk
  1,000 + 1d4 x 100 cr
  Operative
  1,000 + 4d4 x 100 cr
  Scholar
  1,000 + 3d4 x 100 cr
  Scout
  1,000 + 5d4 x 100 cr
  Sentinel
  1,000 + 3d4 x 100 cr
  WEALTH
  Wealth generally appears in the form of credits. The
  Galactic Republic and Sith Empire have their own mints,
  but in most worlds, the chits are interchangeable. Other
  trade goods, gemstones, artifacts, and property can
  re�ect your character’s �nancial well-being. Members of
  the lower class trade in goods, bartering for what they
  need and paying taxes in raw materials. Members of
  the nobility trade either in legal rights, such as the
  rights to a mine, a port, or a company, or in high
  denomination credits. Only merchants, adventurers,
  and those o�ering professional services for hire
  commonly deal in credits.
  CURRENCY
  Credits come in a variety of denominations: from a
  single chit to cards loaded with 
  incredible value. While the 
  Republic and Empire have 
  their own currencies, in 
  most worlds they can be 
  used interchangeably.
  With ten credits, a character can buy a power cell, a
  stylus, or a glowrod. A skilled (but not exceptional)
  artisan can earn ten credits a day. The credit is the
  standard unit of measure for wealth, even if the chit
  itself is not commonly used. When merchants discuss
  deals that involve goods or services worth hundreds or
  thousands of credits, the transactions don’t usually
  involve the exchange of individual chits. Rather, the
  credit is a standard measure of value, and the actual
  exchange is in credit cards, letters of credit, or valuable
  goods.
  A standard chit weighs about a third of an ounce, so
  �fty chits weigh a pound.
  The listed cost of lightweapons is equal to 5x their
  vibroweapon counterpart. If you use the Variant: Starting
  Wealth rule, you should consider letting players use the
  value of the vibroweapon counterpart as their
  purchase price.
  Additionally, lightweapons are a scarce and
  restricted resource. Finding a buyer for a salvaged
  lightweapon is often di�cult due to their clandestine
  nature.
  SELLING TREASURE
  Opportunities abound to �nd treasure, equipment,
  weapons, armor, and more in the dungeons you
  explore. Normally, you can sell your treasures and
  trinkets when you return to a town or other settlement,
  provided that you can �nd buyers and merchants
  interested in your loot.
  ARMS, ARMOR, AND OTHER EQUIPMENT
  As a general rule, undamaged weapons, armor, and
  other equipment fetch half their cost when sold in a
  market. Used weapons and armor aren't always in good
  enough condition to sell.
  ENHANCED ITEMS
  Selling enhanced items can be problematic. Finding
  someone to �nd an overtuned blaster isn't hard, but
  the most unique of items are beyond all but the
  wealthiest denizens. Likewise, aside from a few
  common enhanced items, you won't normally come
  across enhanced items to purchase. The value of
  special equipment is far beyond simple credits and
  should always be treated as such.
  GEMS, JEWELRY, AND ART OBJECTS
  These items retain their full value in the marketplace,
  and you can either trade them in for credits or use
  them as currency for other transactions. For
  exceptionally valuable treasures, the DM might require
  you to �nd a buyer in a large city or even another
  planet.
  TRADE GOODS
  In the Outer Rim, many people conduct transactions
  through barter. Like gems and art objects, trade goods
  —raw materials like bags of salt, livestock, and so on—
  retain their full value in the market and can be used as
  currency.
  PART 1 | EQUIPMENT
  131
  
  ARMOR AND SHIELDS
  The di. erent worlds of Star Wars are a vast tapestry
  made up of many di�erent cultures, each with its own
  technology level. For this reason, adventurers have
  access to a variety of armor types, ranging from basic
  combat suits to heavy battle armor, with several other
  kinds of armor in between. The Armor table collects the
  most commonly available types of armor found in the
  game and separates them into three categories: light
  armor, medium armor, and heavy armor. Many
  warriors supplement their armor with a shield
  generator.
  The Armor table shows the cost, weight, and other
  properties of the common types of armor worn in the
  worlds of Star Wars.
  Variant: Equipment Sizes
  In most campaigns, you can use or wear any
  equipment that you �nd on your adventures, within
  the bounds of common sense. For example, a burly
  wookiee won't �t in a jawa's combat suit, and an
  ugnaught would be swallowed up in a gamorrean’s
  hooded cloak.
  The DM can impose more realism. For example, a
  suit of durasteel armor made for one human might not
  �t another one without signi�cant alterations, and a
  guard’s uniform might be visibly ill-�tting when an
  adventurer tries to wear it as a disguise.
  Using this variant, when adventurers �nd armor,
  clothing, and similar items that are made to be worn,
  they might need to visit an armormech, tailor, or
  similar expert to make the item wearable. The cost for
  such work varies from 10 to 40 percent of the market
  price of the item. The DM can either roll 1d4x100 or
  determine the increase in cost based on the extent of
  the alterations required.
  ARMOR AND SHIELD PROFICIENCY
  Anyone can put on a suit of armor or wield a shield
  generator. Only those pro�cient in the armor’s use
  know how to wear it e�ectively, however. Your class
  gives you pro�ciency with certain types of armor. If you
  wear armor that you lack pro�ciency with, you have
  disadvantage on any ability check, saving throw, or
  attack roll that involves Strength or Dexterity, and you
  can’t force- or tech-cast.
  If you have pro�ciency in armor, you have pro�ciency
  in the appropriate shield generator as well.
  ARMOR CLASS (AC)
  Armor protects its wearer from attacks. The armor (and
  shield generator) you wear determines your base
  Armor Class.
  STRENGTH
  Heavier armor interferes with the wearer’s ability to
  move quickly, stealthily, and freely. If the Armor table
  shows “Str 13” or “Str 15” in the Strength column for an
  armor type, the armor reduces the wearer’s speed by
  10 feet unless the wearer has a Strength score equal to
  or higher than the listed score.
  STEALTH
  If the Armor table shows “Disadvantage” in the Stealth
  column, the wearer has disadvantage on Dexterity
  (Stealth) checks.
  PART 1 | EQUIPMENT
  132
  
  LIGHT ARMOR
  Made from supple and thin materials, light armor
  favors agile adventurers since it o�ers some protection
  without sacri�cing mobility. If you wear light armor, you
  add your Dexterity modi�er to the base number from
  your armor type to determine your Armor Class.
  COMBAT SUIT
  Combat suits are seen all over the galaxy, and can be
  found for sale by almost any merchant who dealt in
  weapons and armor. Many such suits are used by
  military organizations, such as the Galactic Republic's
  military, as well as by mercenaries, criminals, bounty
  hunters and even some Jedi.
  The suit itself o�ers decent protection from most
  types of attacks while maintaining maximum �exibility
  and minimum weight. However this armor is only
  recommended for light skirmishes.
  HEAVY COMBAT SUIT
  The heavy combat suit is a type of armor that o�ers
  more protection than the basic model of combat suit.
  The heavy combat suit is heavier overall than other
  combat suits, and not quite as �exible, but many
  consider the trade-o�s worthwhile. It is a good source
  of defense from physical attacks and light blaster �re.
  MEDIUM ARMOR
  Medium armor o�ers more protection than light armor,
  but it also impairs movement more. If you wear
  medium armor, you add your Dexterity modi�er, to a
  maximum of +2, to the base number from your armor
  type to determine your Armor Class.
  LIGHT BATTLE ARMOR
  Providing solid protection for a minimal cost, light battle
  armor is considered excellent protection for
  entrenched troops or guards. However, this protection
  comes at a cost of mobility, limiting its uses by rapidly
  advancing infantry. Still, it provides more mobility than
  full battle armor.
  BATTLE ARMOR
  Battle armor was constructed 
  from a mesh of metal or 
  composite plates and a 
  padded jumpsuit. Variants 
  of the armor included less 
  plates and more padding for 
  a lighter, though less protect- 
  ive armor, and heavier plating 
  with molded pieces to �t the 
  wearer. Though the armor was 
  available unmodi�ed, most users 
  personalized their armor.
  POWERED BATTLE ARMOR
  Powered battle armor is a type of armored suit that
  boosted the abilities of its wearer while o�ering good
  protection against most types of weapons. The micro-
  hydraulics of this type of powered armor provide the
  operator with both protection and strength
  enhancement. This type of armor is rarely seen outside
  of professional mercenaries' and soldiers' use.
  HEAVY ARMOR
  Of all the armor categories, heavy armor o�ers the best
  protection. These suits of armor cover the entire body
  and are designed to stop a wide range of attacks. Only
  pro�cient warriors can manage their weight and bulk.
  Heavy armor doesn’t let you add your Dexterity
  modi�er to your Armor Class, but it also doesn’t
  penalize you if your Dexterity modi�er is negative.
  DURASTEEL ARMOR
  Durasteel armor is an armor that reduced weight, but
  restricts movement. The armor is commony used by
  mercenaries, bounty hunters, soldiers, and civilians that
  live in dangerous areas.
  POWERED DURASTEEL ARMOR
  Powered durasteel armor uses the base durasteel
  armor, with the bene�t of micro-hydraulics that boost
  the e�cacy of the operator. It o�ers better protection,
  but increased weight.
  HEAVY DURASTEEL ARMOR
  Heavy durasteel armor is virtually the heaviest armor
  acquirable during the Galactic War. It is ideal for
  extreme combat situations that involved direct damage
  and also o�ers a very good level of protection in
  sacri�ce of dexterity. Some consider it claustrophobic
  but that was the trade-o� for safety.
  SHIELD GENERATORS
  Shields come in varying weights, sizes, and materials. A
  light shield generator is generally pretty small, a�xing
  to the forearm or belt. A medium shield generator is
  generally larger and �lls the hand. A heavy shield is
  larger and made of strong composites. You can bene�t
  from only one shield at a time.
  LIGHT SHIELD GENERATOR
  A light shield generator is generally a�xed to the
  forearm or belt. While a light shield does not �ll the
  hand slot, you gain no bene�t from it while the hand is
  full. You gain no bene�t from a light shield while
  wielding a weapon with the heavy property.
  MEDIUM SHIELD GENERATOR
  A personal shield generator was a defensive technology
  that projected a �eld of energy that protected the user
  from blaster �re, the elements, or other hazards. Most
  were designed to be held much like a traditional
  physical shield. The medium shield generator is used in
  conjunction with any one-handed weapon.
  HEAVY SHIELD
  Rather than an energy shield, heavy shields are physical
  composites of metal or plastic. They are much larger
  and more cumbersome, but they o�er more protection
  than their smaller counterparts. Its cumbersome size,
  however, makes it unwieldy, and requires the use of a
  one-handed weapon with the light property in the other
  hand.
  Small creatures have disadvantage on attack rolls
  while wielding a heavy shield. A heavy shield’s size and
  bulk make it too large for a Small creature to use
  e�ectively.
  PART 1 | EQUIPMENT
  133
  
  ARMOR
  Armor
  Armor
  Cost
  Cost       
  Armor (AC)
  Armor (AC)
  Strength
  Strength
  Stealth
  Stealth
  Weight
  Weight
  Light Armor
     Combat suit
  100 cr
  11 + Dex modi�er
  —
  —
  10 lb
     Heavy combat suit
  450 cr
  12 + Dex modi�er
  —
  —
  13 lb
  Medium Armor
      Light battle armor
  500 cr
  13 + Dex modi�er (max 2)
  —
  —
  20 lb
      Battle armor
  1,000 cr
  14 + Dex modi�er (max 2)
  —
  —
  20 lb
      Powered battle armor
  2,500 cr
  15 + Dex modi�er (max 2)
  —
  Disadvantage
  45 lb
  Heavy Armor
      Durasteel armor
  750 cr
  16
  Str 13
  Disadvantage
  55 lb
      Powered durasteel armor
  2,000 cr
  17
  Str 15
  Disadvantage
  60 lb
      Heavy durasteel armor
  15,000 cr
  18
  Str 15
  Disadvantage
  65 lb
  Shield
      Light shield generator
  50 cr
  +1
  —
  —
  7 lb
      Medium shield generator
  100 cr
  +2
  —
  —
  14 lb
      Heavy shield
  500 cr
  +3
  Str 17
  Disadvantage
  28 lb
  GETTING INTO AND OUT OF ARMOR
  The time it takes to don or do� armor depends on the
  armor’s category.
  Don.
  Don. This is the time it takes to put on armor. You
  bene�t from the armor's AC only if you take the full
  time to don the suit of armor.
  Do�.
  Do�. This is the time it takes to take o� armor. If you
  have help, reduce this time by half.
  DONNING AND DOFFING ARMOR
  Category
  Category
  Don
  Don
  Do�
  Do�
  Light armor
  1 minute
  1 minute
  Medium armor
  5 minutes
  1 minute
  Heavy armor
  10 minutes
  5 minutes
  Light shield generator
  1 reaction
  1 reaction
  Medium shield generator
  1 bonus action
  1 bonus action
  Heavy shield
  1 action
  1 action
  134
  
  WEAPONS
  Your class grants pro�ciency in certain weapons,
  re�ecting both the class's focus and the tools you are
  most likely to use. Whether you favor a vibroweapon or
  a blaster, your weapon and your ability to wield it
  e�ectively can mean the di�erence between life and
  death while adventuring. The Weapons tables show the
  most common weapons used in the worlds of Star
  Wars, their price and weight, the damage they deal
  when they hit, and any special properties they possess.
  Every weapon is classi�ed as a blaster, lightweapon, or
  vibroweapon. A vibroweapon or lightweapon is used to
  attack a target within 5 feet of you, whereas a blaster is
  used to attack a target at a distance. Lightweapons are
  generally used in melee, but due to their nature require
  separate pro�ciency.
  WEAPON PROFICIENCY
  Your species, class, and feats can grant you pro�ciency
  with certain weapons or categories of weapons. The
  two categories are simple and martial. Most people can
  use simple weapons, which are commonly seen in the
  hands of the unspecialized, with pro�ciency. Martial
  weapons, including vibroswords vibrolances, require
  more specialized training to use e�ectively. Most
  warriors use martial weapons because these weapons
  put their �ghting style and training to best use.
  Pro�ciency with a weapon allows you to add your
  pro�ciency bonus to the attack roll for any attack you
  make with that weapon. If you make an attack roll using
  a weapon with which you lack pro�ciency, you do not
  add your pro�ciency bonus to the attack roll.
  WEAPON PROPERTIES
  Many weapons have special properties related to their
  use, as shown in the Weapons table.
  AMMUNITION
  You can use a weapon that has the ammunition
  property to make a ranged attack only if you have
  ammunition to �re from the weapon. Each time you
  attack with the weapon, you expend one piece of
  ammunition. If you use a weapon that has the
  ammunition property to make a melee attack, you treat
  the weapon as an improvised weapon (see "Improvised
  Weapons" later in the section).
  BURST
  A weapon that has the burst property can make a
  normal single-target attack, or it can spray a 10-foot-
  cube area within normal range with shots. Each
  creature in the area must make a Dexterity saving
  throw (DC = 8 + your pro�ciency bonus (if pro�cient) +
  your Dexterity modi�er + any bonuses to ranged
  weapon attack rolls) or take the weapon's normal
  damage. This consumes an amount of ammunition
  indicated by the burst number.
  DOUBLE
  A weapon with the double property functions as if you
  are wielding two separate weapons. A damage value in
  parentheses appears with the property—the damage
  when the weapon is used with two-weapon �ghting.
  See the rules for two-weapon �ghting in chapter 9.
  FINESSE
  When making an attack with a �nesse weapon, you use
  your choice of your Strength or Dexterity modi�er for
  the attack and damage rolls. You must use the same
  modi�er for both rolls.
  HEAVY
  Small creatures have disadvantage on attack rolls with
  heavy weapons. A heavy weapon’s size and bulk make it
  too large for a Small creature to use e�ectively.
  HIDDEN
  You have advantage on Dexterity (Sleight of Hand)
  checks made to conceal a hidden weapon.
  LIGHT
  A light weapon is small and easy to handle, making it
  ideal for use when �ghting with two weapons. See the
  rules for two-weapon �ghting in chapter 9.
  LUMINOUS
  A weapon with the luminous property sheds dim light in
  a 5-foot radius while activated. Additionally, Dexterity
  (Stealth) checks made while the weapon is activated
  have disadvantage.
  RANGE
  A weapon that can be used to make a ranged attack has
  a range shown in parentheses after the ammunition or
  thrown property. The range lists two numbers. The �rst
  is the weapon’s normal range in feet, and the second
  indicates the weapon’s maximum range. When
  attacking a target beyond normal range, you have
  disadvantage on the attack roll. You can’t attack a target
  beyond the weapon’s long range.
  REACH
  This weapon adds 5 feet to your reach when you attack
  with it.
  RELOAD
  A limited number of shots can be made with a weapon
  that has the reload property. A character must then
  reload it using an action or a bonus action (the
  character's choice). You must have one free hand to
  reload.
  SPECIAL
  A weapon with the special property has unusual rules
  governing its use, explained in the weapon’s description
  (see "Special Weapons" later in this section).
  STRENGTH
  A weapon with this special property has a heavy
  kickback. While wielding it, you have disadvantage on
  attack rolls unless you meet the Strength requirement.
  If the weapon has the burst property, you must meet
  the Strength requirement to use this feature.
  THROWN
  If a weapon has the thrown property, you can throw the
  weapon to make a ranged attack. If the weapon is a
  melee weapon, you use the same ability modi�er for
  that attack roll and damage roll that you would use for
  a melee attack with the weapon.
  PART 1 | EQUIPMENT
  135
  
  BLASTERS
  Name      
  Cost    Damage    Weight   Properties
  Simple Blasters
    Blaster carbine
  300 cr   1d6 energy
  8 lb   Ammunition (range 60/240), reload 16, two-handed
    Bowcaster
  400 cr   1d10 energy
  16 lb   Ammunition (range 40/160), burst 8, reload 8, strength 13, two-handed
    Light pistol
  350 cr   1d4 energy
  2 lb   Ammunition (range 40/160), light, reload 20
    Hold-out
  250 cr   1d4 energy
  1 lb   Ammunition (range 30/120), hidden, light, reload 6
    Scattergun
  200 cr   1d6 kinetic
  3 lb   Ammunition (range 20/80), burst 2, reload 2
    Shotgun
  350 cr   2d4 kinetic
  12 lb   Ammunition (range 30/120), burst 2, reload 4, strength 13, two-handed
    Wrist launcher
  450 cr       —
  1 lb   Ammunition (range 30/60), reload 1, special
  Martial Blasters
    Assault cannon
  500 cr   1d10 energy
  24 lb   Ammunition (range 80/320), burst 4, reload 8, strength 15, two-handed
    Blaster pistol
  200 cr   1d6 energy
  3 lb   Ammunition (range 40/160), reload 16
    Blaster ri�e
  400 cr   1d8 energy
  11 lb   Ammunition (range 100/400), reload 12, two-handed
    Heavy pistol
  300 cr   1d8 energy
  4 lb   Ammunition (range 40/160), reload 12, strength 13
    Ion blaster
  200 cr   1d4 ion
  3 lb   Ammunition (range 40/160), reload 16
    Ion ri�e
  400 cr   1d6 ion
  11 lb   Ammunition (range 100/400), reload 12, two-handed
    Lightbow
  400 cr   2d6 energy
  16 lb   Ammunition (range 60/240), reload 4, strength 13, two-handed
    Slugthrower
  350 cr   1d8 kinetic
  14 lb   Ammunition (range 100/400), burst 6, reload 12, two-handed
    Sniper ri�e
  750 cr   1d12 energy
  12 lb   Ammunition (range 150/600), reload 4, strength 13, two-handed
  TWO-HANDED
  This weapon requires two hands to use.
  VERSATILE
  This weapon can be used with one or two hands. A
  damage value in parentheses appears with the
  property—the damage when the weapon is used with
  two hands to make a melee attack.
  IMPROVISED WEAPONS
  Sometimes characters don't have their weapons and
  have to attack with whatever is close at hand. An
  improvised weapon includes any object you can wield
  in one or two hands, such as broken glass, a table leg, a
  frying pan, a wagon wheel, or a dead jawa.
  In many cases, an improvised weapon is similar to an
  actual weapon and can be treated as such. At the DM's
  option, a character pro�cient with a weapon can use a
  similar object as if it were that weapon and use his or
  her pro�ciency bonus.
  An object that bears no resemblance to a weapon
  deals 1d4 kinetic damage. If a character uses a ranged
  weapon to make a melee attack, or throws a melee
  weapon that does not have the thrown property, it also
  deals 1d4 damage. An improvised thrown weapon has a
  normal range of 20 feet and a long range of 60 feet.
  SPECIAL WEAPONS
  Weapons with special rules are described to the right.
  CHAKRAM/LIGHT RING
  When you throw a chakram or light ring, you can
  choose to have it return immediately to your hand. You
  must have one free hand to catch it.
  NET
  A Large or smaller creature hit by an net is restrained
  until it is freed. An net has no e�ect on creatures that
  are formless, or creatures that are Huge or larger. A
  creature can use its action to make a DC 10 Strength
  check, freeing itself or another creature within its reach
  on a success. Dealing 5 kinetic or energy damage to the
  net (AC 10) also frees the creature without harming it,
  ending the e�ect and destroying the net.
  When you use an action, bonus action, or reaction to
  attack with a net, you can make only one attack
  regardless of the number of attacks you can normally
  make.
  HIDDEN BLADE
  A hidden blade does not �ll the hand slot, but you can't
  use a hidden blade while the hand is full. Additionally,
  you have advantage on Strength saving throws to avoid
  being disarmed.
  VIBRODART
  Due to their diminutive size, vibrodarts make ine�ective
  melee weapons. Melee attack rolls made with them are
  made at disadvantage.
  VIBROLANCE
  You have disadvantage when you use a vibrolance to
  attack a target within 5 feet of you. Also, a lance
  requires two hands to wield when you aren't mounted.
  WRIST LAUNCHER
  Rather than traditional power cells, the wrist launcher
  �res specialized projectiles in the form of darts, small
  missiles, or specialized canisters.
  PART 1 | EQUIPMENT
  136
  
  LIGHTWEAPONS
  Name                  
  Name                  
  Cost    
  Cost      Damage   
   Damage   
  Weight  
  Weight   Properties
  Properties
  Simple Lightweapons
      Lightdagger
  300 cr   1d4 energy
  1 lb   Finesse, hidden, light, luminous, thrown (20/60)
      Lightsaber
  500 cr   1d6 energy
  4 lb   Hidden, luminous, versatile (1d8)
      Shotosaber
  1,250 cr   1d6 energy
  2 lb   Finesse, hidden, light, luminous
  Martial Lightweapons
      Doublesaber
  3,500 cr   1d8 energy
  4 lb   Double (1d8 energy), . nesse, luminous, two-handed
      Doubleshoto
  2,950 cr   1d6 energy
  4 lb   Double (1d6 energy), �nesse, light, luminous, two-handed
      Dual-phase lightsaber
  750 cr   1d8 energy
  2 lb   Hidden, luminous, versatile (1d10)
      Greatsaber
  2,500 cr   2d6 energy
  3 lb   Heavy, luminous, two-handed
      Lightsaber pike
  1,000 cr   1d10 energy
  3 lb   Heavy, luminous, reach, two-handed
      Lightfoil
  1,250 cr   1d8 energy
  2 lb   Finesse, hidden, luminous
      Light ring
  1,250 cr   1d6 energy
  3 lb   Finesse, hidden, luminous, special, thrown (range 30/90)
      Saberspear
  1,500 cr   2d4 energy
  2 lb   Luminous
      Saberwhip
  1,750 cr   1d4 energy
  2 lb   Finesse, hidden, luminous, reach
  VIBROWEAPONS
  Name                  
  Name                  
  Cost    
  Cost      Damage  
   Damage  
  Weight  
  Weight   Properties
  Properties
  Simple Vibroweapons
      Techaxe
  50 cr   1d6 kinetic
  2 lb   Light, thrown (range 20/60)
      Vibroclub
  75 cr   1d10 kinetic
  10 lb   Two-handed
      Vibrodagger
  50 cr   1d4 kinetic
  1 lb   Finesse, light, thrown (20/60)
      Vibrodart
  5 cr   1d4 kinetic
  1/4 lb   Finesse, special, thrown (20/60)
      Vibromace
  75 cr   1d6 kinetic
  2 lb   Light
      Vibrosta�
  100 cr   1d6 kinetic
  4 lb   Versatile (2d4)
      Vibrospear
  100 cr   1d6 kinetic
  3 lb   Thrown (range 20/60), versatile (1d8)
  Martial Vibroweapons
      Chakram
  250 cr   1d6 kinetic
  3 lb   Finesse, special, thrown (range 30/90)
      Doubleblade
  625 cr   1d6 kinetic
  5 lb   Double (1d6 kinetic), �nesse, light, two-handed
      Doublesword
  700 cr   1d8 kinetic
  5 lb   Double (1d8 kinetic), �nesse, two-handed
      Electrosta�
  600 cr   2d4 kinetic
  8 lb   Double (2d4 kinetic), two-handed
      Techblade
  250 cr   1d6 kinetic
  3 lb   Finesse, light
      Hidden blade
  200 cr   1d4 kinetic
  1 lb   Finesse, hidden, light, special
      Net
  100 cr   —
  3 lb   Light, special, thrown (range 15)
      Vibroaxe
  300 cr   1d12 kinetic
  7 lb   Heavy, two-handed
      Vibroblade
  150 cr   1d8 kinetic
  2 lb   Versatile (1d10)
      Vibrobaton
  225 cr   2d4 kinetic
  4 lb   —
      Vibrolance
  100 cr   1d12 kinetic
  6 lb   Reach, special
      Vibropike
  200 cr   1d10 kinetic
  6 lb   Heavy, reach, two-handed
      Vibrorapier
  250 cr   1d8 kinetic
  2 lb   Finesse
      Vibrosword
  500 cr   2d6 kinetic
  6 lb   Heavy, two-handed
      Vibrowhip
  120 cr   1d4 kinetic
  3 lb   Finesse, reach
  PART 1 | EQUIPMENT
  137
  
  ADVENTURING GEAR
  This section describes items that have special rules or
  require further explanation.
  EQUIPMENT PACKS
  The starting equipment you get from your class
  includes a collection of useful adventuring gear, put
  together in a pack. The contents of these packs are
  listed here. If you are buying your starting equipment,
  you can purchase a pack for the price shown, which
  might be cheaper than buying the items individually.
  BURGLAR’S PACK
  Costs 290 credits. Includes a backpack, two glow rods, a
  hydrospanner, a fusion cutter, a chronometer, a
  grappling hook, 5 days of . eld rations, and a canteen.
  DIPLOMAT'S PACK
  Costs 330 credits. Includes a chest, a set of �ne clothes,
  a datapad, 5 datacards, a stylus, 5 days of �eld rations,
  and a canteen.
  DUNGEONEER’S PACK
  Costs 320 credits. Includes a backpack, �ve glow rods, a
  fusion cutter, a grappling hook, a chronometer, 10 days
  of �eld rations, a canteen, and 50 feet of �bercord cable
  strapped to the side of it.
  ENTERTAINER’S PACK
  Costs 420 credits. Includes a backpack, a bedroll, two
  costumes, two glowrods, 5 days of �eld rations, a
  canteen, and a disguise kit.
  EXPLORER’S PACK
  Costs 250 credits. Includes a backpack, a bedroll, a
  blanket, a mess kit, two glowrods, a commlink, 10 days
  of �eld rations, a canteen, and 50 feet of �bercord cable
  strapped to the side of it.
  PRIEST’S PACK
  Costs 275 credits. Includes a backpack, a blanket, two
  glowrods, a datapad, a medkit, 5 days of �eld rations,
  and a canteen.
  SCHOLAR’S PACK
  Costs 290 credits. Includes 
  a backpack, a datapad, 
  5 datacards, a stylus, a 
  holorecorder, 5 days of 
  �eld rations, and a canteen.
  TECHNOLOGIST'S PACK
  Costs 670 credits. Includes 
  a backpack, chronometer, 
  respirator, datapad, 
  holocomm, commlink, 
  bedroll, canteen, and 5 
  days of �eld rations.
  Item
  Item
  Cost
  Cost
  Weight
  Weight
  Ammunition
   Carbonite canister
  150 cr
  2 lb
   Dart
  50 cr
  -
   Flame projector canister
  350 cr
  2 lb
   Missile, fragmentation
  100 cr
  ½ lb
   Power cell
  10 cr
  1 lb
   Plasma cell
  200 cr
  1 lb
  AMMUNITION
  CARBONITE CANISTER
  A carbonite canister is an uncommon type of
  ammunition for the wrist launcher. When triggered, it
  produces a beam of carbonite energy in a 15 foot line. A
  single fuel canister holds enough fuel for three attacks.
  Each creature must make a Constitution saving throw
  (DC equal to 8 + your pro�ciency bonus + your Strength
  or Dexterity modi�er) or take 1d6 cold damage and
  have its speed halved until the end of your next turn. If
  this damage reduces a creature to 0 hit points, that
  creature is frozen in carbonite for 1 hour.
  DART
  The most common type of ammunition for the wrist
  launcher. On a hit, the target takes 1d6 kinetic damage.
  FLAME PROJECTOR CANISTER
  A �ame projector canister is an uncommon type of
  ammunition for the wrist launcher. When triggered, it
  produces a burst of �ame in a 15 foot line or cone. A
  single fuel canister holds enough fuel for three attacks
  in a line or a single attack in a cone. Each creature must
  make a Dexterity saving throw (DC equal to 8 + your
  pro�ciency bonus + your Strength or Dexterity modi�er)
  or take 2d6 �re damage.
  MISSILE, FRAGMENTATION
  The missile is another common ammunition type for
  the wrist launcher. On a hit, the target takes 1d6 kinetic
  damage. Hit or miss, the missile then explodes. The
  target and each creature within 5 feet must make a
  Dexterity saving throw (DC equal to 8 + your pro�ciency
  bonus + your Strength or Dexterity modi�er), taking 1d6
  kinetic damage on a failed save.
  POWER CELL
  Power cells energize blaster weapons and tools.
  PLASMA CELL
  A plasma cell is a specialized power cell for use with
  blaster weapons. While loaded with a plasma cell,
  weapons deal �re damage instead of energy.
  Additionally, when you hit with a shot it sets the ground
  beneath it in a 5-foot square ablaze. When a creature
  enters the �re or starts its turn there it must make a DC
  12 Dexterity saving throw. On a failed save, the creature
  takes 1d6 �re damage.
  PART 1 | EQUIPMENT
  138
  
  COMMUNICATIONS
  COMMLINK
  Commlinks are standard handheld communication
  devices, . tted with microphones and receivers. A
  standard, personal commlinks have a range of up to 30
  miles, but are reduced in dense, urban areas or areas of
  high level interference.
  COMM JAMMER
  A comm jammer is a device used to scramble
  communications. A comm jammer can block
  transmissions from unenhanced communications
  devices in a 100 foot radius.
  HEADCOMM
  A headcomm can be installed in a helmet or worn
  independently. It functions as a hands-free commlink.
  HOLOCOMM
  A holocomm is a communications unit that utilizes 
  the HoloNet. It enables users to send and receive 
  messages through holographic-based transmission 
  networks.
  HOLOTRACE DEVICE
  A holotrace device is a wrist-worn gadget that can be
  used to trace a holographic transmission back to its
  source.
  POCKET SCRAMBLER
  A pocket scrambler is a simple add-on to any commlink
  that automatically encodes any messages sent out. The
  transmitted message can only be read by a device
  equipped with a matched scrambler.
  DATA RECORDING AND STORAGE
  CODE CYLINDER
  Code cylinders are security devices in the shape of
  short cylinders that contain coded information about
  their bearers and grant them access to secure areas.
  DATACARDS
  A datacard or data disk is a �at, hand-held device used
  in conjunction with a datapad to store information.
  DATACRON
  A datacron is a type of holocron that can be accessed
  by non-Force-sensitives and are mainly used to store
  encrypted data. They are complete with an interactive
  projection 
  to access 
  the infor- 
  mation.
  DATAPAD
  A datapad is a 
  small electronic 
  device used for the 
  input, storage and 
  displaying of inform- 
  ation. It features a 
  holoprojective surface 
  for 3D viewing.
  Item
  Item
  Cost
  Cost
  Weight
  Weight
  Communications
   Commlink
  50 cr
  ½ lb
   Comm jammer
  450 cr
  3 lb
   Headcomm
  50 cr
  1 lb
   Holocomm
  300 cr
  2 lb
   Holotrace device
  1,000 cr
  5 lb
   Pocket scrambler
  800 cr
  1 lb
  Data Recording and Storage
   Code cylinder
  500 cr
  ½ lb
   Datacards (5)
  25 cr
  -
   Datacron
  4,000 cr
  2 lb
   Datapad
  100 cr
  ½ lb
   Holocron
  4,000 cr
  2 lb
   Holorecorder
  100 cr
  1 lb
   Stylus pen
  10 cr
  ½ lb
   Wristpad
  600 cr
  2 lb
  HOLOCRON
  Holocrons are information-storage devices used by
  force wielders that contain ancient lessons or valuable
  information in holographic form. They appear as palm-
  sized, glowing polyhedrons of crystalline material and
  hardware, and can only be activated and used through
  the power of the Force.
  HOLORECORDER
  A holorecorder is a device used to record and project
  holograms. Some droid models are equipped with
  internal holorecorders.
  STYLUS PEN
  A stylus pen is designed to write on both solid surfaces
  and touch screen interfaces.
  WRISTPAD
  A wristpad is a harness with an integrated datapad and
  holoprojector interface that �ts on the forearm and
  includes self-charging battery packs.
  PART 1 | EQUIPMENT
  139
  
  EXPLOSIVES
  BREACHING CHARGE
  A device used to blow holes in larger constructs, a
  breaching charge creates a devastating explosion.
  Installing a breaching charge takes 1 minute. The
  charge can be set with a 6-second timer, or detonated
  remotely using a remote detonator.
  Once detonated, the breaching charge destroys an
  unenhanced section of wall up to 10 feet wide, 10 feet
  tall, and 5 feet deep. Additionally, each creature within
  20 feet of the charge must make a DC 15 Dexterity
  saving throw. A creature takes 3d6 �re damage and 3d6
  kinetic damage on a failed save, or half as much on a
  successful one. A construct makes this save with
  disadvantage. If the breaching charge is installed on the
  construct, it automatically fails the saving throw.
  GRENADE, ELECTROSTUN
  Electrostun grenades are usually used when the object
  of a mission is to detain, capture, or subdue rather than
  kill. Grenades have a range equal to 30 feet + your
  Strength modi�er x 5. As an action, you can throw a
  grenade at a point you can see within range. Each
  creature within 10 feet must make a DC 13 Dexterity
  saving throw. A creature takes 1d6 lightning damage on
  a failed save, or half as much as on a successful one.
  Additionally, on a failed save, the creature is stunned
  until the end of its next turn.
  GRENADE, FRAGMENTATION
  Frag grenades are cheap, low-damage grenades used
  mainly by military personnel, mercenaries, bounty
  hunters, and adventurers. Grenades can be set to
  detonate on impact or set with a timer that lasts several
  seconds before detonating. Grenades have a range
  equal to 30 feet + your Strength modi�er x 5. As an
  action, you can throw a grenade at a point you can see
  within range. Each creature within 10 feet must make a
  DC 12 Dexterity saving throw. A creature takes 2d6
  kinetic damage on a failed save, or 
  half as much as on a successful one.
  GRENADE, GAS
  Gas grenades are primarily used 
  to �ush enemies out of cover and 
  other protected areas, though 
  there are of course other uses. 
  Grenades have a range equal to 
  30 feet + your Strength modi�er x 5. 
  As an action, you can throw a grenade at 
  a point you can see within range. The grenade explodes
  in a 15ft radius sphere of yellow-green fog centered on
  a point you choose within range. The sphere spreads
  around corners, and its area is heavily obscured. It lasts
  for 1 minute or until a wind of at least 10 miles per hour
  disperses it.
  When a creature enters the fog's area for the �rst
  time on a turn or starts its turn there, that creature
  must make a DC 13 Constitution saving throw. The
  creature takes 1d8 poison damage on a failed save, or
  half as much damage on a successful one. Additionally,
  on a failed save, the creature is poisoned while it is in
  the cloud. Droids, constructs and humanoids wearing
  appropriate protective equipment are une�ected.
  Item
  Item
  Cost
  Cost
  Weight
  Weight
  Explosives
     Breaching charge
  750 cr
  4 lb
     Grenade, electrostun
  250 cr
  1 lb
     Grenade, frag
  100 cr
  1 lb
     Grenade, gas
  300 cr
  1 lb
     Grenade, ion
  250 cr
  1 lb
     Mine, fragmentation
  500 cr
  2 lb
     Mine, plasma
  550 cr
  2 lb
     Thermal detonator
  750 cr
  1 lb
  GRENADE, ION
  Ion grenades are hand-held explosive devices that
  release a blast of ion energy. Grenades have a range
  equal to 30 feet + your Strength modi�er x 5. As an
  action, you can throw a grenade at a point you can see
  within range. Each creature within 10 feet must make a
  DC 12 Dexterity saving throw. A creature takes 2d4 ion
  damage on a failed save, or half as much as on a
  successful one. Any electronics within the blast radius
  are disabled until rebooted.
  MINE, FRAGMENTATION
  When you use your action to set it, this mine sets an
  imperceptible laser line extending up to 15 feet. When
  the laser is tripped, the mine explodes, and each
  creature within 15 feet of it must make a DC 13
  Dexterity saving throw. On a failed save, a creature
  takes 3d6 kinetic damage, or half as much on a
  successful one.
  MINE, PLASMA
  When you use your action to set it, this mine sets an
  imperceptible laser line extending up to 15 feet. When
  the laser is tripped, the mine explodes, coating the area
  in a 15-foot radius around it in �re that burns for 1
  minute. When a creature enters the �re or starts its
  turn there it must make a DC 13 Dexterity saving throw.
  On a failed save, the creature takes 2d6 �re damage, or
  half as much on a successful one. A construct makes
  this save with disadvantage.
  THERMAL DETONATOR
  Thermal detonators are palm-sized, spherical, and
  extremely deadly explosive weapons. In addition to
  being surprisingly powerful for their size, they can only
  be turned o� by whoever turned them on. Thermal
  detonators have a range equal to 30 feet + your
  Strength modi�er x 5. As an action, you can throw a
  grenade at a point you can see within range. Each
  creature within 10 feet must make a DC 14 Dexterity
  saving throw. A creature takes 2d6 �re and 2d6 kinetic
  damage on a failed save, or half as much as on a
  successful one. Additionally, on a failed save, the
  creature is knocked prone.
  PART 1 | EQUIPMENT
  140
  
  LIFE SUPPORT
  AQUATIC REBREATHER
  Aquatic breathers are breath masks designed to
  operate underwater. While worn, the wearer can
  breathe both air and water.
  ENVIRO-SUIT
  Environment suits, atmospheric suits, or EVA suits, are
  pressure suits that enabled wearers to survive and
  operate in zero gravity space and other dangerous
  conditions.
  FLIGHT SUIT
  Flight suits, or jumpsuits, are a type of out�t worn by
  pilots. They are worn in conjunction with �ight helmets.
  They come in a variety of di�erent colors and provide
  life support, and protect from hostile environments.
  RESPIRATOR
  A respirator, or breath mask, is a portable device that
  allowed an oxygen-breather to survive in low-oxygen
  atmospheres. Although not suitable for use in outer-
  space, these hands-free masks were essential
  equipment for deep-space travel that might require
  activity outside of a starship.
  MEDICAL SUPPLIES
  ANTIDOTE KIT
  An antidote kit contained a variety of wide-spectrum
  antidote hypospray injectors that were designed to
  neutralize all known poisons. A kit has �ve charges. As
  an action, you can administer a charge of the kit to cure
  a target of one poison a�ecting them or to give them
  advantage on saving throws against poison for 1 hour.
  It confers no bene�t to droids or constructs.
  EMERGENCY BATTERY
  All non-expendable droids need recharging as they are
  used. The battery has ten uses. As an action, you can
  expend one use of the kit to stabilize a droid that has 0
  hit points, without needing to make an Intelligence
  (Technology) check.
  MEDKIT
  A common medkit can be stocked with bacta packs, and
  contains spray-bandages, bone stabilizers, antiseptics,
  and other essentials for the treatment of wounds. As an
  action, you can expend a use of the kit to stabilize a
  creature that has 0 hit points, without needing to make
  a Wisdom (Medicine) check. A medkit can be used to
  stabilize 5 times before it must be restocked at its
  original cost.
  MEDPAC
  A medpac is a quick-acting syringe �lled with a
  concentrated dose of kolto. As an action, you can use a
  medpac to restore 2d4+2 hit points to a creature within
  5 feet.
  POISON, BASIC (ONE DOSE)
  You can use the poison in this vial to coat one kinetic
  weapon or one wrist launcher dart. Applying the poison
  takes an action. A creature hit by the poisoned weapon
  must make a DC 10 Constitution saving throw or take
  1d4 poison damage. Once applied, the poison retains
  potency for 1 minute before drying.
  Item
  Cost
  Weight
  Life Support
   Aquatic rebreather
  100 cr
  2 lb
   Enviro-suit
  2,000 cr
  15 lb
   Flight suit
  1,000 cr
  5 lb
   Respirator
  200 cr
  1 lb
  Medical
   Antidote kit
  600 cr
  4 lb
   Emergency battery
  70 cr
  5 lb
   Medkit
  50 cr
  3 lb
   Medpac
  500 cr
  ½ lb
   Poison, basic (one dose)
  1,000 cr
  10 lb
   Repair kit
  750 cr
  3 lb
  Storage
   Backpack
  50 cr
  5 lb
   Crate
  20 cr
  70 lb
   Chest
  50 cr
  25 lb
   Pouch
  5 cr
  1 lb
  REPAIR KIT
  A repair kit included the basic tools needed to repair a
  droid after being damaged in combat. The kit has three
  uses. As an action, you can expend one use of the kit to
  restore 2d4+2 hit points to a droid or construct within 5
  feet.
  STORAGE CONTAINER CAPACITY
  Container
  Capacity
  Backpack
  1 cubic foot, 30 pounds of gear
  Basket
  2 cubic feet/40 pounds of gear
  Bottle
  1 ½ pints liquid
  Bucket
  3 gallons lliquid, ½ cubic foot solid
  Canteen
  4 pints liquid
  Crate
  40 gallons liquid, 4 cubic feet solid
  Chest
  12 cubic feet/300 pounds of gear
  Flask or tankard
  1 pint liquid
  Jug or pitcher
  1 gallon liquid
  Pot
  1 gallon liquid
  Pouch
  1/5 cubic foot/6 pounds of good
  Sack
  1 cubic foot/30 pounds of gear
  Vial
  4 ounces liquid
  PART 1 | EQUIPMENT
  141
  
  UTILITIES
  BINDERS
  These durasteel restraints can bind a Small or Medium
  creature. Escaping the binders requires a successful DC
  20 Dexterity check. Breaking them requires a successful
  DC 20 Strength check. Each set of binders comes with
  one key. Without the key, a creature pro�cient with
  security kit can pick the binders’ lock with a successful
  DC 15 Dexterity check. Binders have 15 hit points.
  CHRONOMETER
  A chronometer is a device that measures and keeps
  linear time.
  FIELD RATIONS (ONE DAY'S)
  Ration packs consist of dry foods suitable for extended
  travel, and are used when other food is scarce. Each
  pack is divided into portions and can provide enough
  food for one person per day.
  FUSION CUTTER
  A fusion cutter is a handheld cutting tool popular
  among technicians. It cut through almost any
  reinforced material, given enough time. The internal
  power cell supplies an hour's worth of continuous
  operation.
  GLOWROD
  Glowrods create a beam of light illuminating the area
  around you in bright light for a 20-foot radius and dim
  light for an additional 20 feet. The glowrod lasts for 10
  hours and can be recharged by connecting to a power
  source or by replacing the power cell.
  GRAPPLING HOOK
  A grappling hook allows 
  a user to climb or ascend 
  large objects. It can be 
  mounted to a blaster, 
  belt, or elsewhere. It has 
  a 50-foot length.
  HEAT GENERATOR
  Heat generators are special devices typically worn on
  belts that function as a portable, personal heat supply.
  Activating or deactivating the generator requires a
  bonus action and, while active, you are adapted to cold
  climates, as described in chapter 5 of the Dungeon
  Master’s Guide. The generator lasts for 10 minutes and
  can be recharged by a power source or replacing the
  power cell.
  HOMING BEACON
  A homing beacon is a deviced used to track starships or
  any other entity being transported. Homing beacons
  transmit using non-mass HoloNet transceivers able to
  be tracked through hyperspace. Homing beacons are
  small enough that they can easily be hidden inside a
  ship, or tucked into some crevice on its exterior.
  MACROBINOCULARS
  Macrobinoculars are handheld viewing devices that
  allow users to observe distant objects. Some models
  are able to see into space from the surface of a planet.
  Item
  Cost Weight
  Utilities
   Bedroll
  10 cr
  7 lb
   Blanket
  50 cr
  3 lb
   Binders
  50 cr
  6 lb
   Chronometer
  100 cr
  1 lb
   Fibercord cable, 50 ft (rolled)
  20 cr
  2 lb
   Field rations (one day's)
  5 cr
  1 lb
   Fusion cutter
  25 cr
  2 lb
   Glowrod
  10 cr
  2 lb
   Grappling hook
  50 cr
  4 lb
   Heat generator
  400 cr
  4 lb
   Homing beacon
  450 cr
  1 lb
   Hydrospanner
  10 cr
  2 lb
   Macrobinoculars
  750 cr
  1 lb
   Mess kit
  20 cr
  1 lb
   Mirror
  50 cr
  ½ lb
   Ram, portable
  40 cr
  35 lb
   Restraining bolt
  350 cr
  1 lb
   Shovel
  7 cr
  5 lb
   Tent, two-person
  20 cr
  5 lb
  MESS KIT
  This box contains a cup and simple cutlery. The box
  clamps together, and one side can be used as a cooking
  pan and the other as a plate or shallow bowl.
  RAM, PORTABLE
  You can use a portable ram to break down doors. When
  doing so, you gain a +4 bonus on the Strength check.
  One other character can help you use the ram, giving
  you advantage on this check.
  RESTRAINING BOLT
  Restraining bolts are small, cylindrical devices that can
  be a�xed to a droid in order to limit its functions and
  enforce its obedience. When inserted, a restraining bolt
  restricts the droid from any movement its master does
  not desire, and also forced it to respond to signals
  produced by a hand-held control unit.
  Installing a restraining bolt takes 1 minute. The droid
  must make a DC 12 Constitution saving throw. A hostile
  droid makes this save with advantage. On a successful
  save, the restraining bolt overloads and is rendered
  useless. On a failed save, the restraining bolt is correctly
  installed, and the control unit can be used to actively
  control the droid. While the control unit is inactive, the
  droid can act freely but it can not attempt to remove
  the restraining bolt.
  PART 1 | EQUIPMENT
  142
  
  WEAPON AND ARMOR ACCESSORIES
  BANDOLIER
  A bandolier is worn across the chest. It has 12 slots that
  can each hold a single item that weighs less than 2 lb,
  such as a vibrodagger, a fragmentation grenade, or a
  power cell.
  BIPOD
  A bipod is a device mounted to a two-handed blaster
  weapon to o�er increased stability while prone. As an
  action, you can deploy or collapse the bipod. While
  deployed, you ignore the Strength requirement on
  ranged weapons with the strength property while you
  are prone, and your speed is reduced to 0.
  FRICTION-GRIP GEAR
  A special set of gloves and boots that allow the wearer
  to stick to and climb surfaces. While wearing these
  items, you gain the ability to move along vertical
  surfaces and ceilings while leaving your hands free. You
  also gain a climbing speed equal to half your 
  walking 
  speed.
  JETPACK
  Jetpacks are personal aerial transportation devices that
  allow the operator to �y into and through the air with
  great mobility. Activating or deactivating the jetpack
  requires a bonus action and, while active, you have a
  �ying speed of 30 feet. The jetpack last for 1 minute per
  power cell (to a maximum 
  of 10 minutes) and can be 
  recharged by a power 
  source or replacing the 
  power cells.
  REMOTE DETONATOR
  A small handhold device 
  with a single button, used 
  to activate explosives. Over 
  the course of 1 minute, you 
  can synchronize the deton- 
  ator with a single explosive 
  device, such as a breaching 
  charge, grenade, or mine. As an 
  action, you can remotely detonate 
  the paired explosive.
  Item
  Cost Weight
  Weapon and Armor Accessories
   Bandolier
  100 cr
  2 lb
   Bipod
  200 cr
  2 lb
   Friction-grip gear
  2,000 cr
  12 lb
   Jetpack
  4,500 cr
  20 lb
   Remote detonator
  150 cr
  1 lb
   Rocket boots
  2,500 cr
  3 lb
   Stealth �eld generator
  8,000 cr
  3 lb
   Tracker utility vest
  150 cr
  3 lb
   Tripod
  450 cr
  16 lb
  ROCKET BOOTS
  Rocket boots are a form of rocket propulsion system
  a�xed to a pair of boots instead of being worn on the
  back like a standard jetpack. Activating or deactivating
  the boots requires a bonus action and, while active, you
  have a �ying speed of 20 feet. The rocket boots last for
  1 minute and can be recharged by a power source or
  replacing the power cell.
  STEALTH FIELD GENERATOR
  Stealth �eld generators are special devices typically
  worn on belts that function as a portable, personal
  cloaking device. Activating or deactivating the generator
  requires a bonus action and, while active, you have
  advantage on Dexterity (Stealth) ability checks that rely
  on sight. The generator lasts for 1 minute and can be
  recharged by a power source or replacing the power
  cell. This e�ect ends early if you make an attack or cast
  a force- or tech- power.
  TRACKER UTILITY VEST
  A utility vest is a sleeveless item of clothing that
  includes several evenly-distributed pockets, popular
  among hunters, smugglers, and adventurers. The vest is
  made of leathery, hide material to resist rips, corrosion
  and water. The wearer can carry up to 10 light items (up
  to 1 lb each) without increasing their total
  encumbrance.
  TRIPOD
  A tripod is a device used to 
  mount a two-handed 
  blaster weapon to 
  o�er increased stability. 
  Over the course of 1 minute, you can 
  deploy or collapse the tripod. 
  While deployed, you ignore the 
  Strength requirement on ranged 
  weapons with the strength prop- 
  erty, and your speed is reduced  
  to 0.
  PART 1 | EQUIPMENT
  143
  
  Item
  Cost
  Weight
  Ammunition
   Carbonite canister
  150 cr
  2 lb
   Dart
  50 cr
  -
   Flame projector canister
  350 cr
  2 lb
   Missile, fragmentation
  100 cr
  ½ lb
   Power cell
  10 cr
  1 lb
   Plasma cell
  200 cr
  1 lb
  Clothing
   Clothes, common
  5 cr
  3 lb
   Clothes, costume
  50 cr
  4 lb
   Clothes, dress uniform
  100 cr
  8 lb
   Clothes, �ne
  150 cr
  6 lb
   Clothes, traveler's
  20 cr
  4 lb
  Communications
   Commlink
  50 cr
  ½ lb
   Comm jammer
  450 cr
  3 lb
   Headcomm
  50 cr
  1 lb
   Holocomm
  300 cr
  2 lb
   Holotrace device
  1,000 cr
  5 lb
   Pocket scrambler
  800 cr
  1 lb
  Data Recording and Storage
   Code cylinder
  500 cr
  ½ lb
   Datacards (5)
  25 cr
  -
   Datacron
  4,000 cr
  2 lb
   Datapad
  100 cr
  ½ lb
   Holocron
  4,000 cr
  2 lb
   Holorecorder
  100 cr
  1 lb
   Stylus pen
  10 cr
  ½ lb
   Wristpad
  600 cr
  2 lb
  Explosives
   Breaching charge
  750 cr
  4 lb
   Grenade, electrostun
  250 cr
  1 lb
   Grenade, frag
  100 cr
  1 lb
   Grenade, gas
  300 cr
  1 lb
   Grenade, ion
  250 cr
  1 lb
   Mine, fragmentation
  500 cr
  2 lb
   Mine, plasma
  550 cr
  2 lb
   Thermal detonator
  750 cr
  1 lb
  Life Support
   Aquatic rebreather
  100 cr
  2 lb
   Enviro-suit
  2,000 cr
  15 lb
   Flight suit
  1,000 cr
  5 lb
   Respirator
  200 cr
  1 lb
  Item
  Cost
  Weight
  Medical
   Antidote kit
  600 cr
  4 lb
   Emergency battery
  70 cr
  5 lb
   Medkit
  50 cr
  3 lb
   Medpac
  500 cr
  ½ lb
   Poison, basic (one dose)
  1,000 cr
  10 lb
   Repair kit
  750 cr
  3 lb
  Storage
   Backpack
  50 cr
  5 lb
   Chest
  50 cr
  25 lb
   Crate
  20 cr
  70 lb
   Pouch
  5 cr
  1 lb
  Utilities
   Bedroll
  10 cr
  7 lb
   Blanket
  50 cr
  3 lb
   Binders
  50 cr
  6 lb
   Canteen
  10 cr
  3 lb
   Chronometer
  100 cr
  1 lb
   Fibercord cable, 50 ft (rolled)
  20 cr
  2 lb
   Field rations (one day's)
  5 cr
  1 lb
   Fusion cutter
  25 cr
  2 lb
   Glowrod
  10 cr
  2 lb
   Grappling hook
  50 cr
  4 lb
   Heat generator
  400 cr
  4 lb
   Homing beacon
  450 cr
  1 lb
   Hydrospanner
  10 cr
  2 lb
   Macrobinoculars
  750 cr
  1 lb
   Mess kit
  20 cr
  1 lb
   Mirror
  50 cr
  ½ lb
   Ram, portable
  40 cr
  35 lb
   Restraining bolt
  350 cr
  1 lb
   Shovel
  7 cr
  5 lb
   Tent, two-person
  20 cr
  5 lb
  Weapon and Armor Accessories
   Bandolier
  100 cr
  2 lb
   Bipod
  200 cr
  2 lb
   Friction-grip gear
  2,000 cr
  12 lb
   Jetpack
  4,500 cr
  20 lb
   Remote detonator
  150 cr
  1 lb
   Rocket boots
  2,500 cr
  3 lb
   Stealth �eld generator
  8,000 cr
  3 lb
   Tracker utility vest
  150 cr
  3 lb
   Tripod
  450 cr
  16 lb
  144
  
  TOOLS
  A tool helps you to do something you couldn't
  otherwise do, such as craft or repair an item, pick a
  lock, or slice into a computer. Your species, class,
  background, or feats give you pro�ciency with certain
  tools, when lets you add your pro�ciency bonus to any
  ability check you make using that tool. Tool use is not
  tied to a single ability, since pro�ciency with a tool
  represents broader knowledge of its use.
  ARTISAN'S TOOLS
  These special tools include the items needed to pursue
  a craft or trade. The table shows examples of the most
  common types of tools, each providing items related to
  a single craft. Pro�ciency with a set of artisan's tools
  lets you add your pro�ciency bonus to any ability
  checks you make using the tools in your craft. Each type
  of artisan's tools requires a separate pro�ciency.
  BIOCHEMIST'S KIT
  This kit includes all of the necessary components to
  create and house standard adrenals, medpacs, and
  stimpacs. Pro�ciency with this kit lets you add your
  pro�ciency bonus to any ability checks you make to
  identify adrenals, medpacs, and stimpacs. Also,
  pro�ciency with this kit is required to create adrenals,
  medpacs, and stimpacs.
  CHEF'S KIT
  This kit includes all of the necessary implements to
  prepare and serve food to up to six people. Pro�ciency
  with this kit lets you add your pro�ciency bonus to any
  ability checks you make to identify food. Also,
  pro�ciency with this kit is required to create �eld
  rations.
  DEMOLITIONS KIT
  This kit contains the appropriate equipment for
  disarming and setting explosives. It contains a plastic
  face guard and heavy duty gloves, as well as precision
  cutting and gripping tools, and various common
  components of grenades and mines. Pro�ciency with
  this kit lets you add your pro�ciency bonus to any
  ability checks you make to disarm or set an explosive.
  DISGUISE KIT
  This pouch of cosmetics, hair dye, and small props lets
  you create disguises that change your physical
  appearance, in addition to a tool that lets them
  holographically mimic clothing. Pro�ciency with this kit
  lets you add your pro�ciency bonus to any ability
  checks you make to create a visual disguise.
  FORGERY KIT
  This small box contains a variety of papers and
  parchments, pens and inks, seals and sealing wax, gold
  and silver leaf, and other supplies necessary to create
  convincing forgeries of physical documents. Pro�ciency
  with this kit lets you add your pro�ciency bonus to any
  ability checks you make to create a physical forgery of a
  document.
  GAMING SET
  This item encompasses a wide range of game pieces,
  including dice and/or decks of cards. A few common
  examples appear on the Tools table, but other kinds of
  gaming sets exist. If you are pro�cient with a gaming
  set, you can add your pro�ciency bonus to ability
  checks you make to play a game with that set. Each type
  of gaming set requires a separate pro�ciency.
  HERBALISM KIT
  This kit contains a variety of instruments such as
  clippers, mortar and pestle, and pouches and vials used
  by herbalists to create remedies and potions.
  Pro�ciency with this kit lets you add your pro�ciency
  bonus to any ability checks you make to identify or
  apply herbs. Also, pro�ciency with this kit is required to
  create antitoxins.
  MECHANIC'S KIT
  This kit contains all of the commonly required tools to
  make repairs on constructs, such as ships, speeders,
  and turrets. Pro�ciency with this kit lets you add your
  pro�ciency bonus to any ability checks you make to
  perform repairs or install ship upgrades.
  MUSICAL INSTRUMENT
  Several of the most common types of musical
  instruments are shown on the table as examples. If you
  have pro�ciency with a given musical instrument, you
  can add your pro�ciency bonus to any ability checks
  you make to play music with the instrument. Each type
  of musical instrument requires a separate pro�ciency.
  POISONER'S KIT
  A poisoner's kit includes the vials, chemicals, and other
  equipment necessary for the creation of poisons.
  Pro�ciency with this kit lets you add your pro�ciency
  bonus to any ability checks you make to craft or use
  poisons.
  SECURITY KIT
  A security kit includes the tools and electronic
  components necessary to bypass electronic and
  mechanical locks. It includes sensor devices, a
  specialized commlink designed to detect silent alarms,
  a small �le, a set of lockpicks, a small mirror mounted
  to an elongated handle, a set of narrow-bladed scissors,
  and a pair of pliers. Pro�ciency with these tools lets you
  add your pro�ciency bonus to any ability checks you
  make to disarm traps or open locks.
  SLICER'S KIT
  Slicers used specialized computers and scramble keys,
  many built by the slicers themselves, to eke out a living
  in the digital world. These computers were carefully
  guarded and constantly modi�ed and upgraded by the
  slicer, who rarely discussed its specs except with like-
  minded individuals. Complex access codes and even
  self-destruct mechanisms were often used to prevent a
  slicer's computer from falling into the wrong hands.
  Pro�ciency with this kit lets you add your pro�ciency
  bonus to any ability checks you make to hack into
  computers or bypass security.
  PART 1 | EQUIPMENT
  145
  
  TOOLS
  Item
  Item
  Cost
  Cost
  Weight
  Weight
  Artisan's tools
      Armormech's tools
  200 cr
  8 lb
      Armstech's tools
  250 cr
  9 lb
      Arti�cer's tools
  300 cr
  5 lb
      Astrotech's tools
  400 cr
  12 lb
      Biotech's tools
  450 cr
  6 lb
      Brewer's tools
  200 cr
  9 lb
      Carpenter's tools
  80 cr
  6 lb
      Cobbler's tools
  50 cr
  5 lb
      Cybertech's tools
  500 cr
  10 lb
      Jeweler's tools
  250 cr
  2 lb
      Mason's tools
  100 cr
  8 lb
      Painter's tools
  100 cr
  5 lb
      Surveyor's tools
  500 cr
  6 lb
      Synthweaver's tools
  250 cr
  2 lb
      Tinker's tools
  500 cr
  10 lb
  Biochemist's kit
  500 cr
  8 lb
  Chef's kit
  70 cr
  8 lb
  Demolitions kit
  400 cr
  4 lb
  Disguise kit
  250 cr
  3 lb
  Forgery kit
  150 cr
  5 lb
  Gaming set
      Chance cubes
  1 cr
  —
      Holochess set
  300 cr
  8 lb
      Pazaak deck
  100 cr
  —
      Sabaac deck
  150 cr
  —
  Herbalism kit
  50 cr
  3 lb
  Mechanic's kit
  650 cr
  25 lb
  Musical instrument
      Bagpipes
  300 cr
  6 lb
      Band�ll
  300 cr
  2 lb
      Drum
  60 cr
  3 lb
      Flute
  20 cr
  1 lb
      Lute
  350 cr
  2 lb
      Horn
  30 cr
  2 lb
      Ommni box
  250 cr
  10 lb
      Pan �ute
  120 cr
  2 lb
      Shawm
  20 cr
  1 lb
      Viol
  300 cr
  1 lb
  Poisoner's kit
  500 cr
  2 lb
  Security kit
  650 cr
  3 lb
  Slicer's kit
  800 cr
  6 lb
  TRADE GOODS
  Trade is an essential part of the galactic economy. Many
  spacers make their living buying and selling goods
  along hyperspace routes that connect the galaxy's
  major worlds.
  A merchant may be chartered by an individual or a
  corporation to deliver goods to a certain port, or move
  goods along a speci�ed route. During times of war,
  opportunities abound in the shipping of ammunition
  and medical supplies. Some traders, seeking to earn a
  quick pro�t, may resort to smuggling illegal or restricted
  cargo on behalf of one of the galaxy's many crime
  syndicates. The Trade Goods table shows the value of
  commonly exchanged goods.
  TRADE GOODS
  Cost
  Cost
        
  Goods
  Goods
  100 cr
  Animal, common
  500 cr
  Animal, livestock
  2,000 cr
  Animal, uncommon
  100 cr
  Art. common
  1,000 cr
  Art. quality
  10,000 cr
  Art, precious
  400 cr
  Bacta, 1 gal
  10 cr
  Food, common (5 lbs)
  20 cr
  Food. quality (5 lbs)
  50 cr
  Food. exotic (5 lbs)
  10,000 cr
  Gems, exotic (1 carat)
  100 cr
  Gems, semiprecious (1 carat)
  1,000 cr
  Gems, precious (1 carat)
  10 cr
  Holovid
  2,500 cr
  Metal, common (1 ton)
  100 cr
  Metal, semi-precious (1 lb)
  5,000 cr
  Metal, precious (1 lb)
  1,500 cr
  Ore. common (1 ton)
  2,000 cr
  Spice, common (1 lb)
  5,000 cr
  Spice precious (1 lb)
  10,000 cr
  Spice, illicit (1 lb)
  PART 1 | EQUIPMENT
  146
  
  DROIDS
  One common way to spend wealth is to purchase
  droids. Some droids are built for scouting, while others
  o. er advanced skillsets. Protocol droids help
  communicate with foreign bodies, and combat droids
  can help supplement a budding force. The Droids table
  o�ers some choices for purchase.
  Droid Designation
  Droid Designation
  Cost
  Cost
  3PO Series Protocol Droid
  5,500 cr
  B1 Battle Droid
  1,300 cr
  B1-X Battle Droid
  2,600 cr
  Destroyer Droid
  84,000 cr
  DRK-1 Tracker Droid
  200 cr
  DUM Series Pit Droid
  450 cr
  IG-86 Assassin Droid
  22,400 cr
  HK Series Assassin Droid
  212,000 cr
  R2 Series Astromech Droid
  2,800 cr
  MOUNTS AND VEHICLES
  Mounts and vehicles are the two most common types
  of on-planet transport.
  MOUNTS
  A good mount can help you move more quickly through
  the wilderness, but its primary purpose is to carry the
  gear that would otherwise slow you down. The Mounts
  and Other Animals table shows each animal’s speed
  and base carrying capacity.
  An animal pulling a cart or wagon can move weight
  up to �ve times its base carrying capacity, including the
  weight of the vehicle. If multiple animals pull the same
  vehicle, they can add their carrying capacity together.
  Mounts other than those listed here are available in
  the worlds of Star Wars, but they are rare and not
  normally available for purchase, like aiwhas from
  Kamino. Acquiring such a mount is often an adventure
  in-and-of itself.
  Mounts are governed by Animal Handling pro�ciency.
  BARDING
  Barding is armor designed to protect an animal’s head,
  neck, chest, and body. Any type of armor shown on the
  Armor table in this chapter can be purchased as
  barding. The cost is four times the equivalent armor
  made for humanoids, and it weighs twice as much.
  SADDLES
  A military saddle braces the rider, 
  helping you keep your seat on an 
  active mount in battle. It gives you 
  advantage on any check you make 
  to remain mounted. An exotic sad- 
  dle is required for riding an exotic 
  mount.
  Mounts and Other Animals
  Item
  Item
  Cost
  Cost
      
  Speed
  Speed
  Carrying Capacity
  Carrying Capacity
  Tauntaun
  500 cr
  50 ft.
  480 lb
  Kaadu
  450 cr
  40 ft.
  620 lb
  Rancor
  2,000 cr
  40 ft.
  3,320 lb
  Sleen
  500 cr
  40 ft.
  740 lb
  Varactyl
  750 cr
  60 ft.
  2,200 lb
  Bantha
  1,200 cr
  40 ft.
  8,000 lb
  Dewback
  900 cr
  50 ft.
  1,140 lb
  Tack, Harness, and Drawn Vehicles
  Item
  Item
  Cost
  Cost
  Weight
  Weight
  Barding
  x4
  x2
  Bit and bridle
  20 cr
  1 lb
  Cart
  150 cr
  200 lb
  Feed (per day)
  1 cr
  10 lb
  Saddle
    Exotic
  600 cr
  40 lb
    Military
  200 cr
  30 lb
    Pack
  50 cr
  15 lb
    Riding
  100 cr
  25 lb
  Saddlebags
  40 cr
  8 lb
  Stabling (per day)
  5 cr
  —
  Wagon
  350 cr
  400 lb
  VEHICLES
  Vehicles are more common on civilized planets than
  animal mounts. Vehicles do not have access to barding
  and do not require saddles. Vehicles vary greatly based
  on price, speed, carrying capacity, personnel capacity,
  and armaments (if any). Below are some base costs for
  standard types of speeders.
  Vehicles
  Item
  Item
  Cost
  Cost
  Speed
  Speed
  Airspeeder
  14,500 cr
  750 mph
  Landspeeder
  10,000 cr
  220 mph
  Speederbike
  6,000 cr
  300 mph
  PART 1 | EQUIPMENT
  147
  
  EXPENSES
  When not descending into the depths of the earth,
  exploring ruins for lost treasures, or waging war against
  the encroaching darkness, adventurers face more
  mundane realities. Even in a fantastical world, people
  require basic necessities such as shelter, sustenance,
  and clothing. These things cost money, although some
  lifestyles cost more than others.
  LIFESTYLE EXPENSES
  Lifestyle expenses provide you with a simple way to
  account for the cost of living in a fantasy world. They
  cover your accommodations, food and drink, and all
  your other necessities. Furthermore, expenses cover
  the cost of maintaining your equipment so you can be
  ready when adventure next calls.
  At the start of each week or month (your choice),
  choose a lifestyle from the Expenses table and pay the
  price to sustain that lifestyle. The prices listed are per
  day, so if you wish to calculate the cost of your chosen
  lifestyle over a thirty-day period, multiply the listed
  price by 30. Your lifestyle might change from one
  period to the next, based on the funds you have at your
  disposal, or you might maintain the same lifestyle
  throughout your character’s career.
  Your lifestyle choice can have consequences.
  Maintaining a wealthy lifestyle might help you make
  contacts with the rich and powerful, though you run the
  risk of attracting thieves. Likewise, living frugally might
  help you avoid criminals, but you are unlikely to make
  powerful connections.
  Lifestyle Expenses
  Lifestyle
  Lifestyle
  Price/Day
  Price/Day
  Wretched
  —
  Squalid
  1 cr
  Poor
  2 cr
  Modest
  10 cr
  Comfortable
  20 cr
  Wealthy
  40 cr
  Aristocratic
  at least 100 cr
  WRETCHED
  You live in inhumane conditions. With no place to call
  home, you shelter wherever you can, sneaking into
  barns, huddling in old crates, and relying on the good
  graces of people better o� than you. A wretched
  lifestyle presents abundant dangers. Violence, disease,
  and hunger follow you wherever you go. Other
  wretched people covet your armor, weapons, and
  adventuring gear, which represent a fortune by their
  standards. You are beneath the notice of most people.
  SQUALID
  You live in a leaky stable, a mud-�oored hut just outside
  town, or a vermin-infested boarding house in the worst
  part of town. You have shelter from the elements, but
  you live in a desperate and often violent environment,
  in places rife with disease, hunger, and misfortune. You
  are beneath the notice of most people, and you have
  few legal protections. Most people at this lifestyle level
  have su�ered some terrible setback. They might be
  disturbed diseased.
  POOR
  A poor lifestyle means going without the comforts
  available in a stable community. Simple food and
  lodgings, threadbare clothing, and unpredictable
  conditions result in a su�cient, though probably
  unpleasant, experience. Your accommodations might
  be a room in a �ophouse or in the common room
  above a cantina. You bene�t from some legal
  protections, but you still have to contend with violence,
  crime, and disease. People at this lifestyle level tend to
  be unskilled laborers, peddlers, thieves, mercenaries,
  and other disreputable types.
  MODEST
  A modest lifestyle keeps you out of the slums and
  ensures that you can maintain your equipment. You live
  in an older part of town, renting a room in a boarding
  house, inn, or temple. You don't go hungry or thirsty,
  and your living conditions are clean, if simple. Ordinary
  people living modest lifestyles include soldiers with
  families, laborers, students, and the like.
  COMFORTABLE
  Choosing a comfortable lifestyle means that you can
  a�ord nicer clothing and can easily maintain your
  equipment. You live in a small domicile in a middle-
  class neighborhood or in a private room at a �ne
  establishment. You associate with merchants, skilled
  tradespeople, and military o�cers.
  WEALTHY
  Choosing a wealthy lifestyle means living a life of luxury,
  though you might not have achieved the social status
  associated with the old money of nobility or royalty.
  You live a lifestyle comparable to that of a highly
  successful merchant, a favored servant of the royalty,
  or the owner of a few small businesses. You have
  respectable lodgings, usually a spacious home in a good
  part of town or a comfortable suite at a �ne inn. You
  likely have a small sta� of servants.
  ARISTOCRATIC
  You live a life of plenty and comfort. You move in circles
  populated by the most powerful people in the
  community. You have excellent lodgings, perhaps a
  townhouse in the nicest part of town or rooms in the
  �nest inn. You dine at the best restaurants, retain the
  most skilled and fashionable tailor, and have servants
  attending to your every need. You receive invitations to
  the social gatherings of the rich and powerful, and
  spend evenings in the company of the a�uent. You
  must also contend with the highest levels of deceit and
  treachery. The wealthier you are, the greater the
  chance you will be drawn into political intrigue as a
  pawn or participant.
  PART 1 | EQUIPMENT
  148
  
  FOOD, DRINK, AND LODGING
  The Food, Drink, and Lodging table gives prices for
  individual food items and a single night’s lodging. These
  prices are included in your total lifestyle expenses.
  Food, Drink, and Lodging
  Item
  Item
  Cost
  Cost
  Ale
      Gallon
  2 cr
      Mug
  1 cr
  Banquet (per person)
  100 cr
  Bread, loaf
  1 cr
  Caf
      Cup
  2 cr
      Pitcher
  8 cr
  Cheese, hunk
  1 cr
  Inn stay (per day)
      Squalid
  2 cr
      Poor
  4 cr
      Modest
  7 cr
      Comfortable
  15 cr
      Wealthy
  30 cr
      Aristocratic
  80 cr
  Meals (per day)
      Squalid
  1 cr
      Poor
  2 cr
      Modest
  3 cr
      Comfortable
  7 cr
      Wealthy
  15 cr
      Aristocratic
  30 cr
  Meat, chunk
  3 cr
  Wine
      Common (pitcher)
  2 cr
      Fine (bottle)
  100 cr
  Self-Sufficiency
  The expenses and lifestyles described in this chapter
  assume that you are spending your time between
  adventures in cities, availing yourself of whatever
  services you can a�ord— paying for food and shelter,
  paying townspeople to repair your equipment, and so
  on. Some characters, though, might prefer to spend
  their time away from civilization, sustaining themselves
  in the wild by hunting, foraging, and repairing their
  own gear.
  Maintaining this kind of lifestyle doesn’t require you
  to spend any coin, but it is time-consuming. If you
  spend your time between adventures practicing a
  profession, as described in chapter 8, you can eke out
  the equivalent of a poor lifestyle. Pro�ciency in the
  Survival skill lets you live at the equivalent of a
  comfortable lifestyle.
  SERVICES
  Adventurers can pay nonplayer characters to assist
  them or act on their behalf in a variety of
  circumstances. Most such hirelings have fairly ordinary
  skills, while others are masters of a craft or art, and a
  few are experts with specialized adventuring skills.
  Some of the most basic types of hirelings appear on
  the Services table. Other common hirelings include any
  of the wide variety of people who inhabit a typical town
  or city, when the adventurers pay them to perform a
  speci�c task. For example, a �ghter might commission
  an armstech to craft a special vibroblade, while a
  scholar might pay a tailor to make exquisite clothing for
  an upcoming meeting with a senator.
  Other hirelings provide more expert or dangerous
  services. Mercenary soldiers paid to help the
  adventurers take on a trandoshan army are hirelings,
  as are sages hired to research ancient or esoteric lore.
  If a high-level adventurer establishes a stronghold of
  some kind, he or she might hire a whole sta� of
  servants and agents to run the place, from a castellan
  or steward to menial laborers to keep the facilities
  clean. These hirelings often enjoy a long-term contract
  that includes a place to live within the stronghold as
  part of the o�ered compensation.
  Service
  Service
  Pay
  Pay
  Speeder
      Between towns
  3 cr per mile
      Within a city
  2 cr
  Hireling
      Skilled
  20 cr per day
      Untrained
  2 cr per day
  Messenger
  1 cr per mile
  Tolls
  1 cr
  Interplanetary Travel
  100 cr per day per person
  PART 1 | EQUIPMENT
  149
  
  CHAPTER 6: CUSTOMIZATION OPTIONS
            he combination of ability scores, species, class, 
            and background de. nes your character’s
  capabilities in the game, and the personal details you
  create set your character apart from every other
  character. Even within your class and species, you have
  options to �ne-tune what your character can do. But
  this chapter is for players who—with the DM’s
  permission—want to go a step further.
  This chapter de�nes two optional sets of rules for
  customizing your character: multiclassing and feats.
  Multiclassing lets you combine classes together, and
  feats are special options you can choose instead of
  increasing your ability s cores as you gain levels. Your
  DM decides whether these options are available in a
  campaign.
  MULTICLASSING
  Multiclassing allows you to gain levels in multiple
  classes. Doing so lets you mix the abilities of those
  classes to realize a character concept that might not be
  re�ected in one of the standard class options.
  With this rule, you have the option of gaining a level
  in a new class whenever you advance in level, instead of
  gaining a level in your current class. Your levels in all
  your classes are added together to determine your
  character level. For example, if you have three levels in
  consular and two in �ghter, you’re a 5th-level character.
  As you advance in levels, you might primarily remain
  a member of your original class with just a few levels in
  another class, or you might change course entirely,
  never looking back at the class you left behind. You
  might even start progressing in a third or fourth class.
  Compared to a single-class character of the same level,
  you’ll sacri�ce some focus in exchange for versatility.
   
  MULTICLASSING EXAMPLE
  Drew is playing a 4th-level �ghter. When his character
  earns enough experience points to reach 5th level,
  Drew decides that his character will multiclass instead
  of continuing to progress as a �ghter. Drew’s �ghter
  has been spending a lot of time with Rickey’s scout,
  and has even been doing some jobs on the side for the
  Bounty Broker's Association as a bounty hunter. Drew
  decides that his character will multiclass into the
  operative class, and thus his character becomes a 4th-
  level �ghter and 1st-level operative (written as �ghter
  4/operative 1).
  When Drew’s character earns enough experience to
  reach 6th level, he can decide whether to add another
  �ghter level (becoming a �ghter 5/operative 1), another
  operative level (becoming a �ghter 4/operative 2), or a
  level in a third class, perhaps dabbling in the Force
  thanks to a Sith holocron he acquired (becoming a
  �ghter 4/operative 1/consular 1).  
   
  PREREQUISITES
  To qualify for a new class, you must meet the ability
  score prerequisites for both your current class and your
  new one, as shown in the Multiclassing Prerequisites
  table. For example, a �ghter who decides to multiclass
  into the consular class must have either Strength or
  Dexterity and Wisdom scores of 13 or higher. Without
  the full training that a beginning character receives, you
  must be a quick study in your new class, having a
  natural aptitude that is re�ected by higher-than-
  average ability scores.
  MULTICLASSING PREREQUISITES
  Class
    
  Ability Score Minimum
  Berserker
  Strength 13
  Consular
  Wisdom or Charisma 13
  Engineer
  Intelligence 13
  Fighter
  Strength or Dexterity 13
  Guardian
  Constitution 13, Wisdom or Charisma 13
  Operative
  Dexterity 13
  Monk
  Dexterity 13 and Wisdom 13
  Scholar
  Intelligence 13
  Sentinel
  Dexterity 13, Wisdom or Charisma 13
  Scout
  Strength or Dexterity 13, Intelligence 13
  EXPERIENCE POINTS
  The experience point cost to gain a level is always
  based on your total character level, as shown in the
  Character Advancement table in chapter 1, not your
  level in a particular class. So, if you are a consular
  6/�ghter 1, you must gain enough XP to reach 8th level
  before you can take your second level as a �ghter or
  your seventh level as a consular.
  HIT POINTS AND HIT DICE
  You gain the hit points from your new class as
  described for levels after 1st. You gain the 1st-level hit
  points for a class only when you are a 1st-level
  character.
  You add together the Hit Dice granted by all your
  classes to form your pool of Hit Dice. If the Hit Dice are
  the same die type, you can simply pool them together.
  For example, both the �ghter and the sentinel have a
  d10, so if you are a sentinel 5/�ghter 5, you have ten
  d10 Hit Dice. If your classes give you Hit Dice of
  di�erent types, keep track of them separately. If you
  are a �ghter 5/operative 5, for example, you have �ve
  d10 Hit Dice and �ve d8 Hit Dice.
  PROFICIENCY BONUS
  Your pro�ciency bonus is always based on your total
  character level, as shown in the Character
  Advancement table in chapter 1, not your level in a
  particular class. For example, if you are a �ghter
  3/operative 2, you have the pro�ciency bonus of a 5th-
  level character, which is +3.
  PART 1 | CUSTOMIZATION OPTIONS
  150
  
   If a class feature or feat allows you to forgo your
  pro�ciency bonus, you may only do so once.
  PROFICIENCIES
  When you gain a level in a class other than your �rst,
  you gain only some of that class’s starting pro�ciencies,
  as shown in the Multiclassing Pro�ciencies table.
  MULTICLASSING PROFICIENCIES
  Class
    
  Pro�ciencies Gained
  Berserker
  Light armor, all vibroweapons
  Consular
  Simple lightweapons
  Fighter
  Light armor, medium armor, all blasters, all
  vibroweapons
  Engineer
  Light armor, one skill from the class's skill list
  Guardian
  Light armor, medium armor, all lightweapons,
  all vibroweapons
  Operative
  Light armor, one skill from the class’s skill list,
  one tool from the class's tool list
  Monk
  Simple vibroweapons, techblades
  Scout
  Light armor, medium armor, all blasters, all
  kinetic weapons, one skill from the class’s skill
  list
  Scholar
  light armor, one skill from the class's skill list
  Sentinel
  light armor, simple lightweapons, simple
  vibroweapons
  CLASS FEATURES
  When you gain a new level in a class, you get its
  features for that level. A few features, however, have
  additional rules when you’re multiclassing: Extra Attack,
  Superiority Die, Unarmored Defense, and Force- or
  Tech-casting.
  EXTRA ATTACK
  If you gain the Extra Attack class feature from more
  than one class, the features don’t add together. You
  can’t make more than two attacks with this feature
  unless it says you do (as the �ghter’s version of Extra
  Attack does).
  SUPERIORITY DIE
  If you gain superiority dice from another class, you
  instead gain one additional die to your existing pool of
  dice.
  UNARMORED DEFENSE
  If you already have the Unarmored Defense feature,
  you can’t gain it again from another class.
  FORCE- AND TECH-CASTING
  Your capacity for force- and tech-casting depends partly
  on your combined levels in all your force- or tech-
  casting classes and partly on your individual levels in
  those classes. Once you have the force- or tech-casting
  feature from more than one class, use the rules below.
  If you multiclass but have the force- or tech-casting
  feature from only one class, you follow the rules as
  described in that class.
  POWERS KNOWN
  You determine what powers you know and can prepare
  for each class individually, as if you were a single-
  classed member of that class. If you are a scout
  4/consular 3, for example, you know 6 tech powers of
  no higher than 1st-level. As a 3rd-level consular, you
  know 11 force powers of no higher than 2nd-level.
  Each power you know is associated with one of your
  classes, and you use the force- or tech-casting ability of
  that class when you cast the power.
  FORCE AND TECH POINTS
  You determine your available force or tech points by
  adding together the amount given by each class, but
  you only add your casting modi�er once.
  If you have both force and tech points, you keep your
  pools separate, and they can only be used to fuel force
  or tech powers, respectively.
  MAX POWER LEVEL
  You determine your max power level by adding
  together all your levels in consular or engineer, two-
  thirds of your levels (rounded up) in the sentinel class,
  half your levels (rounded down) in the scout or
  guardian class, and a third of your berserker, �ghter, or
  operative levels (rounded down) if you have the
  Marauder Approach, Shield Specialist, or Saboteur
  Practice feature. Use this total to determine your max
  power level by consulting the Multiclass Max Power
  Level table.
  If you have more than one force- or tech-casting
  class, this table might give you a higher max power level
  than the powers you know. You can cast powers at that
  level if they have an enhanced e�ect when cast at a
  higher level.
  For example, if you are the aforementioned consular
  5/sentinel 3, you count as a 7th-level character when
  determining your max power level, which is 4. While
  you don't know any 4th-level force powers, you can cast
  powers at that level if they have an enhanced e�ect at a
  higher level.
  If you have both force- and tech-casting, you
  determine your max power levels separately, and they
  can only be used to cast force or tech powers,
  respectively.
  MULTICLASS MAX POWER LEVEL
  Level
  Slot 
  Level
  1st
  1st
  2nd
  1st
  3rd
  2nd
  4th
  2nd
  5th
  3rd
  6th
  3rd
  7th
  4th
  8th
  4th
  9th
  5th
  10th
  5th
  Level
  Slot 
  Level
  11th
  6th
  12th
  6th
  13th
  7th
  14th
  7th
  15th
  8th
  16th
  8th
  17th
  9th
  18th
  9th
  19th
  9th
  20th
  9th
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  151
  
  FIGHTING STYLES
  Certain class features or feats o�er your choice of
  Fighting Style. Choose from the following. You can't take
  a Fighting Style option more than once, even if you later
  get to choose again.
  BRAWLING
  You are skilled at using your weight to your advantage.
  As long as you are not wearing heavy armor or using a
  medium or heavy shield, you gain the following
  bene�ts:
  You are pro�cient with improvised weapons.
  Your unarmed strikes use a d4 for damage.
  When you hit a creature with an unarmed strike or an
  improvised weapon on your turn, you can use a bonus
  action to attempt to grapple the target.
  CLOSE QUARTERS SHOOTING
  You are skilled at getting up close and personal with
  ranged weapons. While you are wielding a ranged
  weapon with which you are pro�cient, you gain the
  following bene�ts:
  When making a ranged weapon attack while you are
  within 5 feet of a hostile creature, you do not have
  disadvantage on the attack roll.
  Your ranged weapon attacks ignore half cover against
  targets within 15 feet of you.
  You gain a +1 bonus to attack rolls you make with
  ranged weapons.
  DEFENSE
  You are skilled at the art of defending yourself. While
  you are wearing armor with which you are pro�cient,
  you gain the following bene�ts:
  You gain a +1 bonus to AC.
  You have advantage on ability checks and saving throws
  to avoid being moved.
  DUELING
  You are skilled in the art of �ghting with a single melee
  weapon. While you are wielding a melee weapon in one
  hand with which you are pro�cient and no other
  weapons, you gain a +2 bonus to damage rolls.
  GREAT WEAPON FIGHTING
  You are skilled at putting the weight of a weapon to
  your advantage. While you are wielding a melee
  weapon in two hands with which you are pro�cient,
  when you roll a 1 or 2 on a damage die for an attack,
  you can reroll the die and must use the new roll, even if
  the new roll is a 1 or a 2.
  EQUILIBRIUM
  You are skilled at �ghting while minimally armored.
  While you are wearing no armor and not wielding a
  medium or heavy shield, you gain the following
  bene�ts:
  You gain a +1 bonus to AC.
  You gain a +1 bonus to attack rolls you make with
  unarmed strikes and weapon attacks.
  SENTINEL
  You are skilled at techniques that take advantage of
  every drop in any enemy's guard. While you are
  wielding a melee weapon with which you are pro�cient,
  you gain the following bene�t:
  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 a number of
  opportunity attacks equal to your pro�ciency bonus
  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.
  SHARPSHOOTING
  You are skilled with ranged weapons and can make
  shots that others �nd di�cult. While you are wielding a
  ranged weapon with which you are pro�cient, gain a +2
  bonus to attack rolls you make with ranged weapons.
  SHIELDING
  You are skilled at using your shield to defend your allies
  as well as yourself. While you are wielding a medium or
  heavy shield with which you are pro�cient, you gain the
  following bene�ts:
  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.
  If you are wielding a heavy shield, you are no longer
  required to wield a weapon with the light property in
  the other hand.
  THROWING
  You are skilled with the techniques of throwing
  weapons. While you are wielding a weapon with the
  thrown property with which you are pro�cient, you gain
  the following bene�ts:
  You gain a +1 bonus to ranged attack and damage rolls.
  Whenever you make a ranged attack with a thrown
  weapon, you can immediately draw another weapon as
  part of the attack.
  TWO-WEAPON FIGHTING
  You are skilled at �ghting with two weapons. While you
  are wielding separate weapons in each hand with which
  you are pro�cient, you gain the following bene�ts:
  When you engage in two-weapon �ghting, you can add
  your ability modi�er to the damage of your two-weapon
  �ghting attack.
  When you make an opportunity attack, you can attack
  with both of your weapons.
  VERSATILE FIGHTING
  You are skilled at using weapons in di�erent ways.
  While you are wielding a melee weapon with the
  versatile property with which you are pro�cient and no
  other weapons, you gain the following bene�ts:
  You gain a +1 bonus to attack rolls while wielding a
  weapon in one hand.
  You gain a +1 bonus to damage rolls while wielding a
  weapon in two hands.
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  152
  
  FEATS
  A feat represents a talent or an area of expertise that
  gives character special capabilities. It embodies training,
  experience, and abilities beyond what a class provides.
  At certain levels, your class gives you the Ability Score
  Improvement feature. Using the optional feats rule, you
  can forgo taking that feature to take a feat of your
  choice instead. You can take each feat only once, unless
  the feat’s description says otherwise.
  You must meet any prerequisite speci�ed in a feat to
  take that feat. If you ever lose a feat’s prerequisite, you
  can’t use that feat until you regain the prerequisite. For
  example, the Inspiring Leader feat requires you to have
  a Charisma of 13 or higher. If your Charisma is reduced
  below 13 somehow—perhaps by a withering curse—
  you can’t bene�t from the Inspiring Leader feat until
  your Charisma is restored.
  ACE PILOT
  You're quite experienced both on land and in the air, be
  it from time in a navy, as a mercenary, or perhaps even
  piracy. You gain the following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You gain pro�ciency in the Piloting skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  Whenever you make an Intelligence (Investigation) or
  Wisdom (Perception) check related to vehicles or ships,
  you are considered to have expertise in the
  Investigation or Perception skill.
  ACROBAT
  You become more nimble, gaining the following
  bene�ts:
  Increase your Dexterity score by 1, to a maximum of 
  20.
  You gain pro�ciency in the Acrobatics skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  As a bonus action, you can make a DC 15 Dexterity
  (Acrobatics) check. If you succeed, di�cult terrain
  doesn’t cost you extra movement until the end of the
  current turn.
  ACTOR
  Skilled at mimicry and dramatics, you gain the following
  bene�ts:
  Increase your Charisma score by 1, to a maximum of 
  20.
  You have advantage on Charisma (Deception) and
  Charisma (Performance) checks when trying to pass
  yourself o� as a di�erent person.
  You can mimic the speech of another person or the
  sounds made by other creatures. You must have heard
  the person speaking, or heard the creature make the
  sound, for at least 1 minute. A successful Wisdom
  (Insight) check contested by your Charisma (Deception)
  check allows a listener to determine that the e�ect is
  faked.
  ALERT
  Always on the lookout for danger, you gain the
  following bene�ts:
  You gain a +5 bonus to initiative.
  You can’t be surprised while you are conscious.
  Other creatures don’t gain advantage on attack rolls
  against you as a result of being hidden from you.
  ANIMAL HANDLER
  You master the techniques needed to train and handle
  animals. You gain the following bene�ts:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain pro�ciency in the Animal Handling skill. If you
  are already pro�cient in it, you instead gain expertise in
  it.
  You can use a bonus action on your turn to command
  one friendly beast within 60 feet of you that can hear
  you and that isn’t currently following the command of
  someone else. You decide now what action the beast
  will take and where it will move during its next turn, or
  you issue a general command that lasts for 1 minute,
  such as to guard a particular area.
  ASHLA MASTERY
  Prerequisite: The ability to cast force powers 
  Your calmness in the face of adversity allow you to
  more adeptly channel the light side of the Force. You
  gain the following bene�ts:
  You gain a +1 bonus to your force save DC and force
  attack modi�er of your light side force powers.
  You can add one light side power of your max power
  level or below to the list of powers you can cast. This
  does not count against your powers known.
  When you successfully cast a light side power, either
  your or the target's (your choice) hit point maximum
  and current hit points increase by an amount equal to
  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.
  ATHLETE
  You have undergone extensive physical training to gain
  the following bene�ts:
  Increase your Strength or Dexterity score by 1, to a
  maximum of 20.
  When you are prone, standing up uses only 5 feet of
  your movement.
  Climbing doesn’t halve your speed.
  You can make a running long jump or a running high
  jump after moving only 5 feet on foot, rather than 10
  feet.
  PART 1 | CUSTOMIZATION OPTIONS
  153
  
  BATTLE SCARRED
  You've spent a lifetime �ghting, with the scars to prove
  it. You gain the following bene�ts:
  Increase your Constitution score by 1, to a maximum of
  20.
  When you roll a 19 or a 20 on the d20 for a death saving
  throw, you regain 1 hit point.
  When you are reduced to 0 hit points but not killed
  outright, you can drop to 1 hit point instead. Once
  you've used this ability, you must complete a long rest
  before you can use it again.
  BENDU MASTERY
  Prerequisite: The ability to cast force powers 
  You stride the line between the light side and the dark,
  lending a strength to your universal powers. You gain
  the following bene�ts:
  You gain a +1 bonus to your force save DC and force
  attack modi�er of your universal force powers.
  You can add one universal power of your max power
  level or below to the list of powers you can cast. This
  does not count against your powers known.
  A creature a�ected by a universal power you cast gains
  disadvantage on the next saving throw or ability check
  made to resist a power you cast.
  BIOCHEMIST
  You have studied the secrets of chemistry and are an
  expert in its practice, gaining the following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You gain pro�ciency with the biochemist’s kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  As an action, you can identify one medpac, stimpac, or
  adrenal within 5 feet of you, as if you had tasted it. You
  must see the liquid for this bene�t to work.
  Over the course of a short or long rest, you can
  temporarily improve the potency of one medpac. To use
  this bene�t, you must have a biochemist’s kit with you,
  and the medpac must be within reach. If the medpac is
  consumed before the end of your next short or long
  rest, when a creature uses this medpac, they take the
  maximum instead of rolling.
  BLADE MASTERY
  You master the doubleblade, doublesaber,
  doubleshoto, doublesword, dual-phase lightsaber,
  hidden blade, lightdagger, lightfoil, lightsaber,
  shotosaber, techblade, vibroblade, vibrodagger, and
  vibrorapier. You gain the following bene�ts while
  wielding any of these weapons, if you are pro�cient
  with it:
  You gain a +1 bonus to the weapon's attack rolls.
  As a bonus action, you can take a parrying stance. Until
  the start of your next turn, you have a +1 bonus to AC
  unless you are disarmed.
  When you make an opportunity attack with the weapon,
  you have advantage on the attack roll.
  BLOODTHIRSTY
  You �ght with reckless abandon, caring not of your own
  safety. You use your pain to fuel your attacks, causing
  your enemies even greater pain. You may die one day -
  but that day will come earlier for your enemies. You
  gain the following bene�ts:
  When a creature within 5 feet of you misses you with a
  melee attack, you can use your reaction to cause the
  attack to hit you. If the attack hits and deals damage,
  you can immediately make a melee weapon attack with
  advantage against that creature.
  When a creature scores a critical hit against you, you
  have advantage on the next attack you make against
  that creature, until the end of your next turn.
  BOGAN MASTERY
  Prerequisite: The ability to cast force powers 
  Your use of intense, raw emotion has improved your
  ability to harness the dark side of the Force. You gain
  the following bene�ts:
  You gain a +1 bonus to your force save DC and force
  attack modi�er of your dark side force powers.
  You can add one dark side power of your max power
  level or below to the list of powers you can cast. This
  does not count against your powers known.
  When you roll a 1 or 2 on a damage die for a dark side
  power, you can reroll the die and must use the new roll,
  even if the new roll is a 1 or a 2.
  BOUNTIFUL LUCK
  Prerequisite: Lucky feat 
  Your people have extraordinary luck, which you have
  learned to lend to your companions when you see them
  falter. You’re not sure how you do it; you just wish it,
  and it happens. Surely a sign of fortune’s favor!
  When an ally you can see within 30 feet of you rolls a
  1 on the d20 for an attack roll, an ability check, or a
  saving throw, you can use your reaction and expend 1
  luck point to let the ally reroll the die. The ally must use
  the new roll.
  When you use this ability, you can’t use luck points
  before the end of your next turn.
  BRAWLING MASTERY
  You've mastered using your weight to your advantage,
  easily wrangling targets around. As long as you are not
  wearing heavy armor or using a medium or heavy
  shield, you gain the following bene�ts:
  Your unarmed strikes use a d6 for damage.
  Your improvised weapons use a d6 for damage and gain
  the versatile (1d8) property.
  Your speed isn’t halved by carrying a grappled creature
  who is the same size category as you or smaller.
  When you take the Attack action and make an attack
  against a creature grappled by you, you can use a bonus
  action to make another attack against that creature.
  PART 1 | CUSTOMIZATION OPTIONS
  154
  
  BRAWNY
  You become stronger, gaining the following bene�ts:
  Increase your Strength score by 1, to a maximum of 20.
  You gain pro�ciency in the Athletics skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  You count as if you were one size larger for the purpose
  of determining your carrying capacity.
  BYPASSER
  You pride yourself on your quickness and your close
  study of certain clandestine activities. You gain the
  following bene�ts:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain pro�ciency with the security kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  Whenever you make an Intelligence (Investigation) or
  Wisdom (Perception) check to detect the nature of a
  lock, you are considered to have expertise in the
  Investigation or Perception skill.
  CHARGER
  You can take the Dash action as a bonus action.
  If you move at least 10 feet in a straight line
  immediately after taking this bonus action, you either
  gain a +5 bonus to your next melee attack’s damage roll
  (if you chose to make a melee attack and hit) or push
  the target up to 10 feet away from you (if you chose to
  shove and you succeed).
  CHARMING PERSONA
  You've master the art of charming those around you,
  gaining the following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain pro�ciency in the Persuasion skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  If you spend 1 minute talking to someone who can
  understand what you say, you can make a Charisma
  (Persuasion) check contested by the creature’s Wisdom
  (Insight) check. If you or your companions are �ghting
  the creature, your check automatically fails. If your
  check succeeds, the target is charmed by you as long as
  it remains within 60 feet of you and for 1 minute
  thereafter.
  CLIMBER
  You excel at scaling cli�sides, hills, trees, and general
  climbing. You gain the following bene�ts:
  Increase your Strength score by 1, to a maximum of 20.
  You gain a climbing speed equal to your movement
  speed.
  You have advantage on ability checks and saving throws
  to avoid falling o� or down while climbing.
  You can spend 5 minutes instructing, pointing out
  handholds, and guiding other creatures before making
  a climb. When you do so, choose up to six friendly
  creatures (which can include yourself) within 30 feet of
  you. Each creature can add a 1d6 to any ability check or
  saving throw they make for that climb.
  CLOSE QUARTERS CASTER
  Prerequisite: The ability to cast force or tech powers 
  You've practiced utilizing powers in close quarters,
  learning techniques that grant you the following
  bene�ts:
  When making a ranged force or tech attack while you
  are within 5 feet of a hostile creature, you do not have
  disadvantage on the attack roll.
  Your ranged force and tech attacks ignore half cover
  and three-quarters cover against targets within 30 feet
  of you.
  You learn one at-will power that requires an attack roll.
  Your casting ability for this at-will power depends on the
  power list you chose from: Wisdom or Charisma
  (depending on power alignment) for force powers or
  Intelligence for tech powers.
  CLOSE QUARTERS SHOOTING MASTERY
  You've mastered getting up close and personal with
  ranged weapons, maintain both rate of �re and
  accuracy. While you are wielding a ranged weapon with
  which you are pro�cient, you gain the following
  bene�ts:
  When you take the Attack action, you can choose to �re
  rapidly at the expense of accuracy. Your ranged weapon
  attacks are made without the aid of your pro�ciency
  bonus, but you use your bonus action to make an
  additional ranged weapon attack, also without your
  pro�ciency bonus.
  Your ranged weapon attacks ignore half cover against
  targets within 30 feet of you.
  Other creatures provoke an opportunity attack from
  you when they move to within 15 feet of you, and you
  can used ranged weapons when making opportunity
  attacks.
  COMBAT CASTER
  Prerequisite: The ability to cast force or tech powers 
  You've practiced making your powers more di�cult to
  avoid, learning techniques that grant you the following
  bene�ts:
  When a creature rolls a 1 on the d20 roll of a saving
  throw against a power you cast that deals damage, they
  instead take the highest number possible for the
  damage die.
  You learn one at-will power that requires a saving
  throw. Your casting ability for this at-will power depends
  on the power list you chose from: Wisdom or Charisma
  (depending on power alignment) for force powers or
  Intelligence for tech powers.
  PART 1 | CUSTOMIZATION OPTIONS
  155
  
  CRAFTER
  You have a knack for crafting; you work with greater
  e�ciency and produce goods of higher quality. Select
  one type of artisan's tools. You gain the following
  bene�ts whilst using it:
  Increase your Strength, Constitution, or Intelligence
  score by 1, to a maximum of 20.
  You gain pro�ciency with the chosen tool. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  When you craft something with the tool you've selected,
  the total market value you can craft per day increases
  by an amount of credits equal to 5 x your character
  level. If you have expertise with them, the market value
  increases by 10 x your character level.
  If you use the tool you've selected to practice a
  profession during downtime, you can support a lifestyle
  one higher than you would normally be able to.
  You can select this feat multiple times. Each time you
  do so, you must choose a di�erent set of artisan's tools.
  CRUSHING WEAPON MASTERY
  You master the electrosta�, greatsaber, techaxe,
  vibroaxe, vibroclub, vibromace, and vibrosword. You
  gain the following bene�ts while wielding any of these
  weapons, if you are pro�cient with it:
  You gain a +1 bonus to the weapon's attack rolls.
  Whenever you have advantage on an attack roll and hit,
  and the lower of the two d20 rolls would also hit, you
  can attempt to knock the target prone. If the target is no
  more than one size larger than you (your size or smaller
  if your weapon has the light property), make a Strength
  (Athletics) check contested by the target's Strength
  (Athletics) or Dexterity (Acrobatics) check (the target
  chooses the ability). If you win the contest, the target is
  knocked prone.
  You can ready your weapon to deliver a punishing blow
  against a foe that tries to advance on you. When you
  take the Ready action on your turn and make a melee
  attack as your reaction, you have advantage on your
  attack roll.
  DEFENSE MASTERY
  You've mastered the art of defending yourself, treating
  your armor as a second skin. While you are wearing
  armor with which you are pro�cient, you gain the
  following bene�ts:
  Critical hits made against you are treated as normal
  hits.
  When a creature makes a melee attack against you and
  misses, you can use your reaction to attempt to shove
  that creature up to 10 feet directly away from you.
  DEMOLITIONIST
  You have extensive experience with explosives, gaining
  the following bene�ts:
  Increase your Intelligence by 1, to a maximum of 20.
  You gain pro�ciency with the demolitions kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  Whenever you make an Intelligence (Demolitions Kit)
  check to disarm an explosive, you can treat a d20 roll of
  9 or lower as a 10, as long as you spend at least one
  minute disarming it.
  Over the course of a short rest, you can temporarily
  improve the potency of one grenade or mine. To use
  this bene�t, you must have a demolitions kit, and the
  explosive must be within reach. The explosive’s DC
  becomes 8 + your pro�ciency bonus + your Intelligence
  modi�er, and it deals extra damage equal to your
  Intelligence modi�er of the same type it would normally
  deal. This e�ect lasts until the end of your next long
  rest.
  DUAL FOCUSED CASTER
  Prerequisite: The ability to cast force or tech powers 
  You have learned to bifurcate your attention while
  concentrating on powers, learning techniques that
  grant you the following bene�ts:
  If you attempt to cast a power that requires
  concentration while already concentrating on an
  existing power, you can maintain concentration on both
  powers simultaneously. You must spend your action
  each subsequent round on maintaining this
  concentration, or lose concentration for both powers.
  At the end of each of your turns where you have two
  powers you are concentrating on, you must make a
  Constitution saving throw (DC equals 10 + the number
  of complete rounds you’ve been concentrating on two
  powers). On a failure, you lose concentration for both
  powers. You can drop concentration on one of your
  powers during your turn as a free action to avoid this
  saving throw.
  Any time you would be forced to make a Constitution
  saving throw to maintain concentration due to taking
  damage, the DC equals 10 + both powers’ levels
  combined, or half the damage you take, whichever
  number is higher. On a failure, you lose concentration
  on both powers.
  DUELING MASTERY
  Your mastery of �ghting with a single melee weapon is
  unsurpassed; you make one weapon feel like many.
  While you are wielding a melee weapon in one hand
  with which you are pro�cient and no other weapons,
  you gain the following bene�ts:
  When you take the Attack action, you can decide to
  attack with haste at the expense of accuracy. Your
  melee weapon attacks are made without the aid of your
  pro�ciency bonus, but you use your reaction to make an
  additional melee weapon attack, also without your
  pro�ciency bonus.
  When a creature hits you with a melee attack, you can
  use your reaction to add your pro�ciency bonus to your
  AC for that attack, potentially causing the attack to miss
  you.
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  DUNGEON DELVER
  Alert to the hidden traps and secret doors found in
  many dungeons, you gain the following bene�ts:
  Increase your Intelligence or Wisdom score by 1, to a
  maximum of 20.
  You have advantage on Wisdom (Perception) and
  Intelligence (Investigation) checks made to detect the
  presence of secret doors.
  You have advantage on saving throws made to avoid or
  resist traps.
  You have resistance to the damage dealt by traps.
  You can search for traps while traveling at a normal
  pace, instead of only at a slow pace.
  DURABLE
  Hardy and resilient, you gain the following bene�ts:
  Increase your Constitution score by 1, to a maximum of
  20.
  When you roll a Hit Die to regain hit points, the
  minimum number of hit points you can regain from the
  roll equals twice your Constitution modi�er (minimum
  of 2).
  Your hit point maximum increases by an amount equal
  to twice your level when you gain this feat. Whenever
  you gain a level thereafter, your hit point maximum
  increases by an additional 2 hit points.
  EMPATHIC
  You possess keen insight into how other people think
  and feel. You gain the following bene�ts:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain pro�ciency in the Insight skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  You can use your action to try to get uncanny insight
  about one humanoid you can see within 30 feet of you.
  Make a Wisdom (Insight) check contested by the 
  target’s Charisma (Deception) check. On a success, you 
  have advantage on attack rolls and ability checks 
  against the target until the end of your next turn.
  ENTERTAINING COMPETITOR
  You have a natural gift for performing and competing.
  Select one gaming set or musical instrument. You gain
  the following bene�ts:
  Increase your Dexterity, Wisdom, or Charisma score by
  1, to a maximum of 20.
  You gain pro�ciency in the chosen gaming set or
  musical instrument. If you are already pro�cient with it,
  you instead gain expertise with it.
  While playing your chosen instrument or game, you can
  always readily read the emotions of those paying
  attention to you. During this time, and for up to one
  minute after completing, you have advantage on
  Wisdom (Insight) checks to read the emotions of those
  you performed for or competed against.
  You can select this feat multiple times. Each time you
  do so, you must choose a di�erent gaming set or
  musical instrument.
  EQUILIBRIUM MASTERY
  You've mastered the art of �ghting while minimally
  armored, treating combat as an elegant dance. While
  you are wearing no armor and not wielding a medium
  or heavy shield, you gain the following bene�ts:
  You gain a +1 bonus to damage rolls you make with
  unarmed strikes and weapon attacks.
  When a creature makes an attack roll against you, you
  can use your reaction to impose disadvantage on the
  roll. You can choose to use this feature after the
  creature makes its attack roll, but before the DM
  determines whether the attack hits.
  FANATIC
  Every blow that hits your enemies make you feel closer
  to victory, making you shake in excitement. You gain
  the following bene�ts:
  When you score a critical hit with an attack roll or
  reduce a creature to 0 hit points, you can make one
  weapon attack as a bonus action.
  Whenever a creature you can see within 30 feet is
  reduce to 0 hit points, you go into a fervor gaining
  temporary hit points equal to 1d4 + your Constitution
  modi�er.
  FEIGNED CONFIDENCE
  You've spent years pretending you know what you're
  doing, gaining the following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  When you would make an ability check that doesn't add
  your pro�ciency bonus, you can �rst make a DC 15
  (Charisma) Deception check. On a success, you can add
  your pro�ciency bonus to the check. You can use this
  feature a number of times equal to your Charisma
  modi�er (a minimum of once). You regain all expended
  uses when you �nish a short or long rest.
  FIGHTING STYLIST
  You adopt a particular style of �ghting as your specialty,
  gaining the following bene�ts:
  Increase your Strength, Dexterity, or Constitution score
  by 1, to a maximum of 20.
  Choose one of the Fighting Style options, detailed
  above.
  You can select this feat multiple times. You can't take
  a Fighting Style option more than once, even if you later
  get to choose again.
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  157
  
  FORCE OF PERSONALITY
  Rooms never go unalerted to your presence, and the
  strength of your personality make others lose focus on
  their own social game. Powers and other e�ects
  infrequently override your force of will.
  Your Charisma score increase by 1, to a maximum of 20.
  You can use your Charisma modi�er instead of your
  Wisdom modi�er when making Insight checks.
  When you would make a Wisdom saving throw, you can
  instead make a Charisma saving throw. You can use this
  feature a number of times equal to your Charisma
  modi�er. You regain all expended uses of this feature
  when you complete a long rest.
  FORCE SENSITIVE
  You learn two at-will force powers, and one 1st-level
  force power, which you cast it at its lowest level. Once
  you cast it, you must �nish a long rest before you can
  cast it again. Your forcecasting ability is Wisdom or
  Charisma (depending on power alignment).
  GALVANIZING PRESENCE
  Your presence on the battle�eld is a source of
  inspiration. You gain the following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  As a bonus action, you let out a rallying war cry, ending
  the frightened or charmed condition on yourself and a
  number of allies that can hear you equal to your
  Charisma modi�er (minimum of one). Once you've used
  this ability, you must complete a short or long rest
  before you can use it again.
  GENIUS MECHANIC
  You have spent prolonged use with a mechanic's kit,
  gaining the following bene�ts:
  Increase your Intelligence by 1, to a maximum of 20.
  You gain pro�ciency with the mechanic's kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  Whenever you make an Intelligence (Mechanic's Kit)
  check to make a repair, you can treat a d20 roll of 9 or
  lower as a 10, as long as you spend at least ten minutes
  repairing it.
  Whenever you make an Intelligence (Investigation) or
  Wisdom (Perception) check to �nd a construct's
  weakness, you are considered to have expertise in the
  Investigation or Perception skill.
  GOURMAND
  You have mastered a variety of special recipes, allowing
  you to prepare exotic dishes with useful e�ects. You
  gain the following bene�ts:
  Increase your Constitution score by 1, to a maximum of
  20.
  You gain pro�ciency with the chef's kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  As an action, you can inspect a drink or plate of food
  within 5 feet of you and determine whether it is
  poisoned, provided that you can see and smell it.
  During a long rest, you can prepare and serve a meal
  that helps you and your allies recover from the rigors of
  adventuring, provided you have suitable food, chef’s kit,
  and other supplies on hand. The meal serves up to six
  people, and each person who eats it regains two
  additional Hit Dice at the end of the long rest. In
  addition, those who partake of the meal have
  advantage on Constitution saving throws against
  disease for the next 24 hours.
  GREAT WEAPON MASTERY
  You’ve mastered putting the weight of a weapon to
  your advantage, letting its momentum empower your
  strikes. While you are wielding a melee weapon in two
  hands with which you are pro�cient, you gain the
  following bene�ts:
  On your turn, when you score a critical hit with a melee
  weapon or reduce a creature to 0 hit points with one,
  you can make one melee weapon attack as a bonus
  action.
  Before you make a melee attack with a weapon that you
  are wielding in two-hands with which you are pro�cient
  with, you can choose to forgo your pro�ciency bonus. If
  the attack hits, you add double your pro�ciency bonus
  to the attack's damage.
  HAGGLER
  Your skills at bartering have granted you the following
  bene�ts:
  Increase your Charisma score by 1 up to a maximum of
  20.
  You have advantage on Charisma (Persuasion) and
  Charisma (Deception) checks when attempting to barter
  or trade.
  You are always aware of the current monetary value for
  any unenhanced or common enhanced item. Whenever
  you identify an item, you gain a rough estimate of its
  current monetary value.
  HEALER
  You are an able medic, allowing you to mend wounds
  quickly and get your allies back in the �ght. You gain the
  following bene�ts:
  Increase your Intelligence or Wisdom score by 1, to a
  maximum of 20.
  When you use a medkit to stabilize a dying creature,
  that creature also regains 1 hit point.
  As an action, you can spend one use of a medkit to tend
  to a creature and restore 1d6 + 4 hit points to it, plus
  additional hit points equal to the creature’s maximum
  number of Hit Dice. The creature can’t regain hit points
  again in this way until it �nishes a short or long rest.
  PART 1 | CUSTOMIZATION OPTIONS
  158
  
  HEAVILY ARMORED
  Prerequisite: Pro�ciency with medium armor 
  You have trained to master the use of heavy armor,
  gaining the following bene�ts:
  You gain pro�ciency with heavy armor. If you are
  already pro�cient with heavy armor, instead increase
  your Strength score by 1, to a maximum of 20.
  While you are wearing heavy armor, kinetic and energy
  damage that you take from unenhanced weapons is
  reduced by an amount equal to your pro�ciency bonus.
  HEAVY WEAPONS MASTERY
  You master the assault cannon, bowcaster, scattergun,
  and shotgun. You gain the following bene�ts while
  wielding any of these weapons, if you are pro�cient
  with it:
  You gain a +1 bonus to the weapon's attack rolls.
  When a creature rolls a 1 on the saving throw against
  one of these weapons, it takes damage as if su�ering a
  critical hit.
  Whenever you score a critical hit against a creature that
  is holding a weapon, you can attempt to disarm the
  target. If the target is no more than one size larger than
  you (your size or smaller if your weapon has the light
  property), it must succeed on a Strength saving throw
  (DC = 8 + your pro�ciency bonus + your Dexterity
  modi�er) or it drops an object of your choice at its feet.
  HERBALIST
  You are adept at harnessing the useful properties of
  herbs and other plants. You gain the following bene�ts:
  Increase your Intelligence or Wisdom score by 1, to a
  maximum of 20.
  You gain pro�ciency with the herbalism kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  As an action, you can inspect a plant within 5 feet of you
  and determine whether it is edible or poisonous,
  provided that you can see and smell it.
  You can apply herbal remedies to help yourself or your
  allies recover from maladies. Over the course of a short
  rest, you can remove one poison or disease from a
  friendly creature within reach. You must have an
  herbalism kit and access to local herbs to use this
  bene�t.
  INSPIRING LEADER
  Prerequisite: Charisma 13 or higher 
  You can spend 10 minutes inspiring your companions,
  shoring up their resolve to �ght. When you do so,
  choose up to six friendly creatures (which can include
  yourself) within 30 feet of you who can see or hear you
  and who can understand you. Each creature can gain
  temporary hit points equal to your level + your
  Charisma modi�er. A creature can’t gain temporary hit
  points from this feat again until it has �nished a short
  or long rest.
  INVESTIGATOR
  You have an eye for detail and can pick out the smallest
  clues. You gain the following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You gain pro�ciency in the Investigation skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  You can take the Search action as a bonus action.
  JEDI SLAYER
  You have practiced techniques useful in melee combat
  against forcewielders, gaining the following bene�ts:
  When a creature within 5 feet of you casts a force
  power, you can use your reaction to make a melee
  weapon attack against that creature.
  When you damage a creature that is concentrating on a
  power, that creature has disadvantage on the saving
  throw it makes to maintain its concentration.
  You have advantage on saving throws against force
  powers cast by creatures within 5 feet of you.
  KEEN MIND
  You have a mind that can track time, direction, and
  detail with uncanny precision. You gain the following
  bene�ts.
  Increase your Intelligence score by 1, to a maximum of
  20.
  You always know which way is north.
  You always know the number of hours left before the
  next sunrise or sunset.
  You can accurately recall anything you have seen or
  heard within the past month.
  LIGHTLY ARMORED
  You have trained to master the use of light armor,
  gaining the following bene�ts:
  You gain pro�ciency with light armor. If you are already
  pro�cient with light armor, instead increase your
  Strength or Dexterity score by 1, to a maximum of 20.
  Your speed increases by 5 feet.
  LINGUIST
  You have studied languages and codes, gaining the
  following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You learn three languages of your choice.
  You can ably create written ciphers. Others can’t
  decipher a code you create unless you teach them, they
  succeed on an Intelligence check (DC equal to your
  Intelligence score + your pro�ciency bonus), or they use
  a power to decipher it.
  PART 1 | CUSTOMIZATION OPTIONS
  159
  
  LOREMASTER
  Your study of history rewards you with the following
  bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You gain pro�ciency in the Lore skill. If you are already
  pro�cient in it, you instead gain expertise in it.
  When you take the Help action to aid another creature’s
  ability check, you can make a DC 15 Intelligence (Lore)
  check. On a success, that creature’s check gains a bonus
  equal to your pro�ciency bonus, as you share pertinent
  advice and historical examples. To receive this bonus,
  the creature must be able to understand what you’re
  saying.
  LUCKY
  You have inexplicable luck that seems to kick in at just
  the right moment.
  You have 3 luck points. Whenever you make an attack
  roll, an ability check, or a saving throw, you can spend
  one luck point to roll an additional d20. You can choose
  to spend one of your luck points after you roll the die,
  but before the outcome is determined. You choose
  which of the d20s is used for the attack roll, ability
  check, or saving throw.
  You can also spend one luck point when an attack roll
  is made against you. Roll a d20, and then choose
  whether the attack uses the attacker’s roll or yours. If
  more than one creature spends a luck point to
  in�uence the outcome o f a roll, the points cancel each
  other out; no additional dice are rolled.
  You regain your expended luck points when you
  �nish a long rest.
  MANEUVERABLE
  You've learned that you are at your best when you're
  on the move.
  Your speed increases by 5 feet.
  When you hit a creature with a melee attack, you can
  move 5 feet at no movement cost as part of the attack.
  When you hit a creature with a melee attack that you
  have not already attacked on your current turn, you
  gain a +2 bonus to the damage roll.
  MARINER
  You've spent an exorbitant amount of time in water.
  You gain the following bene�ts:
  Increase your Constitution by 1, to a maximum of 20.
  You gain a swimming speed equal to your movement
  speed.
  You have advantage on a ability checks and saving
  throws related to swimming.
  You can hold your breath for a number of minutes
  equal to 1 + twice your Constitution modi�er.
  MARTIAL ADEPT
  You have martial training that allows you to perform
  special combat maneuvers. You gain the following
  bene�ts:
  You learn two maneuvers of your choice from among
  those available to the �ghter class. If a maneuver you
  use requires your target to make a saving throw to
  resist the maneuver’s e�ects, the saving throw DC
  equals 8 + your pro�ciency bonus + your Strength or
  Dexterity modi�er (your choice).
  If you already have superiority dice, you gain one more;
  otherwise, you have two superiority dice, which are d4s.
  These dice are used to fuel your maneuvers. A
  superiority die is expended when you use it. You regain
  all of your expended superiority dice when you �nish a
  short or long rest.
  MASTER OF DISGUISE
  You have honed your ability to shape your personality
  and to read the personalities of others. You gain the
  following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain pro�ciency with the disguise kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  If you spend 1 hour observing a creature, you can then
  spend 8 hours crafting a disguise you can quickly don to
  mimic that creature. Making the disguise requires a
  disguise kit. You must make checks as normal to
  disguise yourself, but you can assume the disguise as
  an action.
  MEDIC
  You master the physician’s arts, gaining the following
  bene�ts:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain pro�ciency in the Medicine skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  During a short rest, you can clean and bind the wounds
  of up to six willing beasts and humanoids. Make a DC 15
  Wisdom (Medicine) check for each creature. On a
  success, if a creature spends a Hit Die during this rest,
  that creature can forgo the roll and instead regain the
  maximum number of hit points the die can restore. A
  creature can do so only once per rest, regardless of how
  many Hit Dice it spends.
  MOBILE
  You are exceptionally speedy and agile. You gain the
  following bene�ts:
  Your speed increases by 10 feet.
  When you use the Dash action, di�cult terrain doesn’t
  cost you extra movement on that turn.
  When you make a melee attack against a creature, you
  don’t provoke opportunity attacks from that creature
  for the rest of the turn, whether you hit or not.
  PART 1 | CUSTOMIZATION OPTIONS
  160
  
  MODERATELY ARMORED
  Prerequisite: Pro�ciency with light armor 
  You have trained to master the use of medium armor,
  gaining the following bene�ts:
  You gain pro�ciency with medium armor. If you are
  already pro�cient with medium armor, instead increase
  your Strength or Dexterity score by 1, to a maximum of
  20.
  You can add 3, rather than 2, to your AC if you have a
  Dexterity of 16 or higher.
  Wearing medium armor doesn't impose disadvantage
  on your Dexterity (Stealth) checks.
  MOUNTED CASTER
  Prerequisite: The ability to cast force or tech powers 
  You are trained in the use of powers while mounted.
  While you are mounted and aren’t incapacitated, you
  gain the following bene�ts:
  When you cast a power targeting yourself, you can also
  a�ect your mount with the power.
  You have advantage on melee force or tech attack rolls
  against any unmounted creature that is smaller than
  your mount.
  If your mount is subjected to an e�ect that allows it to
  make a Dexterity saving throw to take only half damage,
  it instead takes no damage if it succeeds on the saving
  throw, and only half damage if it fails.
  MOUNTED COMBATANT
  You are a dangerous foe to face while mounted. While
  you are mounted and aren’t incapacitated, you gain the
  following bene�ts:
  You have advantage on melee attack rolls against any
  unmounted creature that is smaller than your mount.
  You can force an attack targeted at your mount to
  target you instead.
  If your mount is subjected to an e�ect that allows it to
  make a Dexterity saving throw to take only half damage,
  it instead takes no damage if it succeeds on the saving
  throw, and only half damage if it fails.
  NATURALIST
  Your extensive study of nature rewards you with the
  following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You gain pro�ciency in the Nature skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  You learn the toxin scan tech power. You can cast it
  once, using supplies scavenged around you, without the
  use of a wristpad and without spending tech points, and
  you regain the ability to do so when you �nish a long
  rest.
  OBSERVANT
  Quick to notice details of your environment, you gain
  the following bene�ts:
  Increase your Intelligence or Wisdom score by 1, to a
  maximum of 20.
  If you can see a creature’s mouth while it is speaking a
  language you understand, you can interpret what it’s
  saying by reading its lips.
  You have a +5 bonus to your passive Wisdom
  (Perception) and passive Intelligence (Investigation)
  scores.
  PERCEPTIVE
  You hone your senses until they become razor sharp.
  You gain the following bene�ts:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain pro�ciency in the Perception skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  Being in a lightly obscured area doesn’t impose
  disadvantage on your Wisdom (Perception) checks if
  you can both see and hear.
  PERFORMER
  You master performance so that you can command any
  stage. You gain the following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain pro�ciency in the Performance skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  While performing, you can try to distract one humanoid
  you can see who can see and hear you. Make a
  Charisma (Performance) check contested by the
  humanoid’s Wisdom (Insight) check. If your check
  succeeds, you grab the humanoid’s attention enough
  that it makes Wisdom (Perception) and Intelligence
  (Investigation) checks with disadvantage until you stop
  performing.
  POISONER
  You have studied the secrets of poisons and toxins,
  gaining the following bene�ts:
  Increase your Intelligence by 1, to a maximum of 20.
  You gain pro�ciency with the poisoner’s kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  As an action, you can identify one poison within 5 feet
  of you. You must see the poison for this bene�t to work.
  Over the course of a short rest, you can temporarily
  improve the potency of one dose of poison. To use this
  bene�t, you must have a poisoner’s kit, and the poison
  must be within reach. If the poison is applied within 1
  hour after the short rest ends, its DC becomes 8 + your
  pro�ciency bonus + your Intelligence modi�er, and it
  deals extra poison damage equal to your Intelligence
  modi�er.
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  161
  
  POLEARM MASTERY
  You master the lightsaber pike, saberspear, vibrolance,
  vibropike, and vibrospear. You gain the following
  bene�ts while wielding any of these weapons, if you are
  pro�cient with it:
  You gain a +1 bonus to the weapon's attack rolls.
  When you take the Attack action, you can use a bonus
  action to make a melee attack with the opposite end of
  the weapon. The weapon’s damage die for this attack is
  a d4, and the attack deals kinetic damage. If the weapon
  has the reach property, the bonus action attack does
  not bene�t from this property.
  Other creatures provoke an opportunity attack from
  you when they enter your reach.
  POWER ADEPT
  Prerequisite: The ability to cast force or tech powers 
  When you gain this feat, choose one of the following
  damage types: acid, cold, �re, force, lightning, or
  necrotic. Powers you cast ignore resistance to damage
  of the chosen type. In addition, when you roll damage
  for a power you cast that deals damage of that type,
  you can treat any 1 on a damage die as a 2.
  You can select this feat multiple times. Each time you
  do so, you must choose a di�erent damage type.
  PRACTICED
  You have acquired skills over your career, gaining the
  following bene�ts:
  Increase an ability score of your choice by 1, to a
  maximum of 20.
  You gain pro�ciency in any combination of two skills or
  tools of your choice.
  PROMISING COMMANDER
  You've trained relentless to lead your allies on the �eld
  of battle, gaining the following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  As an action, you can gain tactical insight. For one
  minute, once per turn you can can utter a special
  command or warning whenever an ally you can see
  within 30 feet makes an attack roll or saving throw. This
  creature can add a d4 to the roll provided it can hear
  and understand you. A creature can only bene�t from
  one such die at a time. Once you've used this feature,
  you must complete a short or long rest before you can
  use it again.
  PRONE COMBATANT
  You've practiced �ghting while prone, gaining the
  following bene�ts:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain a crawling speed equal to your movement
  speed.
  You no longer have disadvantage on ranged attack rolls
  against targets within 30 feet.
  When you attempt to hide on your turn while prone,
  you can opt to not move on that turn. If you avoid
  moving, you are considered lightly obscured. You lose
  this bene�t if you move or stand up, either voluntarily
  or because of some external e�ect. You are still
  automatically detected if any e�ect or action causes you
  to no longer be hidden. If you are still hidden on your
  next turn, you can continue to remain motionless and
  gain this bene�t until you are detected.
  QUICK-FINGERED
  Your nimble �ngers and agility let you perform sleight
  of hand. You gain the following bene�ts:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain pro�ciency in the Sleight of Hand skill. If you
  are already pro�cient in it, you instead gain expertise in
  it.
  As a bonus action, you can make a Dexterity (Sleight of
  Hand) check to plant something on someone else,
  conceal an object on a creature, lift a purse, or take
  something from a pocket.
  QUICK-WITTED
  Great ideas come to you naturally, often when your life
  depends on it. You always have a plan, or at least parts
  of it. You gain the following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You can use your Intelligence modi�er instead of your
  Dexterity modi�er when making Iniative checks.
  When you would make a Dexterity saving throw, you
  can instead make an Intelligence saving throw. You can
  use this feature a number of times equal to your
  Intelligence modi�er. You regain all expended uses of
  this feature when you complete a long rest.
  QUICK CASTER
  Prerequisite: The ability to cast force or tech powers 
  You've practiced casting powers in quick succession,
  learning techniques that grant you the following
  bene�ts:
  When you cast a power with a casting time of a bonus
  action, you may use your action to cast a power with a
  power level no higher than half your pro�ciency bonus
  (rounded down).
  When you cast a power with a casting time of a bonus
  action, you can cast it without expending force or tech
  points as long as it is no higher level than your
  pro�ciency bonus. Once you've used this feature, you
  must complete a long rest before you can use it again.
  RESILIENT
  Choose one ability score. You gain the following
  bene�ts:
  Increase the chosen ability score by 1, to a maximum of
  20.
  You gain pro�ciency in saving throws using the chosen
  ability.
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  RIFLE MASTERY
  You master the use of blaster carbine, blaster ri�e, ion
  ri�e, lightbow, sniper ri�e, and slugthrower. You gain
  the following bene�ts while wielding any of these
  weapons, if you are pro�cient with it:
  You gain a +1 bonus to the weapon's attack rolls.
  Whenever you have advantage on an attack roll and hit,
  and the lower of the two d20 rolls would also hit, you
  can attempt to snare the target. If the target is no more
  than one size larger than you (your size or smaller if
  your weapon has the light property), it must succeed on
  a Dexterity saving throw (DC = 8 + your pro�ciency
  bonus + your Dexterity modi�er) or its movement speed
  is halved until the end of your next turn.
  When a creature you can see misses you with an attack
  roll, you can use your reaction to disengage and move
  up to half your speed. You must end this movement
  further away from the creature than you started.
  SENTINEL MASTERY
  You've mastered techniques to take advantage of every
  drop in any enemy’s guard; in tight spaces you are
  indomitable. While you are wielding a melee weapon
  with which you are pro�cient, you gain the following
  bene�ts:
  When you hit a creature with an opportunity attack, the
  creature’s speed becomes 0 for the rest of the turn.
  Creatures within 5 feet of you provoke opportunity
  attacks from you even if they take the Disengage action
  before leaving your reach.
  SHARPSHOOTING MASTERY
  You have mastered ranged weapons and can easily
  make shots that others �nd impossible. While you are
  wielding a ranged weapon with which you are
  pro�cient, you gain the following bene�ts:
  Attacking at long range doesn't impose disadvantage on
  your ranged weapon attack rolls.
  Your ranged weapon attacks ignore half cover and
  three-quarters cover.
  Before you make an attack with a ranged weapon that
  you are pro�cient with, you can choose to forgo your
  pro�ciency bonus. If the attack hits, you add double
  your pro�ciency bonus to the attack's damage.
  SHIELDING MASTERY
  You've mastered using a shield to defend your allies as
  well as yourself, and you understand that shields are
  not just for protection but also for o�ense. While you
  are wielding a medium or heavy shield with which you
  are pro�cient, you gain the following bene�ts:
  If you take the Attack action on your turn, you can use a
  bonus action to try to shove a creature within 5 feet of
  you with your shield.
  If you aren’t incapacitated, you can add your shield’s AC
  bonus to any Dexterity saving throw you make against a
  power or other harmful e�ect.
  If you are subjected to an e�ect that allows you to make
  a Dexterity saving throw to take only half damage, you
  can use your reaction to take no damage if you succeed
  on the saving throw, interposing your shield between
  yourself and the source of the e�ect.
  SIDEARM MASTERY
  You master the blaster pistol, heavy pistol, hold out, ion
  blaster, light pistol, and wrist launcher. You gain the
  following bene�ts while wielding any of these weapons,
  if you are pro�cient with it:
  You gain a +1 bonus to the weapon's attack rolls.
  You learn to load and �re your weapon more e�ciently.
  You can now reload these weapons using your reaction.
  You must have one free hand to reload.
  Whenever you score a critical hit against a living
  creature that has a head, you can attempt to daze the
  target. If the target is no more than one size larger than
  you (your size or smaller if your weapon has the light
  property), it must succeed on a Constitution saving
  throw (DC = 8 + your pro�ciency bonus + your Dexterity
  modi�er) or be stunned until the end of its next turn.
  SILVER-TONGUED
  You develop your conversational skill to better deceive
  others. You gain the following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain pro�ciency in the Deception skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  When you take the Attack action, you can replace one
  attack with an attempt to deceive one humanoid you
  can see within 30 feet of you that can see and hear you.
  Make a Charisma (Deception) check contested by the
  target’s Wisdom (Insight) check. If your check succeeds,
  your movement doesn’t provoke opportunity attacks
  from the target and your attack rolls against it have
  advantage; both bene�ts last until the end of your next
  turn or until you use this ability on a di�erent target. If
  your check fails, the target can’t be deceived by you in
  this way for 1 hour.
  SKULKER
  Prerequisite: Dexterity 13 or higher 
  You are expert at slinking through shadows. You gain
  the following bene�ts:
  You can try to hide when you are lightly obscured from
  the creature from which you are hiding.
  When you are hidden from a creature and miss it with a
  ranged weapon attack, making the attack doesn't reveal
  your position.
  Dim light doesn’t impose disadvantage on your Wisdom
  (Perception) checks relying on sight.
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  SLICER
  You are an expert at �nding things in computers you
  shouldn't. You gain the following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You gain pro�ciency with the slicer's kit. If you are
  already pro�cient with it, you instead gain expertise
  with it.
  Whenever you make an Intelligence (Investigation) or
  Wisdom (Perception) check to detect the nature of
  computer software, you are considered to have
  expertise in the Investigation or Perception skill.
  SNAPPY INTERJECTION
  You’ve mastered a quick tongue to aid your allies. You
  gain the following bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  When an ally makes an attack roll, an ability check or a
  saving throw, you may spend your reaction to give them
  advantage on the roll. Once you use this ability, you
  can’t use it again until you �nish a short or long rest.
  SNIPING CASTER
  Prerequisite: The ability to cast force or tech powers 
  You've practiced casting powers more accurately from
  long range, learning techniques that give you the
  following bene�ts:
  When you cast a power that requires you to make an
  attack roll, the power’s range is doubled.
  Your ranged force and tech attacks ignore half cover
  and three-quarters cover.
  You learn one at-will power that requires an attack roll.
  Your casting ability for this at-will power depends on the
  power list you chose from: Wisdom or Charisma
  (depending on power alignment) for force powers or
  Intelligence for tech powers.
  STEALTHY
  You know how best to hide. You gain the following
  bene�ts:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain pro�ciency in the Stealth skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  If you are hidden, you can move up to 10 feet in the
  open without revealing yourself if you end the move in
  a position where you’re not clearly visible.
  SUPREME ACCURACY
  Prerequisite: Dexterity, Intelligence, Wisdom, or
  Charisma 13 
  You have uncanny aim with attacks that rely on
  precision rather than brute force. You gain the
  following bene�ts:
  Increase your Dexterity, Intelligence, Wisdom, or
  Charisma score by 1, to a maximum of 20.
  Whenever you have advantage on an attack roll using
  Dexterity, Intelligence, Wisdom, or Charisma you can
  reroll one of the dice once.
  SURVIVALIST
  You master wilderness lore, gaining the following
  bene�ts:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain pro�ciency in the Survival skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  You learn the alarm tech power. You can cast it once,
  using supplies scavenged around you, without the use
  of a wristpad and without spending tech points, and you
  regain the ability to do so when you �nish a long rest.
  TECHIE
  You master the theory and practice of technology,
  gaining the following bene�ts:
  Increase your Intelligence score by 1, to a maximum of
  20.
  You gain pro�ciency in the Technology skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  You learn the repair droid tech power. You can cast it
  once, using supplies scavenged around you, without the
  use of a wristpad and without spending tech points, and
  you regain the ability to do so when you �nish a long
  rest.
  TECH DABBLER
  You learn two at-will tech powers, and one 1st-level
  tech power, which you cast it at its lowest level. Once
  you cast it, you must �nish a long rest before you can
  cast it again. Intelligence is your techcasting ability for
  these powers. You do not require use of a wristpad for
  these powers.
  THREATENING
  You become fearsome to others, gaining the following
  bene�ts:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain pro�ciency in the Intimidation skill. If you are
  already pro�cient in it, you instead gain expertise in it.
  When you take the Attack action, you can replace one
  attack with an attempt to demoralize one humanoid
  you can see within 30 feet of you that can see and hear
  you. Make a Charisma (Intimidation) check contested by
  the target’s Wisdom (Insight) check. If your check
  succeeds, the target is frightened until the end of your
  next turn. If your check fails, the target can’t be
  frightened by you in this way for 1 hour.
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  THROWING MASTERY
  You've mastered the techniques of throwing weapons,
  readily blending the weapons with your movements.
  While you are wielding a weapon with the thrown
  property with which you are pro�cient, you gain the
  following bene�ts:
  You gain a +1 bonus to ranged attack rolls you make
  with thrown weapons.
  Attacking at long range doesn't impose disadvantage on
  your ranged weapon attack rolls with thrown weapons.
  When you hit a creature with a ranged weapon attack
  with a thrown weapon, you have advantage on your
  next melee weapon attack against that creature before
  the end of your next turn.
  You can use two-weapon �ghting even when the melee
  weapons you are wielding in one hand aren't light, if at
  least one of them has the thrown property.
  TOUGH
  Prerequisite: Durable feat 
  You have the blood of heroes �owing through your
  veins. You gain the following bene�ts:
  Increase your Constitution score by 1, to a maximum of
  20.
  Whenever you take the Dodge action in combat, you
  can spend one Hit Die to heal yourself. Roll the die, add
  your Constitution modi�er, and regain a number of hit
  points equal to the total (minimum of one).
  TRIP WEAPON MASTERY
  You master the chakram, light ring, net, saberwhip,
  vibrobaton, vibrosta�, and vibrowhip. You gain the
  following bene�ts while wielding any of these weapons,
  if you are pro�cient with it:
  You gain a +1 bonus to the weapon's attack rolls.
  As a bonus action on your turn, you can extend your
  weapon to sweep around and pull down an opponent's
  shield. Until the end of that creature's next turn, it gains
  no bene�t to armor class from its shield.
  When you score a critical hit with the weapon or hit with
  an opportunity attack using the weapon, you can
  attempt to trip the opponent as well. If the target is no
  more than one size larger (your size or smaller if your
  weapon has the light property), it must succeed on a
  Strength saving throw (DC = 8 + your pro�ciency bonus
  + your choice of either your Strength or Dexterity
  modi�er) or be knocked prone.
  TWO-WEAPON MASTERY
  You've mastered �ghting with two weapons, becoming
  a �urry of motion. While you are wielding separate
  weapons in each hand with which you are pro�cient,
  you gain the following bene�ts:
  You gain a +1 bonus to AC while you are wielding a
  separate weapon in each hand.
  You can use two-weapon �ghting even when the
  weapons you are wielding aren’t light.
  You can draw or stow two weapons when you would
  normally be able to draw or stow only one.
  When you engage in two-weapon �ghting, you can
  choose to forgo your pro�ciency bonus. If you do so,
  you can make an additional two-weapon �ghting attack,
  also without your pro�ciency bonus.
  VERSATILE MASTERY
  You've mastered the art of using weapons in di�erent
  ways, altering your attack patterns mid-swing. While
  you are wielding a melee weapon with the versatile
  property with which you are pro�cient and no other
  weapons, you gain the following bene�ts:
  When you are the target of a melee weapon attack, you
  can immediately use your reaction to make a melee
  weapon attack against the target. On a hit, you impose
  disadvantage on the attack roll made against you.
  If you miss an attack while wielding a weapon in two
  hands, you can immediately make an attack roll against
  the same target using one hand. You can only make this
  attack once per turn.
  If you miss an attack while wielding a weapon in one
  hand, you can immediately attempt to shove that
  creature up to 5 feet directly away from you. You can
  only make this attempt once per turn.
  WAR CASTER
  Prerequisite: The ability to cast force or tech powers 
  You've practiced casting powers in the midst of combat,
  learning techniques that grant you the following
  bene�ts:
  You have advantage on Constitution saving throws that
  you make to maintain your concentration on a power
  when you take damage.
  When a hostile creature’s movement provokes an
  opportunity attack from you, you can use your reaction
  to cast a power at the creature, rather than making an
  opportunity attack. The power must have a casting time
  of 1 action and must target only that creature.
  WEAPON EXPERT
  You have practiced extensively with a variety of
  weapons, gaining the following bene�ts:
  You gain pro�ciency with all blasters, lightweapons, and
  vibroweapons. If you are already pro�cient with them,
  instead increase your Strength or Dexterity score by 1,
  to a maximum of 20.
  Once per turn when you roll damage for a weapon
  attack using a weapon with which you are pro�cient,
  you can reroll the weapon's damage dice and use either
  total.
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  CHAPTER 7: USING ABILITY SCORES
              ix abilities provide a quick description of 
              every creature’s physical and mental 
  characteristics: 
  Strength
  Strength, measuring physical power
  Dexterity
  Dexterity, measuring agility
  Constitution
  Constitution, measuring endurance
  Intelligence
  Intelligence, measuring reasoning and memory
  Wisdom
  Wisdom, measuring perception and insight
  Charisma
  Charisma, measuring force of personality
  Is a character muscle—bound and insightful? Brilliant
  and charming? Nimble and hardy? Ability scores de. ne
  these qualities—a creature’s assets as well as
  weaknesses.
  The three main rolls of the game—the ability check,
  the saving throw, and the attack roll—rely on the six
  ability scores. The book’s introduction describes the
  basic rule behind these rolls: roll a d20, add an ability
  modi�er derived from one of the six ability scores, and
  compare the total to a target number.
  This chapter focuses on how to use ability checks and
  saving throws, covering the fundamental activities that
  creatures attempt in the game. Rules for attack rolls
  appear in chapter 9.
  ABILITY SCORES AND MODIFIERS
  Each of a creature’s abilities has a score, a number that
  de�nes the magnitude of that ability. An ability score is
  not just a measure of innate capabilities, but also
  encompasses a creature’s training and competence in
  activities related to that ability.
  A score of 10 or 11 is the normal human average, but
  adventurers and many monsters are a cut above
  average in most abilities. A score of 18 is the highest
  that a person usually reaches. Adventurers can have
  scores as high as 20, and monsters and divine beings
  can have scores as high as 30.
  Each ability also has a modi�er, derived from the
  score and ranging from -5 (for an ability score of 1) to
  +10 (for a score of 30). The Ability Scores and Modi�ers
  table notes the ability modi�ers for the range of
  possible ability scores, from 1 to 30.
  To determine an ability modi�er without consulting
  the table, subtract 10 from the ability score and then
  divide the total by 2 (round down).
  Because ability modi�ers a�ect almost every attack
  roll, ability check, and saving throw, ability modi�ers
  come up in play more often than their associated
  scores.
  ADVANTAGE AND DISADVANTAGE
  Sometimes a special ability or power tells you that you
  have advantage or disadvantage on an ability check, a
  saving throw, or an attack roll. When that happens, you
  roll a second d20 when you make the roll. Use the
  higher of the two rolls if you have advantage, and use
  the lower roll if you have disadvantage. For example, if
  you have disadvantage and roll a 17 and a 5, you use
  the 5. If you instead have advantage and roll those
  numbers, you use the 17.
  If multiple situations a�ect a roll and each one grants
  advantage or imposes disadvantage on it, you don’t roll
  more than one additional d20. If two favorable
  situations grant advantage, for example, you still roll
  only one additional d20.
  If circumstances cause a roll to have both advantage
  and disadvantage, you are considered to have neither
  of them, and you roll one d20. This is true even if
  multiple circumstances impose disadvantage and only
  one grants advantage or Vice versa. In such a situation,
  you have neither advantage nor disadvantage.
  When you have advantage or disadvantage and
  something in the game, such as the iktotchi’s
  Precognition trait, lets you reroll the d20, you can reroll
  only one of the dice. You choose which one. For
  example, if an iktotchi has advantage on an ability
  check and rolls a 1 and a 13, the iktotchi could use the
  Precognition trait to reroll the 1.
  You usually gain advantage or disadvantage through
  the use of special abilities, actions, or powers.
  Inspiration (see chapter 4) can also give a character
  advantage on checks related to the character’s
  personality, ideals, or bonds. The GM can also decide
  that circumstances in�uence a roll in one direction or
  the other and grant advantage or impose disadvantage
  as a result.
  Score
  Score
  Modi�er
  Modi�er
  1
  -5
  2-3
  -4
  4-5
  -3
  6-7
  -2
  8-9
  -1
  10-11
  +0
  12-13
  +1
  14-15
  +2
  Score
  Score
  Modi�er
  Modi�er
  16-17
  +3
  18-19
  +4
  20-21
  +5
  22-23
  +6
  24-25
  +7
  26-27
  +8
  28-29
  +9
  30
  +10
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  PROFICIENCY BONUS
  Characters have a pro�ciency bonus determined by
  level, as detailed in chapter 1. Monsters also have this
  bonus, which is incorporated in their stat blocks. The
  bonus is used in the rules on ability checks, saving
  throws, and attack rolls.
  Your pro�ciency bonus can’t be added to a single die
  roll or other number more than once. For example, if
  two di�erent rules say you can add your pro�ciency
  bonus to a Wisdom saving throw, you nevertheless add
  the bonus only once when you make the save.
  Occasionally, your pro�ciency bonus might be
  multiplied or divided (doubled or halved. for example)
  before you apply it. If a circumstance suggests that your
  pro�ciency bonus applies more than once to the same
  roll, you still add it only once and multiply or divide it
  only once.
  By the same token, if a feature or e�ect allows you to
  multiply your pro�ciency bonus when making an ability
  check that wouldn’t normally bene�t from your
  pro�ciency bonus, you still don’t add the bonus to the
  check. For that check your pro�ciency bonus is 0, given
  the fact that multiplying 0 by any number is still 0. For
  instance, if you lack pro�ciency in the History skill, you
  gain no bene�t from a feature that lets you double your
  pro�ciency bonus when you make Intelligence (History)
  checks.
  In general, you don’t multiply your pro�ciency bonus
  for attack rolls or saving throws. If a feature or e�ect
  allows you to do so, these same rules apply.
  EXPERTISE
  Certain features, such as the Expertise class feature or
  Ace Pilot feat, let you double your pro�ciency bonus
  with a given skill or tool pro�ciency, granting expertise
  in that skill or tool. As usual, you can only gain expertise
  in a skill or tool once.
  ABILITY CHECKS
  An ability check tests a character’s or monster’s innate
  talent and training in an e�ort to overcome a challenge.
  The GM calls for an ability check when a character or
  monster attempts an action (other than an attack) that
  has a chance of failure. When the outcome is uncertain,
  the dice determine the results.
  For every ability check, the GM decides which of the 4
  abilities is relevant to the task at hand and the di�culty
  of the task, represented by Di�culty Class. The more
  di�cult a task, the higher its DC. The Typical Di�culty
  Classes table shows the most common DCs.
  To make an ability check, roll a d20 and add the
  relevant ability modi�er. As with other d20 rolls, apply
  bonuses and penalties, and compare the 
  total to the DC. If the total equals or 
  exceeds the DC, the ability check is a 
  success-the creature overcomes 
  the challenge at hand. Otherwise, 
  it’s a failure, which means the char- 
  acter or monster makes no progress 
  toward the objective or makes progr- 
  ess combined with a setback 
  determined by the GM.
  CONTESTS
  Sometimes one character’s or monster’s e�orts are
  directly opposed to another’s. This can occur when both
  of them are trying to do the same thing and only one
  can succeed, such as attempting to snatch up a ring
  that has fallen on the �oor. This situation also applies
  when one of them is trying to prevent the other one
  from accomplishing a goal—for example, when a
  monster tries to force open a door that an adventurer
  is holding closed. In situations like these, the outcome is
  determined by a special form of ability check, called a
  contest.
  Both participants in a contest make ability checks
  appropriate to their e�orts. They apply all appropriate
  bonuses and penalties, but instead of comparing the
  total to a DC, they compare the totals of their two
  checks. The participant with the higher check total wins
  the contest. That character or monster either succeeds
  at the action or prevents the other one from
  succeeding.
  If the contest results in a tie, the situation remains
  the same as it was before the contest. Thus, one
  contestant might win the contest by default. If two
  characters tie in a contest to snatch a ring o� the �oor,
  neither character grabs it. In a contest between a
  monster trying to open a door and an adventurer trying
  to keep the door closed, a tie means that the door
  remains shut.
  Task Di�culty
  Task Di�culty
  DC
  DC
  Very easy
  5
  Easy
  10
  Medium
  15
  Hard
  20
  Very hard
  25
  Nearly impossible
  30
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  SKILLS
  Each ability covers a broad range of capabilities,
  including skills that a character or a monster can be
  pro�cient in. A skill represents a speci�c aspect of an
  ability score, and an individual’s pro�ciency in a skill
  demonstrates a focus on that aspect. (A character’s
  starting skill pro�ciencies are determined at character ~
  creation, and a monster’s skill pro�ciencies appear in
  the monster’s stat block.)
  For example, a Dexterity check might re�ect a
  character’s attempt to pull o� an acrobatic stunt, to
  palm an object, or to stay hidden. Each of these aspects
  of Dexterity has an associated skill: Acrobatics, Sleight
  of Hand, and Stealth, respectively. So a character who
  has pro�ciency in the Stealth skill is particularly good at
  Dexterity checks related to sneaking and hiding.
  The skills related to each ability score are shown in
  the following list. (No skills are related to Constitution.)
  See an ability’s description in the later sections of this
  chapter for examples of how to use a skill associated
  with an ability.
  Strength
  Strength: Athletics
  Dexterity
  Dexterity: Acrobatics, Sleight of Hand, Stealth
  Intelligence
  Intelligence: Investigation, Lore, Nature, Piloting,
  Technology
  Wisdom
  Wisdom: Animal handling, Insight, Medicine,
  Perception, Survival
  Charisma
  Charisma: Deception, Intimidation, Performance,
  Persuasion
  Sometimes, the GM might ask for an ability check
  using a speci�c skill—for example, “Make a Wisdom
  (Perception) check.” At other times, a player might ask
  the GM if pro�ciency in a particular skill applies to a
  check. In either case, pro�ciency in a skill means an
  individual can add his or her pro�ciency bonus to ability
  checks that involve that skill. Without pro�ciency in the
  skill, the individual makes a normal ability check.
  For example, if a character attempts to climb up a
  dangerous cli�. the Dungeon Master might ask for a
  Strength (Athletics) check. If the character is pro�cient
  in Athletics, the character’s pro�ciency bonus is added
  to the Strength check. If the character lacks that
  pro�ciency, he or she just makes a 
  Strength check.
  VARIANT: SKILLS WITH DIFFERENT ABILITIES
  Normally, your pro�ciency in a skill applies only to a
  speci�c kind of ability check. Pro�ciency in Athletics, for
  example, usually applies to Strength checks. In some
  situations. though. your pro�ciency might reasonably
  apply to a di�erent kind of check. In such cases, the GM
  might ask for a check using an unusual combination of
  ability and skill, or you might ask your GM if you can
  apply a pro�ciency to a di�erent check. For example, if
  you have to swim from an o�shore island to the
  mainland, your GM might call for a Constitution check
  to see if you have the stamina to make it that far. In this
  case, your GM might allow you to apply your pro�ciency
  in Athletics and ask for a Constitution (Athletics) check.
  So if you’re pro�cient in Athletics, you apply your
  pro�ciency bonus to the Constitution check just as you
  would normally do for a Strength (Athletics) check.
  Similarly. when your trandoshan berserker uses a
  display of raw strength to intimidate an enemy, your
  GM might ask for a Strength (Intimidation) check, even
  though Intimidation is normally associated with
  Charisma.
  PASSIVE CHECKS
  A passive check is a special kind of ability check that
  doesn’t involve any die rolls. Such a check can represent
  the average result for a task done repeatedly, such as
  searching for secret doors over and over again, or can
  be used when the GM wants to secretly determine
  whether the characters succeed at something Without
  rolling dice, such as noticing a hidden monster.
  Here’s how to determine a character’s total for a
  passive check:
  10 + all modi�ers that normally apply to the check. If
  the character has advantage on the check, add 5. For
  disadvantage, subtract 5. The game refers to a passive
  check total as a score.
  For example. if a 1st-level character has a Wisdom of
  15 and pro�ciency in Perception. he or she has a
  passive Wisdom (Perception) score of 14.
  The rules on hiding in the “Dexterity” section below
  rely on passive checks, as do the exploration rules in
  chapter 8.
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  WORKING TOGETHER
  Sometimes two or more characters team up to attempt
  a task. The character who’s leading the e�ort, or the
  one with the highest ability modi�er, can make an
  ability check with advantage, re�ecting the help
  provided by the other characters. In combat, this
  requires the Help action (see chapter 9).
  A character can only provide help if the task is one
  that he or she could attempt alone. For example, trying
  to open a lock requires pro�ciency with thieves’ tools,
  so a character who lacks that pro�ciency can’t help
  another character in that task. Moreover. a character
  can help only when two or more individuals working
  together would actually be productive. Some tasks.
  such as threading a needle. are no easier with help.
  GROUP CHECKS
  When a number of individuals are trying to accomplish
  something as a group. the GM might ask for a group
  ability check. In such a situation. the characters who are
  skilled at a particular task help cover those who aren’t.
  To make a group ability check. everyone in the group
  makes the ability check. If at least half the group
  succeeds, the whole group succeeds. Otherwise, the
  group fails.
  Group checks don’t come up very often. and they’re
  most useful when all the characters succeed or fail as a
  group. For example, when adventurers are navigating a
  swamp. the GM might call for a group Wisdom (Survival)
  check to see if the characters can avoid the quicksand.
  sinkholes. and other natural hazards of the
  environment. If at least half the group succeeds, the
  successful characters are able to guide their
  companions out of danger. Otherwise. the group
  stumbles into one of these hazards.
  USING EACH ABILITY
  Every task that a character or monster might attempt in
  the game is covered by one of the six abilities. This
  section explains in more detail what those abilities
  mean and the ways they are used in the game.
  STRENGTH
  Strength measures bodily power, athletic training, and
  the extent to which you can exert raw physical force.
  STRENGTH CHECKS
  A Strength check can model any attempt to lift. push.
  pull, or break something. to force your body through a
  space. or to otherwise apply brute force to a situation.
  The Athletics skill re�ects aptitude in certain kinds of
  Strength checks.
  Athletics.
  Athletics. Your Strength (Athletics) check covers
  di�cult situations you encounter while Climbing.
  jumping. or swimming. Examples include the following
  activities:
  You attempt to climb a sheer or slippery cli�. avoid
  hazards while scaling a wall. or cling to a surface while
  something is trying to knock you o�.
  You try tojump an unusually long distance or pull o� a
  stunt midjump.
  You struggle to swim or stay a�oat in treacherous
  currents. storm—tossed waves. or areas of thick
  seaweed. Or another creature tries to push or pull you
  underwater or otherwise interfere with your swimming.
  Other Strength Checks.
  Other Strength Checks. The GM might also call for a
  Strength check when you try to accomplish tasks like
  the following:
  Force open a stuck, locked, or barred door
  Break free of bonds
  Push through a tunnel that is too small
  Hang on to a wagon while being dragged behind it
  Tip over a statue
  Keep a boulder from rolling
  ATTACK ROLLS AND DAMAGE
  You add your Strength modi�er to your attack roll and
  your damage roll when attacking with a melee weapon
  such as a vibrosword or doublesword. You use melee
  weapons to make melee attacks in hand—to—hand
  combat, and some of them can be thrown to make a
  ranged attack.
  LIFTING AND CARRYING
  Your Strength score determines the amount of weight
  you can bear. The following terms de�ne what you can
  lift or carry.
  Carrying Capacity.
  Carrying Capacity. Your carrying capacity is your
  Strength score multiplied by 15. This is the weight (in
  pounds) that you can carry, which is high enough that
  most characters don’t usually have to worry about it.
  Push, Drag, or Lift.
  Push, Drag, or Lift. You can push, drag, or lift a
  weight in pounds up to twice your carrying capacity (or
  30 times your Strength score). While pushing or
  dragging weight in excess of your carrying capacity,
  your speed drops to 5 feet.
  Size and Strength.
  Size and Strength. Larger creatures can bear more
  weight, whereas Tiny creatures can carry less. For each
  size category above Medium, double the creature’
  carrying capacity and the amount it can push. drag, or
  lift. For a Tiny creature, halve these weights.
  VARIANT: ENCUMBERANCE
  The rules for lifting and carrying are intentionally
  simple. Here is a variant if you are looking for more
  detailed rules for determining how a character is
  hindered by the weight of equipment. When you use
  this variant, ignore the Strength column of the Armor
  table in chapter 5.
  If you carry weight in excess of 5 times your Strength
  score, you are encumbered
  encumbered, which means your speed
  drops by 10 feet.
  If you carry weight in excess of 10 times your
  Strength score, up to your maximum carrying capacity,
  you are instead heavily encumbered
  heavily encumbered, which means
  your speed drops by 20 feet and you have disadvantage
  on ability checks, attack rolls, and saving throws that
  use Strength, Dexterity, or Constitution.
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  DEXTERITY
  Dexterity measures agility, re�exes, and balance.
  DEXTERITY CHECKS
  A Dexterity check can model any attempt to move
  nimbly, quickly, or quietly, or to keep from falling on
  tricky footing. The Acrobatics, Sleight of Hand, and
  Stealth skills re�ect aptitude in certain kinds of
  Dexterity checks.
  Acrobatics.
  Acrobatics. Your Dexterity (Acrobatics) check covers
  your attempt to stay on your feet in a tricky situation,
  such as when you’re trying to run across a sheet of ice,
  balance on a tightrope, or stay upright on a rocking
  spaceship’s deck. The GM might also call for a Dexterity
  (Acrobatics) check to see if you can perform acrobatic
  stunts, including dives, rolls, somersaults, and �ips.
  Sleight of Hand.
  Sleight of Hand. Whenever you attempt an act of
  legerdemain or manual trickery, such as planting
  something on someone else or concealing an object on
  your person, make a Dexterity (Sleight of Hand) check.
  The GM might also call for a Dexterity (Sleight of Hand)
  check to determine whether you can lift a wallet o�
  another person or slip something out of another
  person’s pocket.
  Stealth.
  Stealth. Make a Dexterity (Stealth) check when you
  attempt to conceal yourself from enemies, slink past
  guards, slip away without being noticed, or sneak up on
  someone without being seen or heard.
  Other Dexterity Checks.
  Other Dexterity Checks. The GM might call for a
  Dexterity check when you try to accomplish tasks like
  the following:
  Control a heavily laden cart on a steep descent
  Steer a chariot around a tight turn
  Pick a lock
  Disable a trap
  Securely tie up a prisoner
  Wriggle free of bonds
  Play a stringed instrument
  Craft a small or detailed object
  ATTACK ROLLS AND DAMAGE
  You add your Dexterity modi�er to your attack roll and
  your damage roll when attacking with a ranged
  weapon. such as a blaster ri�e or bowcaster. You can
  also add your Dexterity modi�er to your attack roll and
  your damage roll when attacking with a melee weapon
  that has the �nesse property, such as a vibrodagger or
  techblade.
  ARMOR CLASS
  Depending on the armor you wear, you might add
  some or all of your Dexterity modi�er to your Armor
  Class, as described in chapter 5.
  INITIATIVE
  At the beginning of every combat, you roll initiative by
  making a Dexterity check. Initiative determines the
  order of creatures’ turns in combat, as described in
  chapter 9.
  Hiding
  When you try to hide, make a Dexterity (Stealth) check.
  Until you are discovered or you stop hiding, that
  checks total is contested by the Wisdom (Perception)
  check of any creature that actively searches for signs of
  your presence.
  You can’t hide from a creature that can see you, and
  if you make noise (such as shouting a warning or
  knocking over a vase), you give away your position. An
  invisible creature can’t be seen, so it can always try to
  hide. Signs of its passage might still be noticed,
  however, and it still has to stay quiet.
  In combat, most creatures stay alert for signs of
  danger all around, so if you come out of hiding and
  approach a creature, it usually sees you. However,
  under certain circumstances, the Dungeon Master
  might allow you to stay hidden as you approach a
  creature that is distracted, allowing you to gain
  advantage on an attack before you are seen.
  Passive Perception. When you hide, there’s a chance
  someone will notice you even if they aren’t searching.
  To determine whether such a creature notices you, the
  GM compares your Dexterity (Stealth) check with that
  creature’s passive Wisdom (Perception) score, which
  equals 10 + the creature’s Wisdom modi�er, as well as
  any other bonuses or penalties. If the creature has
  advantage, add 5. For disadvantage, subtract 5.
  For example, if a lst-level character (with a
  pro�ciency bonus of +2) has a Wisdom of 15 (a +2
  modi�er) and pro�ciency in Perception, he or she has a
  passive Wisdom (Perception) of 14.
  What Can You See? One of the main factors in
  determining whether you can �nd a hidden creature or
  object is how well you can see in an area, which might
  be lightly or heavily obscured, as explained in chapter 8.
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  CONSTITUTION
  Constitution measures health, stamina, and vital force.
  CONSTITUTION CHECKS
  Constitution checks are uncommon, and no skills apply
  to Constitution checks. because the endurance this
  ability represents is largely passive rather than involving
  a speci�c e�ort on the part of a character or monster. A
  Constitution check can model your attempt to push
  beyond normal limits, however.
  The GM might call for a Constitution check when you
  try to accomplish tasks like the following:
  Hold your breath
  March or labor for hours without rest
  Go without sleep
  Survive without food or water
  Qua� an entire stein of ale in one go
  HIT POINTS
  Your Constitution modi�er contributes to your hit
  points. Typically, you add your Constitution modi�er to
  each Hit Die you roll for your hit points.
  If your Constitution modi�er changes, your hit point
  maximum changes as well, as though you had the new
  modi�er from 1st level. For example, if you raise your
  Constitution score when you reach 4th level and your
  Constitution modi�er increases from +1 tO +2, you
  adjust your hit point maximum as though the modi�er
  had always been +2. So you add 3 hit points for your
  �rst three levels, and then roll your hit points for 4th
  level using your new modi�er. Or if you’re 7th level and
  some e�ect lowers your Constitution score so as to
  reduce your Constitution modi�er by 1, your hit point
  maximum is reduced by 7.
  INTELLIGENCE
  Intelligence measures mental acuity, accuracy of recall,
  and the ability to reason.
  INTELLIGENCE CHECKS
  An Intelligence check comes into play when you need to
  draw on logic, education, memory, or deductive
  reasoning. The Investigation, Lore, Nature, Piloting, and
  Technology skills re�ect aptitude in certain kinds of
  Intelligence checks.
  Lore.
  Lore. Your Intelligence (Lore) check measures your
  ability to recall information about the Force, artifacts,
  histories, and religions.
  Piloting.
  Piloting. Your Intelligence (Piloting) check measures
  your ability to control vehicles, aircraft, and spaceships.
  Piloting governs your ability to maneuver through tight
  spaces and debris �elds or dog�ght with enemy craft.
  Investigation.
  Investigation. When you look around for clues and
  make deductions based on those clues, you make an
  Intelligence (Investigation) check. You might deduce the
  location of a hidden object, discern from the
  appearance of a wound what kind of weapon dealt it, or
  determine the weakest point in a tunnel that could
  cause it to collapse. Poring through ancient materials in
  search of a hidden fragment of knowledge might also
  call for an Intelligence (Investigation) check.
  Nature.
  Nature. Your Intelligence (Nature) check measures
  your ability to recall lore about terrain, plants and
  animals, the weather, and natural cycles.
  Technology.
  Technology. Your Intelligence (Technology) checks
  measure your ability to recall information about droids,
  vehicles, spaceships, aircraft, and computers, as well as
  your ability to interface with them.
  Other Intelligence Checks.
  Other Intelligence Checks. The GM might call for an
  Intelligence check when you try to accomplish tasks like
  the following:
  Communicate with a creature without using words
  Estimate the value of a precious item
  Pull together a disguise to pass as a city guard
  Forge a document
  Recall lore about a craft or trade
  Win a game of skill
  TECHCASTING ABILITY
  Techcasters use Intelligence as their techcasting ability,
  which helps determine the saving throw DCs of power
  they cast.
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  WISDOM
  Wisdom re�ects how attuned you are to the world
  around you and represents perceptiveness and
  intuition.
  WISDOM CHECKS
  A Wisdom check might re�ect an e�ort to read body
  language, understand someone’s feelings, notice things
  about the environment, or care for an injured person.
  The Animal Handling, Insight, Medicine, Perception, and
  Survival skills re�ect aptitude in certain kinds of
  Wisdom checks.
  Animal Handling.
  Animal Handling. When there is any question
  whether you can calm down a domesticated animal,
  keep a mount from getting spooked, or intuit an
  animal’s intentions, the GM might call for a Wisdom
  (Animal Handling) check. You also make a Wisdom
  (Animal Handling) check to control your mount when
  you attempt a risky maneuver.
  Insight.
  Insight. Your Wisdom (Insight) check decides whether
  you can determine the true intentions of a creature,
  such as when searching out a lie or predicting
  someone’s next move. Doing so involves gleaning clues
  from body language, speech habits, and changes in
  mannerisms.
  Medicine.
  Medicine. A Wisdom (Medicine) check lets you try to
  stabilize a dying companion or diagnose an illness.
  Perception.
  Perception. Your Wisdom (Perception) check lets you
  spot, hear, or otherwise detect the presence of
  something. It measures your general awareness of your
  surroundings and the keenness of your senses. For
  example, you might try to hear a conversation through
  a closed door, eavesdrop under an open window, or
  hear monsters moving stealthily in the forest. Or you
  might try to spot things that are obscured or easy to
  miss, whether they are orcs lying in ambush on a road,
  thugs hiding in the shadows of an alley, or candlelight
  under a closed secret door.
  Survival.
  Survival. The GM might ask you to make a Wisdom
  (Survival) check to follow tracks, hunt wild game, guide
  your group through frozen wastelands, identify signs
  that rancors live nearby, predict the weather, or avoid
  quicksand and other natural hazards.
  Other Wisdom Checks.
  Other Wisdom Checks. The GM might call for a
  Wisdom check when you try to accomplish tasks like the
  following:
  Get a gut feeling about what course of action to follow
  Discern Whether a seemingly dead or living creature is
  undead
  FORCECASTING ABILITY
  Forcecasters use Wisdom as their forcecasting ability
  for their light side and universal powers, which helps
  determine the saving throw DCs of powers they cast.
  Finding a Hidden Object
  When your character searches for a hidden object such
  as a secret door or a trap, the GM typically asks you to
  make a Wisdom (Perception) check. Such a check can
  be used to �nd hidden details or other information and
  clues that you might otherwise overlook.
  In most cases, you need to describe where you are
  looking in order for the GM to determine your chance
  of success. For example, a key is hidden beneath a set
  of folded clothes in the top drawer ofa bureau. If you
  tell the GM that you pace around the room, looking at
  the walls and furniture for clues, you have no chance
  of �nding the key, regardless of your Wisdom
  (Perception) check result. You would have to specify
  that you were opening the drawers or searching the
  bureau in order to have any chance of success.
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  CHARISMA
  Charisma measures your ability to interact e�ectively
  with others. It includes such factors as con�dence and
  eloquence, and it can represent a charming or
  commanding personality.
  CHARISMA CHECKS
  A Charisma check might arise when you try to in�uence
  or entertain others, when you try to make an
  impression or tell a convincing lie, or when you are
  navigating a tricky social situation. The Deception,
  Intimidation, Performance, and Persuasion skills re�ect
  aptitude in certain kinds of Charisma checks.
  Deception.
  Deception. Your Charisma (Deception) check
  determines whether you can convincingly hide the
  truth, either verbally or through your actions. This
  deception can encompass everything from misleading
  others through ambiguity to telling outright lies. Typical
  situations include trying to fast-talk a guard, con a
  merchant, earn money through gambling, pass yourself
  o� in a disguise, dull someone’s suspicions with false
  assurances, or maintain a straight face while telling a
  blatant lie.
  Intimidation.
  Intimidation. When you attempt to in�uence someon
  through overt threats, hostile actions, and physical
  violence, the GM might ask you to make a Charisma
  (Intimidation) check. Examples include trying to pry
  information out of a prisoner, convincing street thugs
  to back down from a confrontation, or using the edge of
  a broken bottle to convince a sneering vizier to
  reconsider a decision.
  Performance.
  Performance. Your Charisma (Performance) check
  determines how well you can delight an audience with
  music, dance. acting, storytelling, or some other form of
  entertainment.
  Persuasion.
  Persuasion. When you attempt to in�uence someone
  or a group of people with tact, social graces, or good
  nature, the GM might ask you to make a Charisma
  (Persuasion) check. Typically, you use persuasion when
  acting in good faith, to foster friendships, make cordial
  requests, or exhibit proper etiquette. Examples of
  persuading others include convincing a Chamberlain to
  let your party see the king, negotiating peace between
  warring tribes, or inspiring a crowd of townsfolk.
  Other Charisma Checks.
  Other Charisma Checks. The GM might call for a
  Charisma check when you try to accomplish tasks like
  the following:
  Find the best person to talk to for news, rumors, and
  gossip
  Blend into a crowd to get the sense of key topics of
  conversation
  FORCECASTING ABILITY
  Forcecasters use Charisma as their forcecasting ability
  for their dark side and universal powers, which helps
  determine the saving throw DCs of powers they cast.
  SAVING THROWS
  A saving throw-also called a save-represents an attempt
  to resist a power, a trap, a poison, a disease, or a similar
  threat. You don’t normally decide to make a saving
  throw; you are forced to make one because your
  character or monster is at risk of harm.
  To make a saving throw, roll a d20 and add the
  appropriate ability modi�er. For example, you use your
  Dexterity modi�er for a Dexterity saving throw.
  A saving throw can be modi�ed by a situational
  bonus or penalty and can be a�ected by advantage and
  disadvantage, as determined by the GM.
  Each class gives pro�ciency in at least two saving
  throws. The operative, for example, is pro�cient in
  Intelligence saves. As with skill pro�ciencies, pro�ciency
  in a saving throw lets a character add his or her
  pro�ciency bonus to saving throws made using a
  particular ability score. Some monsters have saving
  throw pro�ciencies as well.
  The Di�culty Class for a saving throw is determined
  by the e�ect that causes it. For example, the DC for a
  saving throw allowed by a power is determined by the
  caster’s force- or tech-casting ability and pro�ciency
  bonus.
  The result of a successful or failed saving throw is
  also detailed in the e�ect that allows the save. Usually,
  a successful save means that a creature su�ers no
  harm, or reduced harm, from an e�ect.
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  CHAPTER 8: ADVENTURING
             elving into an ancient sith tomb, slipping 
             through the Black Sun territory of Coruscant,
  hacking a fresh trail through the thick jungles on the
  forest moon of Endor-these are the things that Star
  Wars adventures are made of. Your character in the
  game might explore forgotten ruins and uncharted
  lands, uncover dark secrets and sinister plots, and slay
  foul monsters. And if all goes well, your character will
  survive to claim rich rewards before embarking on a
  new adventure.
  This chapter covers the basics of the adventuring life,
  from the mechanics of movement to the complexities
  of social interaction. The rules for resting are also in this
  chapter, along with a discussion of the activities your
  character might pursue between adventures.
  Whether adventurers are exploring a dusty dungeon
  or the complex relationships of a noble court, the game
  follows a natural rhythm, as outlined in the book’s
  introduction:
   1. The GM describes the environment.
  1. The GM describes the environment.
  2. The players describe what they want to do.
  2. The players describe what they want to do.
  3. The GM narrates the results of their actions.
  3. The GM narrates the results of their actions.
  Typically, the GM uses a map as an outline of the
  adventure, tracking the characters' progress as they
  explore enclave corridors or wilderness regions.
  The GM's notes, including a key to the map, describe
  what the adventurers . nd as they enter each new area.
  Sometimes, the passage of time and the adventurers’
  actions determine what happens, so the GM might use
  a timeline or a �owchart to track their progress instead
  of a map.
  TIME
  In situations where keeping track of the passage of time
  is important, the GM determines the time a task
  requires. The GM might use a di�erent time scale
  depending on the context of the situation at hand. In an
  enclosed environment, the adventurers‘ movement
  happens on a scale of minutes. It takes them about a
  minute to creep down a long hallway, another minute
  to check for traps on the door at the end of the hall,
  and a good ten minutes to search the chamber beyond
  for anything interesting or valuable.
  In a city or wilderness, a scale of hours is often more
  appropriate. Adventurers eager to reach the lonely
  tower at the heart of the forest hurry across those
  �fteen miles in just under four hours’ time.
  For long journeys, a scale of days works best.
  Following the road from Tatooine to Kashyyk, the
  adventurers spend four uneventful days before a pirate
  ambush interrupts their journey.
  In combat and other fast—paced situations, the game
  relies on rounds, a 6—second span of time described in
  chapter 9.
  MOVEMENT
  Swimming across a rushing river, sneaking down a
  building corridor, scaling a treacherous mountain slope-
  all sorts of movement play a key role in D&D
  adventures.
  The GM can summarize the adventurers’ movement
  without calculating exact distances or travel times: “You
  travel through the forest and �nd the ruin entrance late
  in the evening of the third day.” Even in a dungeon,
  particularly a large dungeon or a cave network, the GM
  can summarize movement between encounters: “After
  killing the guardian at the entrance to the ancient Jedi
  stronghold. you consult your map, which leads you
  through miles of echoing corridors to a chasm bridged
  by a narrow stone arch.”
  Sometimes it’s important, though, to know how long
  it takes to get from one spot to another, whether the
  answer is in days, hours, or minutes. The rules for
  determining travel time depend on two factors: the
  speed and travel pace of the creatures moving and the
  terrain they‘re moving over.
  SPEED
  Every character and monster has a speed, which is the
  distance in feet that the character or monster can walk
  in 1 round. This number assumes short bursts of
  energetic movement in the midst of a life-threatening
  situation.
  The following rules determine how far a character or
  monster can move in a minute, an hour, or a day.
  TRAVEL PACE
  While traveling, a group of adventurers can move at a
  normal, fast, or slow pace, as shown on the Travel Pace
  table. The table states how far the party can move in a
  period of time and whether the pace has any e�ect. A
  fast pace makes characters less perceptive, while a slow
  pace makes it possible to sneak around and to search
  an area more carefully (see the “Activity While
  Traveling” section later in this chapter for more
  information).
  Forced March.
  Forced March. The Travel Pace table assumes that
  characters travel for 8 hours in day. They can push on
  beyond that limit, at the risk of exhaustion.
  For each additional hour of travel beyond 8 hours,
  the characters cover the distance shown in the Hour
  column for their pace, and each character must make a
  Constitution saving throw at the end of the hour. The
  DC is 10 + 1 for each hour past 8 hours. On a failed
  saving throw, a character su�ers one level of
  exhaustion (see appendix A).
  Mounts, Speeders, and Vehicles.
  Mounts, Speeders, and Vehicles. For short spans of
  time (up to an hour), many animals move much faster
  than humanoids. A mounted character can ride at a
  gallop for about an hour, covering twice the usual
  distance for a fast pace. If fresh mounts are available
  every 8 to 10 miles, characters can cover larger
  distances at this pace, but this is very rare except in
  densely populated areas.
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  Characters in shuttles, speeders, or other vehicles
  choose a pace as normal. Depending on the vessel and
  the size of the crew, ships might be able to travel for up
  to 24 hours per day.
  Pace
  Pace
  Distance
  Distance 
  per
  per 
  Minute
  Minute
  Distance
  Distance 
  per
  per 
  Hour
  Hour
  Distance
  Distance 
  per
  per 
  Day
  Day
  E�ect
  E�ect
  Fast
  400 feet
  4 miles
  30 miles
  —5 penalty to passive
  Wisdom (Perception)
  scores
  Normal 300 feet
  3 miles
  24 miles
  Slow
  200 feet
  2 miles
  18 miles Able to use stealth
  DIFFICULT TERRAIN
  The travel speeds given in the Travel Pace table assume
  relatively simple terrain: roads, open plains, or clear
  enclosed corridors. But adventurers often face dense
  forests, deep swamps, rubble—�lled ruins, steep
  mountains, and ice-covered ground—all considered
  di�cult terrain.
  You move at half speed in di�cult terrain—moving 1
  foot in di�cult terrain costs 2 feet of speed—so you can
  cover only half the normal distance in a minute, an
  hour, or a day.
  SPECIAL TYPES OF MOVEMENT
  Movement through dangerous dungeons or wilderness
  areas often involves more than simply walking.
  Adventurers might have to climb, crawl, swim, or jump
  to get where they need to go.
  CLIMBING, SWIMMING AND CRAWLING
  While climbing, swimming, or crawling, each foot of
  movement costs 1 extra foot (2 extra feet in di�cult
  terrain), unless a creature has a climbing or swimming
  speed. At the GM’s option, climbing a slippery vertical
  surface or one with few handholds requires a
  successful Strength (Athletics) check. Similarly, gaining
  any distance in rough water might require a successful
  Strength (Athletics) check.
  JUMPING
  Your Strength determines how far you can jump.
  Long Jump.
  Long Jump. When you make a long jump, you cover a
  number of feet up to your Strength score if you move at
  least 10 feet on foot immediately before the jump.
  When you make a standing long jump, you can leap
  only half that distance. Either way, each foot you clear
  on the jump costs a foot of movement.
  This rule assumes that the height of your jump
  doesn’t matter, such as a jump across a stream or
  chasm. At your GM’s option, you must succeed on a DC
  10 Strength (Athletics) check to clear a low obstacle (no
  taller than a quarter of the jump’s distance), such as a
  hedge or low wall. Otherwise, you hit it.
  When you land in di�cult terrain, you must succeed
  on a DC 10 Dexterity (Acrobatics) check to land on your
  feet. Otherwise, you land prone.
  High Jump.
  High Jump. When you make a high jump, you leap into
  the air a number of feet equal to 3 + your Strength
  modi�er if you move at least 10 feet on foot
  immediately before the jump. When you make a
  standing high jump, you can jump only half that
  distance. Either way, each foot you clear on the jump
  costs a foot of movement. In some circumstances, your
  GM might allow you to make a Strength (Athletics)
  check to jump higher than you normally can.
  You can extend your arms half your height above
  yourself during the jump. Thus, you can reach above
  you a distance equal to the height of the jump plus 1
  1/2 times your height.
  ACTIVITY WHILE TRAVELING
  As adventurers travel through a dungeon or the
  wilderness, they need to remain alert for danger, and
  some characters might perform other tasks to help the
  group’s journey.
  MARCHING ORDER
  The adventurers should establish a marching order.
  A marching order makes it easier to determine which
  characters are a�ected by traps, which ones can spot
  hidden enemies, and which ones are the closest to
  those enemies when a �ght breaks out.
  A character might occupy the front rank, one or more
  middle ranks, or the back rank. Characters in the front
  and back ranks need enough room to travel side by
  side with others in their rank. When space is too tight,
  the marching order must change, usually by moving
  characters to a middle rank.
  Fewer Than Three Ranks.
  Fewer Than Three Ranks. If an adventuring party
  arranges its marching order with only two ranks, they
  are a front rank and a back rank. If there’s only one
  rank, it’s considered a front rank.
  STEALTH
  While traveling at a slow pace, the characters can move
  stealthily. As long as they’re not in the open, they can
  try to surprise or sneak by other creatures they
  encounter. See the rules for hiding in chapter 7.
  NOTICING THREATS
  Use the passive Wisdom (Perception) scores of the
  characters to determine whether anyone in the group
  notices a hidden threat. The GM might decide that a
  threat can be noticed only by characters in a particular
  rank. For example, as the characters are exploring a
  maze of tunnels, the GM might decide that only those
  characters in the back rank have a chance to hear or
  spot a stealthy creature following the group, while
  characters in the front and middle ranks cannot. While
  traveling at a fast pace, characters take a -5 penalty to
  their passive Wisdom (Perception) scores to notice
  hidden threats.
  Encountering Creatures.
  Encountering Creatures. If the GM determines that
  the adventurers encounter other creatures while
  they’re traveling, it’s up to both groups to decide what
  happens next. Either group might decide to attack,
  initiate a conversation, run away, or wait to see what
  the other group does.
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  Surprising Foes. If the adventurers encounter a hostile
  creature or group, the GM determines whether the
  adventurers or their foes might be surprised when
  combat erupts. See chapter 9 for more about surprise.
  OTHER ACTIVITIES
  Characters who turn their attention to other tasks as
  the group travels are not focused on watching for
  danger. These characters don’t contribute their passive
  Wisdom (Perception) scores to the group’s chance of
  noticing hidden threats. However, a character not
  watching for danger can do one of the following
  activities instead, or some other activity with the GM’s
  permission.
  Navigate. The character can try to prevent the group
  from becoming lost, making a Wisdom (Survival) check
  when the GM calls for it. (The Dungeon Master’s Guide
  has rules to determine whether the group gets lost.)
  Draw a Map. The character can draw a map that
  records the group’s progress and helps the characters
  get back on course if they get lost. No ability check is
  required.
  Track. A character can follow the tracks of another
  creature, making a Wisdom (Survival) check when the
  GM calls for it. (The Dungeon Master’s Guide has rules
  for tracking.)
  Forage. The character can keep an eye out for ready
  sources of food and water, making a Wisdom (Survival)
  check when the GM calls for it. (The Dungeon Master’s
  Guide has rules for foraging.)
  Splitting Up the Party
  Sometimes, it makes sense to split an adventuring
  party, especially if you want one or more characters to
  scout ahead. You can form multiple parties, each
  moving at a di�erent speed. Each group has its own
  front, middle, and back ranks.
  The drawback to this approach is that the party will
  be split into several smaller groups in the event of an
  attack. The advantage is that a small group of stealthy
  characters moving slowly might be able to sneak past
  enemies that clumsier characters would alert. An
  operative and a monk moving at a slow pace are much
  harder to detect when they leave their guardian friend
  behind.
  THE ENVIRONMENT
  By its nature, adventuring involves delving into places
  that are dark, dangerous, and full of mysteries to be
  explored. The rules in this section cover some of the
  most important ways in which adventurers interact with
  the environment in such places. The Dungeon Master’s
  Guide has rules covering more unusual situations.
  FALLING
  A fall from a great height is one of the most common
  hazards facing an adventurer.
  At the end of a fall, a creature takes 1d6 kinetic
  damage for every 10 feet it fell, to a maximum of 20d6.
  The creature lands prone, unless it avoids taking
  damage from the fall.
  SUFFOCATING
  A creature can hold its breath for a number of minutes
  equal to 1 + its Constitution modi�er (minimum of 30
  seconds).
  When a creature runs out of breath, it can survive for
  a number of rounds equal to its Constitution modi�er
  (minimum 1 round). At the start of its next turn, it drops
  to 0 hit points and is dying.
  For example, a creature with a Constitution of 14 can
  hold its breath for 3 minutes. If it starts su�ocating, it
  has 2 rounds to reach air before it drops to 0 hit points.
  VISION AND LIGHT
  The most fundamental tasks of adventuring — noticing
  danger, �nding hidden objects, hitting an enemy in
  combat, and targeting a power, to name just a few —
  rely heavily on a character’s ability to see. Darkness and
  other e�ects that obscure vision can prove a signi�cant
  hindrance.
  A given area might be lightly or heavily obscured. In a
  lightly obscured area, such as dim light, patchy fog, or
  moderate foliage, creatures have disadvantage on
  Wisdom (Perception) checks that rely on sight.
  A heavily obscured area-such as darkness, opaque
  fog, or dense foliage-blocks vision entirely. A creature in
  a heavily obscured area e�ectively su�ers from the
  blinded condition (see appendix A).
  The presence or absence of light in an environment
  creates three categories of illumination: bright light,
  dim light, and darkness.
  Bright light lets most creatures see normally. Even
  gloomy days provide bright light, as do torches,
  lanterns, �res, and other sources of illumination within
  a speci�c radius.
  Dim light, also called shadows, creates a lightly
  obscured area. An area of dim light is usually a
  boundary between a source of bright light, such as a
  torch, and surrounding darkness. The soft light of
  twilight and dawn also counts as dim light. A
  particularly brilliant full moon might bathe the land in
  dim light.
  Darkness creates a heavily obscured area.
  Characters face darkness outdoors at night (even most
  moonlit nights), or within the con�nes of an unlit
  dungeon or a subterranean vault.
  BLINDSIGHT
  A creature with blindsight can perceive its surroundings
  without relying on sight, within a speci�c radius.
  Creatures without eyes, such as Miraluka, and creatures
  with echolocation or heightened senses, such as
  Togruta or Verpine, have this sense.
  DARKVISION
  Many creatures in the worlds of Star Wars, especially
  those that dwell underground, have darkvision. Within
  a speci�ed range, a creature with darkvision can see in
  darkness as if the darkness were dim light, so areas of
  darkness are only lightly obscured as far as that
  creature is concerned. However, the creature can’t
  discern color in darkness, only shades of gray.
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  TRUESIGHT
  A creature with truesight can, out to a speci�c range,
  see in normal and enhanced darkness, see invisible
  creatures and objects, automatically detect visual
  illusions and succeed on saving throws against them,
  and perceives the original form of a shapechanger or a
  creature that is transformed by a power.
  FOOD AND WATER
  Characters who don’t eat or drink su�er the e�ects of
  exhaustion (see appendix A). Exhaustion caused by lack
  of food or water can’t be removed until the character
  eats and drinks the full required amount.
  FOOD
  A character needs one pound of food per day and can
  make food last longer by subsisting on half rations.
  Eating half a pound of food in a day counts as half a day
  without food. A character can go without food for a
  number of days equal to 3 + his or her Constitution
  modi�er (minimum 1). At the end of each day beyond
  that limit, a character automatically su�ers one level of
  exhaustion. A normal day of eating resets the count of
  days without food to zero.
  WATER
  A character needs one gallon of water per day, or two
  gallons per day if the weather is hot. A character who
  drinks only half that much water must succeed on a DC
  15 Constitution saving throw or su�er one level of
  exhaustion at the end of the day. A character with
  access to even less water automatically su�ers one
  level of exhaustion at the end of the day. If the
  character already has one or more levels of exhaustion,
  the character takes two levels in either case.
  INTERACTING WITH OBJECTS
  A character’s interaction with objects in an environment
  is often simple to resolve in the game. The player tells
  the GM that his or her character is doing something,
  such a moving a lever, and the GM describes what, if
  anything happens. For example, a character might
  decide to pull a lever, which might, in turn, open a door,
  cause a room to �ood with water, or open a secret door
  in a nearby wall. If the lever is rusted in position,
  though, a character might need to force it. In such a
  situation, the GM might call for a Strength check to see
  whether the character can wrench the lever into place.
  The GM sets the DC for any such check based on the
  di�culty of the task.
  Characters can also damage objects with their
  weapons and powers. Objects are immune to poison
  and sonic damage, but otherwise they can be a�ected
  by physical attacks and powers much like creatures can.
  The GM determines an object’s Armor Class and hit
  points, and might decide that certain objects have
  resistance or immunity to certain kinds of attacks. (It’s
  hard to cut a rope with a club, for example.) Objects
  always fail Strength and Dexterity saving throws, and
  they are immune to e�ects that require other saves.
  When an object drops to 0 hit points, it breaks. A
  character can also attempt a Strength check to break an
  object. The GM sets the DC for any such check.
  SOCIAL INTERACTION
  Exploring dungeons, overcoming obstacles, and slaying
  monsters are key parts of D&D adventures. No less
  important, though, are the social interactions that
  adventurers have with other inhabitants of the world.
  Interaction takes on many forms. You might need to
  convince an unscrupulous thief to confess to some
  malfeasance, or you might try to �atter a Hutt so that
  he will spare your life. The GM assumes the roles of any
  characters who are participating in the interaction that
  don”t belong to another player at the table. Any such
  character is called a nonplayer character
  nonplayer character (NPC).
  In general terms, an NPC’s attitude toward you is
  described as friendly, indi�erent, or hostile. Friendly
  NPCs are predisposed to help you, and hostile ones are
  inclined to get in your way. It’s easier to get what you
  want from a friendly NPC, of course.
  Social interactions have two primary aspects:
  roleplaying and ability checks.
  ROLEPLAYING
  Roleplaying is, literally, the act of playing out a role. In
  this case, it’s you as a player determining how your
  character thinks, acts, and talks.
  Roleplaying is a part of every aspect of the game, and
  it comes to the fore during social interactions. Your
  character’s quirks, mannerisms, and personality
  in�uence how interactions resolve.
  There are two styles you can use when roleplaying
  your character: the descriptive approach and the active
  approach. Most players use a combination of the two
  styles. Use whichever mix of the two works best for you.
  DESCRIPTIVE APPROACH TO ROLEPLAYING
  With this approach. you describe your character’s
  words and actions to the GM and the other players.
  Drawing on your mental image of your character, you
  tell everyone what your character does and how he or
  she does it.
  For instance, Chris plays Tordek the Nikto. Tordek has
  a quick temper and blames the Black Sun for his
  family’s misfortune. At a bar, an obnoxious Twi'lek
  operative sits at Tordek’s table and tries to strike up a
  conversation with the Nikto.
  Chris says, “Tordek spits on the �oor, growls an insult
  at the Twi'lek, and stomps over to the bar. He sits on a
  stool and glares at the operative before ordering
  another drink.”
  In this example, Chris has conveyed Tordek’s mood
  and given the GM a clear idea of his characters attitude
  and actions.
  When using descriptive roleplaying, keep the
  following things in mind:
  Describe your character‘s emotions and attitude.
  Focus on your character’s intent and how others might
  perceive it.
  Provide as much embellishment as you feel comfortable
  with.
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  Don’t worry about getting things exactly right. Just focus
  on thinking about what your character would do and
  describing what you see in your mind.
  ACTIVE APPROACH TO ROLEPLAYING
  If descriptive roleplaying tells your GM and your fellow
  players what your character thinks and does, active
  roleplaying shows them.
  When you use active roleplaying, you speak with your
  character’s voice, like an actor taking on a role. You
  might even echo your character’s movements and body
  language. This approach is more immersive than
  descriptive roleplaying, though you still need to
  describe things that can’t be reasonably acted out.
  Going back to the example of Chris roleplaying
  Tordek above, here’s how the scene might play out if
  Chris used active roleplaying:
  Speaking as Tordek, Chris says in a gru�, deep voice,
  “I was wondering why it suddenly smelled awful in here.
  If I wanted to hear anything out of you, I’d snap your
  arm and enjoy your screams.” In his normal voice. Chris
  then adds, “I get up, glare at the Twi'lek, and head to
  the bar.”
  RESULTS OF ROLEPLAYING
  The GM uses your character’s actions and attitudes to
  determine how an NPC reacts. A cowardly NPC buckles
  under threats of violence. A stubborn Jawa refuses to
  let anyone badger her. A vain Hutt laps up �attery.
  When interacting with an NPC, pay close attention to
  the GM’s portrayal ofthe NPC’s mood, dialogue, and
  personality. You might be able to determine an NPC’s
  personality traits, ideals, �aws, and bonds, then play on
  them to in�uence the NPC’s attitude.
  Interactions in D&D are much like interactions in real
  life. If you can o�er NPCS something they want,
  threaten them with something they fear, or play on
  their sympathies and goals, you can use words to get
  almost anything you want. On the other hand, if you
  insult a proud warrior or speak ill of a senator’s allies,
  your e�orts to convince or deceive will fall short.
  ABILITY CHECKS
  In addition to roleplaying, ability checks are key in
  determining the outcome of an interaction.
  Your roleplaying e�orts can alter an NPC’s attitude,
  but there might still be an element of chance in the
  situation. For example, your GM can call for a Charisma
  check at any point during an interaction if he or she
  wants the dice to play a role in determining an NPC’s
  reactions. Other checks might be appropriate in certain
  situations, at your GM’s discretion.
  Pay attention to your skill pro�ciencies when thinking
  of how you want to interact with an NPC, and stack the
  deck in your favor by using an approach that relies on
  your best bonuses and skills. If the group needs to trick
  a guard into letting them into a pavilion, the scoundrel
  who is pro�cient in Deception is the best bet to lead the
  discussion. When negotiating for a hostage’s release,
  the force initiate with Persuasion should do most of the
  talking.
  RESTING
  Heroic though they might be, adventurers can’t spend
  every hour of the day in the thick of exploration, social
  interaction, and combat. They need rest time to sleep
  and eat, tend their wounds, refresh their batteries and
  spirits for force- and tech-casting, and brace themselves
  for further adventure.
  Adventurers can take short rests in the midst of an
  adventuring day and a long rest to end the day.
  SHORT REST
  A short rest is a period of downtime, at least 1 hour
  long, during which a character does nothing more
  strenuous than eating, drinking, reading, and tending to
  wounds.
  A character can spend one or more Hit Dice at the
  end of a short rest, up to the character’s maximum
  number of Hit Dice, which is equal to the character’s
  level. For each Hit Die spent in this way, the player rolls
  the die and adds the character’s Constitution modi�er
  to it. The character regains hit points equal to the total.
  The player can decide to spend an additional Hit Die
  after each roll. A character regains some spent Hit Dice
  upon �nishing a long rest, as explained below.
  LONG REST
  A long rest is a period of extended downtime, at least 8
  hours long, during which a character sleeps or
  performs light activity: reading, talking, eating, or
  standing watch for no more than 2 hours. If the rest is
  interrupted by a period of strenuous activity—at least 1
  hour of walking, �ghting, casting powers, or similar
  adventuring activity— the characters must begin the
  rest again to gain any bene�t from it.
  At the end of a long rest, a character regains all lost
  hit points. The character also regains spent Hit Dice, up
  to a number of dice equal to half of the character’s total
  number of them. For example, if a character has eight
  Hit Dice, he or she can regain four spent Hit Dice upon
  �nishing a long rest.
  A character can’t bene�t from more than one long
  rest in a 24-hour period, and a character must have at
  least 1 hit point at the start of the rest to gain its
  bene�ts.
  BETWEEN ADVENTURES
  Between trips to dungeons and battles against ancient
  evils, adventurers need time to rest, recuperate, and
  prepare for their next adventure. Many adventurers
  also use this time to perform other tasks, such as
  crafting arms and armor, performing research, or
  spending their hard—earned credits.
  In some cases, the passage of time is something that
  occurs with little fanfare or description. When starting a
  new adventure, the GM might simply declare that a
  certain amount of time has passed and allow you to
  describe in general terms what your character has been
  doing. At other times, the GM might want to keep track
  of just how much time is passing as events beyond your
  perception stay in motion.
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  LIFESTYLE EXPENSES
  Between adventures, you choose a particular quality of
  life and pay the cost of maintaining that lifestyle, as
  described in chapter 5.
  Living a particular lifestyle doesn’t have a huge e�ect
  on your character, but your lifestyle can a�ect the way
  other individuals and groups react to you. For example,
  when you lead an aristocratic lifestyle, it might be easier
  for you to in�uence the nobles of the city than if you
  live in poverty.
  DOWNTIME ACTIVITIES
  Between adventures, the GM might ask you what your
  character is doing during his or her downtime. Periods
  of downtime can vary in duration, but each downtime
  activity requires a certain number of days to complete
  before you gain any bene�t, and at least 8 hours of
  each day must be spent on the downtime activity for
  the day to count. The days do not need to be
  consecutive. If you have more than the minimum
  amount of days to spend, you can keep doing the same
  thing for a longer period of time, or switch to a new
  downtime activity.
  Downtime activities other than the ones presented
  below are possible. If you want your character to spend
  his or her downtime performing an activity not covered
  here, discuss it with your GM.
  CRAFTING
  You can craft unenhanced objects, including
  adventuring equipment and works of art. You must be
  pro�cient with tools related to the object you are trying
  to create (typically artisan’s tools). You might also need
  access to special materials or locations necessary to
  create it. For example, someone pro�cient with smith’s
  tools needs a forge in order to craft a sword or suit of
  armor.
  For every day of downtime you spend crafting, you
  can craft one or more items with a total market value
  not exceeding 50 cr, and you must expend raw
  materials worth half the total market value. If
  something you want to craft has a market value greater
  than 50 cr, you make progress every day in 50—cr
  increments until you reach the market value of the
  item. For example, a suit of heavy durasteel armor
  (market value 15,000 cr) takes 300 days to craft by
  yourself.
  Multiple characters can combine their e�orts toward
  the crafting of a single item, provided that the
  characters all have pro�ciency with the requisite tools
  and are working together in the same place. Each
  character contributes 50 cr worth of e�ort for every day
  spent helping to craft the item. For example, three
  characters with the requisite tool pro�ciency and the
  proper facilities can craft a suit of heavy durasteel
  armor in 100 days, at a total cost of 7,500 cr.
  While crafting, you can maintain a modest lifestyle
  without having to pay 10 cr per day, or a comfortable
  lifestyle at half the normal cost (see chapter 5 for more
  information on lifestyle expenses).
  PRACTICING A PROFESSION
  You can work between adventures, allowing you to
  maintain a modest lifestyle without having to pay 10 cr
  per day (see chapter 5 for more information on lifestyle
  expenses). This bene�t lasts as long you continue to
  practice your profession.
  If you are a member of an organization that can
  provide gainful employment, such as a syndicate or
  guild, you earn enough to support a comfortable
  lifestyle instead.
  If you have pro�ciency in the Performance skill and
  put your performance skill to use during your
  downtime, you earn enough to support a wealthy
  lifestyle instead.
  RECUPERATING
  You can use downtime between adventures to recover
  from a debilitating injury, disease, or poison.
  After three days of downtime spent recuperating, you
  can make a DC 15 Constitution saving throw. On a
  successful save, you can choose one of the following
  results:
  End one e�ect on you that prevents you from regaining
  hit points.
  For the next 24 hours, gain advantage on saving throws
  against one disease or poison currently a�ecting you.
  RESEARCHING
  The time between adventures is a great chance to
  perform research, gaining insight into mysteries that
  have unfurled over the course of the campaign.
  Research can include poring over dusty tomes and
  ancient datacrons in a library or buying drinks for the
  locals to pry rumors and gossip from their lips.
  When you begin your research, the GM determines
  whether the information is available, how many days of
  downtime it will take to �nd it, and whether there are
  any restrictions on your research (such as needing to
  seek out a speci�c individual, tome, or location). The
  GM might also require you to make one or more ability
  checks, such as an Intelligence (Investigation) check to
  �nd clues pointing toward the information you seek, or
  a Charisma (Persuasion) check to secure someone’s aid.
  Once those conditions are met, you learn the
  information if it is available.
  For each day of research, you must spend 10 cr to
  cover your expenses. This cost is in addition to your
  normal lifestyle expenses (as discussed in chapter 5).
  TRAINING
  You can spend time between adventures learning a
  new language or training with a set of tools. Your GM
  might allow additional training options.
  First, you must �nd an instructor willing to teach you.
  The GM determines how long it takes, and whether one
  or more ability checks are required.
  The training lasts for 250 days and costs 10 cr per
  day. After you spend the requisite amount of time and
  money, you learn the new language or gain pro�ciency
  with the new tool.
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  CHAPTER 9: COMBAT
            he shriek of blaster . re . ying overhead. The 
            clash of a gamorrean's axe striking against a
  composite shield. The crackle of lightning emenating
  from a Sith lord's hands. The sharp tang of blood in the
  air, cutting through the stench of vile monsters. Roars
  of fury, shouts of triumph, cries of pain. Combat in D&D
  can be chaotic, deadly, and thrilling.
  This chapter provides the rules you need for your
  characters and monsters to engage in combat, whether
  it is a brief skirmish or an extended con. ict in a
  dungeon or on a �eld of battle. Throughout this
  chapter, the rules address you, the player or Dungeon
  Master. The Dungeon Master controls all the monsters
  and nonplayer characters involved in combat, and each
  other player controls an adventurer. “You” can also
  mean the character or monster that you control.
  THE ORDER OF COMBAT
  A typical combat encounter is a clash between two
  sides, a �urry of weapon swings, feints, parries,
  footwork, and force- or tech-casting. The game
  organizes the chaos of combat into a cycle of rounds
  and turns. A round
  round represents about 6 seconds in the
  game world. During a round, each participant in a battle
  takes a turn.
  turn. The order of turns is determined at the
  beginning of a combat encounter, when everyone rolls
  initiative. Once everyone has taken a turn, the �ght
  continues to the next round if neither side has defeated
  the other.
  SURPRISE
  A band of adventurers sneaks up on a Mandalorian
  camp, springing from cover to attack them. Kath
  hounds patrol down a hallway, leasher to their handler,
  unnoticed by the adventurers until the hound smells
  one of them. In these situations, one side of the battle
  gains surprise over the other.
  The DM determines who might be surprised. If
  neither side tries to be stealthy, they automatically
  notice each other. Otherwise, the DM compares the
  Dexterity (Stealth) checks of anyone hiding with the
  passive Wisdom (Perception) score of each creature on
  the opposing side. Any character or monster that
  doesn’t notice a threat is surprised at the start of the
  encounter.
  If you’re surprised, you can’t move or take an action
  on your �rst turn of the combat, and you can’t take a
  reaction until that turn ends. A member of a group can
  be surprised even if the other members aren’t.
  YOUR TURN
  On your turn, you can move a distance up to your
  speed and take one action. You decide whether to
  move �rst or take your action �rst. Your speed—
  sometimes called your walking speed—is noted on your
  character sheet.
  The most common actions you can take are
  described in the “Actions in Combat” section later in this
  chapter. Many class features and other abilities provide
  additional options for your action.
  Combat Step By Step
     1. Determine surprise. The DM determines whether
  anyone involved in the combat encounter is surprised.
  2. Establish positions. The DM decides where all the
  characters and monsters are located. Given the
  adventurers’ marching order or their stated positions
  in the room or other location, the DM �gures out
  where the adversaries are—how far away and in what
  direction.
  3. Roll initiative. Everyone involved in the combat
  encounter rolls initiative, determining the order of
  combatants’ turns.
  4. Take turns. Each participant in the battle takes a turn
  in initiative order.
  5. Begin the next round. When everyone involved in the
  combat has had a turn, the round ends. Repeat step 4
  until the �ghting stops.
  The “Movement and Position” section later in this
  chapter gives the rules for your move.
  You can forgo moving, taking an action, or doing
  anything at all on your turn. If you can’t decide what to
  do on your turn, consider taking the Dodge or Ready
  action, as described in “Actions in Combat.”
  BONUS ACTIONS
  Various class features, powers, and other abilities let
  you take an additional action on your turn called a
  bonus action. The Cunning Action feature, for example,
  allows an operative to take a bonus action. You can take
  a bonus action only when a special ability, power, or
  other feature of the game states that you can do
  something as a bonus action. You otherwise don’t have
  a bonus action to take.
  You can take only one bonus action on your turn, so
  you must choose which bonus action to use when you
  have more than one available.
  You choose when to take a bonus action during your
  turn, unless the bonus action’s timing is speci�ed, and
  anything that deprives you of your ability to take
  actions also prevents you from taking a bonus action.
  OTHER ACTIVITY ON YOUR TURN
  Your turn can include a variety of �ourishes that require
  neither your action nor your move.
  You can communicate however you are able, through
  brief utterances and gestures, as you take your turn.
  You can also interact with one object or feature of the
  environment for free, during either your move or your
  action. For example, you could open a door during your
  move as you stride toward a foe, or you could draw
  your weapon as part of the same action you use to
  attack.
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  If you want to interact with a second object, you need to
  use your action. Some modi�ed items and other special
  objects always require an action to use, as stated in
  their descriptions.
  The DM might require you to use an action for any of
  these activities when it needs special care or when it
  presents an unusual obstacle. For instance, the DM
  could reasonably expect you to use an action to open a
  stuck door or turn a crank to lower a drawbridge.
  Interacting with Objects Around You
  Here are a few examples of the sorts of thing you can
  do in tandem with your movement and action:
  draw or stow a weapon
  open or close a door
  withdraw a stim from your pack
  pick up a dropped weapon
  take an item from a table
  remove a ring from your �nger
  stu� some food into your mouth
  plant a banner in the ground
  �sh a few chits from your belt pouch
  drink all the beer in a glass
  throw a lever or a switch
  pull a glowstick from a sconce
  take a book from a shelf you can reach
  extinguish a small �ame
  don a mask
  pull the hood of your cloak up and over your head
  put your ear to a door
  kick a small stone
  turn a key in a lock
  tap the �oor with a 10-foot pole
  hand an item to another character
  REACTIONS
  Certain special abilities, powers, and situations allow
  you to take a special action called a reaction. A reaction
  is an instant response to a trigger of some kind, which
  can occur on your turn or on someone else’s. The
  opportunity attack, described later in this chapter, is the
  most common type of reaction.
  When you take a reaction, you can’t take another one
  until the start of your next turn. If the reaction
  interrupts another creature’s turn, that creature can
  continue its turn right after the reaction.
  MOVEMENT AND POSITION
  In combat, characters and monsters are in constant
  motion, often using movement and position to gain the
  upper hand.
  On your turn, you can move a distance up to your
  speed. You can use as much or as little of your speed as
  you like on your turn, following the rules here.
  Your movement can include jumping, climbing, and
  swimming. These di�erent modes of movement can be
  combined with walking, or they can constitute your
  entire move. However you’re moving, you deduct the
  distance of each part of your move from your speed
  until it is used up or until you are done moving.
  The “Special Types of Movement’’ section in Chapter 8
  gives the particulars for jumping, climbing, and
  swimming.
  BREAKING UP YOUR MOVE
  You can break up your movement on your turn, using
  some of your speed before and after your action. For
  example, if you have a speed of 30 feet, you can move
  10 feet, take your action, and then move 20 feet.
  MOVING BETWEEN ATTACKS
  If you take an action that includes more than one
  weapon attack, you can break up your movement even
  further by moving between those attacks. For example,
  a �ghter who can make two attacks with the Extra
  Attack feature and who has a speed of 25 feet could
  move 10 feet, make an attack, move 15 feet, and then
  attack again.
  USING DIFFERENT SPEEDS
  If you have more than one speed, such as your walking
  speed and a �ying speed, you can switch back and forth
  between your speeds during your move. Whenever you
  switch, subtract the distance you've already moved
  from the new speed. The result determines how much
  farther you can move. If the result is 0 or less, you can’t
  use the new speed during the current move.
  For example, if you have a �ying speed of 30 and a
  walking speed of 40 because a Jedi cast the burst of
  speed power on you, you could walk 20 feet, then �y 10
  feet, and then land to walk 10 feet more.
  DIFFICULT TERRAIN
  Combat rarely takes place in bare rooms or on
  featureless plains. Boulder-strewn caverns, briar-
  choked forests, treacherous staircases—the setting of a
  typical �ght contains di�cult terrain.
  Every foot of movement in di�cult terrain costs 1
  extra foot. This rule is true even if multiple things in a
  space count as di�cult terrain.
  Low furniture, rubble, undergrowth, steep stairs,
  snow, and shallow bogs are examples of di�cult
  terrain. The space of another creature, whether hostile
  or not, also counts as di�cult terrain.
  BEING PRONE
  Combatants often �nd themselves lying on the ground,
  either because they are knocked down or because they
  throw themselves down. In the game, they are prone, a
  condition described in appendix A.
  You can drop prone
  drop prone without using any of your speed.
  Standing up
  Standing up takes more e�ort; doing so costs an
  amount of movement equal to half your speed. For
  example, if your speed is 30 feet, you must spend 15
  feet of movement to stand up. You can’t stand up if you
  don’t have enough movement left or if your speed is 0.
  To move while prone, you must crawl
  crawl or use powers
  that teleport. Every foot of movement while crawling
  costs 1 extra foot. Crawling 1 foot in di�cult terrain,
  therefore, costs 3 feet of movement.
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  MOVING AROUND OTHER CREATURES
  You can move through a nonhostile creature’s space. In
  contrast, you can move through a hostile creature's
  space only if the creature is at least two sizes larger or
  smaller than you. Remember that another creature’s
  space is di. cult terrain for you.
  Whether a creature is a friend or an enemy, you can’t
  willingly end your move in its space.
  If you leave a hostile creature’s reach during your
  move, you provoke an opportunity attack, as explained
  later in the chapter.
  FLYING MOVEMENT
  Flying creatures enjoy many bene�ts of mobility, but
  they must also deal with the danger of falling. If a �ying
  creature is knocked prone, has its speed reduced to 0,
  or is otherwise deprived of the ability to move, the
  creature falls, unless it has the ability to hover.
  CREATURE SIZE
  Each creature takes up a di�erent amount of space. The
  Size Categories table shows how much space a creature
  of a particular size controls in combat. Objects
  sometimes use the same size categories.
  Size Categories
  Size
  Size
  Space
  Space
  Tiny
  2 1/2 by 2 1/2 ft.
  Small
  5 by 5 ft.
  Medium
  5 by 5 ft.
  Large
  10 by 10 ft.
  Huge
  15 by 15 ft.
  Gargantuan
  20 by 20 ft. or larger
  SPACE
  A creature's space is the area in feet that it e�ectively
  controls in combat, not an expression of its physical
  dimensions. A typical Medium creature isn't 5 feet wide,
  for example, but it does control a space that wide. If a
  Medium gamorrean stands in a 5-foot-wide doorway,
  other creatures can’t get through unless the gamorrean
  lets them.
  A creature’s space also re�ects the area it needs to
  �ght e�ectively. For that reason, there’s a limit to the
  number of creatures that can surround another
  creature in combat. Assuming Medium combatants,
  eight creatures can �t in a 5-foot radius around another
  one.
  Because larger creatures take up more space, fewer
  of them can surround a creature. If �ve Large creatures
  crowd around a Medium or smaller one, there’s little
  room for anyone else. In contrast, as many as twenty
  Medium creatures can surround a Gargantuan one.
  If a square costs extra movement, as a square of
  di�cult terrain does, you must have enough movement
  left to pay for entering it. For example, you must have
  at least 2 squares of movement left to enter a square of
  di�cult terrain.
  SQUEEZING INTO A SMALLER SPACE
  A creature can squeeze through a space that is large
  enough for a creature one size smaller than it. Thus, a
  Large creature can squeeze through a passage that's
  only 5 feet wide. While squeezing through a space, a
  creature must spend 1 extra foot for every foot it
  moves there, and it has disadvantage on attack rolls
  and Dexterity saving throws. Attack rolls against the
  creature have advantage while it’s in the smaller space.
  VARIANT: PLAYING ON A GRID
  If you play out a combat using a square grid and
  miniatures or other tokens, follow these rules.
  Squares. Each square on the grid represents 5 feet.
  Speed. Rather than moving foot by foot, move square
  by square on the grid. This means you use your speed
  in 5-foot segments. This is particularly easy if you
  translate your speed into squares by dividing the
  speed by 5. For example, a speed of 30 feet translates
  into a speed of 6 squares.
  If you use a grid often, consider writing your speed in
  squares on your character sheet.
  Entering a Square. To enter a square, you must have at
  least 1 square of movement left, unless the square is
  diagonally adjacent to the square you’re in (discussed
  below).
  Corners. Diagonal movement can’t cross the corner of
  a wall, large tree, or other terrain feature that �lls its
  space.
  Ranges. To determine the range on a grid between
  two things—whether creatures or objects—start
  counting squares from a square adjacent to one of
  them and stop counting in the space of the other one.
  Count by the shortest route.
  Diagonals. When measuring range or moving
  diagonally, the �rst diagonal square counts as 5 feet,
  but the second diagonal square counts as 10 feet. This
  pattern of 5 feet and then 10 feet continues whenever
  you're counting diagonally, even if you move
  horizontally or vertically between di�erent bits of
  diagonal movement. For instance, a character might
  move one square diagonally (5 feet), then three
  squares straight (15 feet), and then another square
  diagonally (10 feet) for a total movement of 30 feet.
  ACTION IN COMBAT
  When you take your action on your turn, you can take
  one of the actions presented here, an action you gained
  from your class or a special feature, or an action that
  you improvise. Many creatures have action options of
  their own in their stat blocks.
  When you describe an action not detailed elsewhere
  in the rules, the DM tells you whether that action is
  possible and what kind of roll you need to make, if any,
  to determine success or failure.
  ATTACK
  The most common action to take in combat is the
  Attack action, whether you are swinging a vibrosword,
  �ring a blaster ri�e, or brawling with your �sts.
  With this action, you make one melee or ranged
  attack. See the “Making an Attack” section for the rules
  that govern attacks.
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   Certain features, such as the Extra Attack feature of
  the �ghter, allow you to make more than one attack
  with this action.
  CAST A POWER
  Force- and tech-casters such as consulars and
  engineers, as well as many creatures, have access to
  powers and can use them to great e�ect in combat.
  Each power has a casting time, which speci�es whether
  the caster must use an action, a reaction, minutes, or
  even hours to cast the power. Casting a power is,
  therefore, not necessarily an action. Most powers do
  have a casting time of 1 action, so a force- or tech-
  caster often uses his or her action in combat to cast
  such a power. See chapter 10 for the rules on force-
  and tech-casting.
  DASH
  When you take the Dash action, you gain extra
  movement for the current turn. The increase equals
  your speed, after applying any modi�ers. With a speed
  of 30 feet, for example, you can move up to 60 feet on
  your turn if you dash.
  Any increase or decrease to your speed changes this
  additional movement by the same amount. If your
  speed of 30 feet is reduced to 15 feet, for instance, you
  can move up to 30 feet this turn if you dash.
  DISENGAGE
  If you take the Disengage action, your movement
  doesn’t provoke opportunity attacks for the rest of the
  turn.
  DODGE
  When you take the Dodge action, you focus entirely on
  avoiding attacks. Until the start of your next turn, any
  attack roll made against you has disadvantage if you
  can see the attacker, and you make Dexterity saving
  throws with advantage. You lose this bene�t if you are
  incapacitated (as explained in appendix A) or if your
  speed drops to 0.
  HELP
  You can lend your aid to another creature in the
  completion of a task. When you take the Help action,
  the creature you aid gains advantage on the next ability
  check it makes to perform the task you are helping
  with, provided that it makes the check before the start
  of your next turn.
  Alternatively, you can aid a friendly creature in
  attacking a creature within 5 feet of you. You feint,
  distract the target, or in some other way team up to
  make your ally’s attack more e�ective. If your ally
  attacks the target before your next turn, the �rst attack
  roll is made with advantage.
  HIDE
  When you take the Hide action, you make a Dexterity
  (Stealth) check in an attempt to hide, following the rules
  in chapter 7 for hiding. If you succeed, you gain certain
  bene�ts, as described in the “Unseen Attackers and
  Targets” section later in this chapter.
  IMPROVISING AN ACTION
  Your character can do things not covered by the
  actions in this chapter, such as breaking down doors,
  intimidating enemies, sensing weaknesses in defenses,
  or calling for a parley with a foe. The only limits to the
  actions you can attempt are your imagination and your
  character’s ability scores. See the descriptions of the
  ability scores in chapter 7 for inspiration as you
  improvise.
  When you describe an action not detailed elsewhere
  in the rules, the DM tells you whether that action is
  possible and what kind of roll you need to make, if any,
  to determine success or failure.
  READY
  Sometimes you want to get the jump on a foe or wait
  for a particular circumstance before you act. To do so,
  you can take the Ready action on your turn so that you
  can act later in the round using your reaction.
  First, you decide what perceivable circumstance will
  trigger your reaction. Then, you choose the action you
  will take in response to that trigger, or you choose to
  move up to your speed in response to it. Examples
  include “If the soldier steps on the trapdoor, I’ll pull the
  lever that opens it,” and “If the gamorrean steps next to
  me, I move away.”
  When the trigger occurs, you can either take your
  reaction right after the trigger �nishes or ignore the
  trigger. Remember that you can take only one reaction
  per round.
  When you ready a power, you cast it as normal but
  hold its energy, which you release with your reaction
  when the trigger occurs. To be readied, a power must
  have a casting time of 1 action, and holding onto the
  power’s e�ect requires concentration (explained in
  chapter 10). If your concentration is broken, the power
  dissipates without taking e�ect. For example, if you are
  concentrating on the knight speed power and ready
  shock, your knight speed power ends, and if you take
  damage before you release shock with your reaction,
  your concentration might be broken.
  SEARCH
  When you take the Search action, you devote your
  attention to �nding something. Depending on the
  nature of your search, the DM might have you make a
  Wisdom (Perception) check or an Intelligence
  (Investigation) check.
  USE AN OBJECT
  You normally interact with an object while doing
  something else, such as when you draw a vibrosword
  as part of an attack. When an object requires your
  action for its use, you take the Use an Object action.
  This action is also useful when you want to interact with
  more than one object on your turn.
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  MAKING AN ATTACK
  Whether you’re striking with a melee weapon, �ring a
  weapon at range, or making an attack roll as part of a
  power, an attack has a simple structure.
  1. Choose a target.
  1. Choose a target. Pick a target within your attack’s
  range: a creature, an object, or a location.
  2. Determine modi�ers.
  2. Determine modi�ers. The DM determines
  whether the target has cover and whether you have
  advantage or disadvantage against the target. In
  addition, powers, special abilities, and other e�ects can
  apply penalties or bonuses to your attack roll.
  3. Resolve the attack.
  3. Resolve the attack. You make the attack roll. On a
  hit, you roll damage, unless the particular attack has
  rules that specify otherwise. Some attacks cause special
  e�ects in addition to or instead of damage. If there’s
  ever any question whether something you’re doing
  counts as an attack, the rule is simple: if you’re making
  an attack roll, you’re making an attack.
  ATTACK ROLLS
  When you make an attack, your attack roll determines
  whether the attack hits or misses. To make an attack
  roll, roll a d20 and add the appropriate modi�ers. If the
  total of the roll plus modi�ers equals or exceeds the
  target’s Armor Class (AC), the attack hits. The AC of a
  character is determined at character creation, whereas
  the AC of a creature is in its stat block.
  MODIFIERS TO THE ROLL
  When a character makes an attack roll, the two most
  common modi�ers to the roll are an ability modi�er
  and the character’s pro�ciency bonus. When a creature
  makes an attack roll, it uses whatever modi�er is
  provided in its stat block.
  Ability Modi�er.
  Ability Modi�er. The ability modi�er used for a
  melee weapon attack is Strength, and the ability
  modi�er used for a ranged weapon attack is Dexterity.
  Weapons that have the �nesse or thrown property
  break this rule.
  Some powers also require an attack roll. The ability
  modi�er used for a power attack depends on the force-
  or tech-casting ability of the force- or tech-caster, as
  explained in chapter 10.
  Pro�ciency Bonus.
  Pro�ciency Bonus. You add your pro�ciency bonus
  to your attack roll when you attack using a weapon with
  which you have pro�ciency, as well as when you attack
  with a power.
  ROLLING 1 OR 20
  Sometimes fate blesses or curses a combatant, causing
  the novice to hit and the veteran to miss.
  If the d20 roll for an attack is a 20, the attack hits
  regardless of any modi�ers or the target’s AC. In
  addition, the attack is a critical hit, as explained later in
  this chapter.
  If the d20 roll for an attack is a 1, the attack misses
  regardless of any modi�ers or the target’s AC.
  UNSEEN ATTACKERS AND TARGETS
  Combatants often try to escape their foes’ notice by
  hiding, casting the force camou�age power, or lurking
  in darkness.
  When you attack a target that you can’t see, you have
  disadvantage on the attack roll. This is true whether
  you’re guessing the target’s location or you’re targeting
  a creature you can hear but not see. If the target isn’t in
  the location you targeted, you automatically miss, but
  the DM typically just says that the attack missed, not
  whether you guessed the target’s location correctly.
  When a creature can’t see you, you have advantage
  on attack rolls against it.
  If you are hidden—both unseen and unheard—when
  you make an attack, you give away your location when
  the attack hits or misses.
  RANGED ATTACKS
  When you make a ranged attack, you �re a blaster ri�e
  or pistol, hurl a vibrodagger, or otherwise send
  projectiles to strike a foe at a distance. A creature might
  have a natural ranged weapon. Many powers also
  involve making a ranged attack.
  RANGE
  You can make ranged attacks only against targets
  within a speci�ed range.
  If a ranged attack, such as one made with a power,
  has a single range, you can’t attack a target beyond this
  range.
  Some ranged attacks, such as those made with a
  blaster ri�e or assault cannon, have two ranges. The
  smaller number is the normal range, and the larger
  number is the long range. Your attack roll has
  disadvantage when your target is beyond normal range,
  and you can’t attack a target beyond the long range.
  RANGED ATTACKS IN CLOSE COMBAT
  Aiming a ranged attack is more di�cult when a foe is
  next to you. When you make a ranged attack with a
  weapon, a power, or some other means, you have
  disadvantage on the attack roll if you are within 5 feet
  of a hostile creature who can see you and who isn’t
  incapacitated.
  MELEE ATTACKS
  Used in hand-to-hand combat, a melee attack allows
  you to attack a foe within your reach. A melee attack
  typically uses a handheld weapon such as a vibrosword,
  a lightsaber, or a vibrowhip. A typical monster makes a
  melee attack when it strikes with its claws, horns, teeth,
  tentacles, or other body part. A few powers also involve
  making a melee attack.
  Most creatures have a 5-foot reach
  reach and can thus
  attack targets within 5 feet of them when making a
  melee attack. Certain creatures (typically those larger
  than Medium) have melee attacks with a greater reach
  than 5 feet, as noted in their descriptions.
  When you are unarmed,
  unarmed, you can �ght in melee by
  making an unarmed strike. You are pro�cient in your
  unarmed strikes and, unless otherwise indicated, they
  do 1 + your Strength modi�er kinetic damage.
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  OPPORTUNITY ATTACKS
  In a . ght, everyone is constantly watching for enemies
  to drop their guard. You can rarely move heedlessly
  past your foes without putting yourself in danger; doing
  so provokes an opportunity attack.
  You can make an opportunity attack when a hostile
  creature that you can see moves out of your reach. To
  make the opportunity attack, you use your reaction to
  make one melee attack against the provoking creature.
  The attack interrupts the provoking creature’s
  movement, occurring right before the creature leaves
  your reach.
  You can avoid provoking an opportunity attack by
  taking the Disengage action. You also don’t provoke an
  opportunity attack when you teleport or when
  someone or something moves you without using your
  movement, action, or reaction. For example, you don’t
  provoke an opportunity attack if an explosion hurls you
  out of a foe’s reach or if gravity causes you to fall past
  an enemy.
  TWO-WEAPON FIGHTING
  When you take the Attack action and attack with a light
  weapon that you’re holding in one hand (or a double
  weapon), you can use a bonus action to attack with a
  di�erent light weapon that you’re holding in the other
  hand. You don’t add your ability modi�er to the damage
  of the bonus attack, unless that modi�er is negative.
  If a weapon has the thrown property, you can throw
  the weapon, instead of making a melee attack with it.
  CONTESTS IN COMBAT
  Battle often involves pitting your prowess against that
  of your foe. Such a challenge is represented by a
  contest. This section includes the most common
  contests that require an action in combat: grappling
  and shoving a creature. The DM can use these contests
  as models for improvising others.
  GRAPPLING
  When you want to grab a creature or wrestle with it,
  you can use the Attack action to make a special melee
  attack, a grapple. If you’re able to make multiple attacks
  with the Attack action, this attack replaces one of them.
  The target of your grapple must be no more than one
  size larger than you, and it must be within your reach.
  Using at least one free hand, you try to seize the target
  by making a grapple check, a Strength (Athletics) check
  contested by the target’s Strength (Athletics) or
  Dexterity (Acrobatics) check (the target chooses the
  ability to use). If you succeed, you subject the target to
  the grappled condition (see appendix A). The condition
  speci�es the things that end it, and you can release the
  target whenever you like (no action required).
  Escaping a Grapple.
  Escaping a Grapple. A grappled creature can use its
  action to escape. To do so, it must succeed on a
  Strength (Athletics) or Dexterity (Acrobatics) check
  contested by your Strength (Athletics) check.
  Moving a Grappled Creature.
  Moving a Grappled Creature. When you move, you
  can drag or carry the grappled creature with you, but
  your speed is halved, unless the creature is two or more
  sizes smaller than you.
  SHOVING
  Using the Attack action, you can make a special melee
  attack to shove a creature, either to knock it prone or
  push it away from you. If you’re able to make multiple
  attacks with the Attack action, this attack replaces one
  of them.
  The target of your shove must be no more than one
  size larger than you, and it must be within your reach.
  You make a Strength (Athletics) check contested by the
  target’s Strength (Athletics) or Dexterity (Acrobatics)
  check (the target chooses the ability to use). If you win
  the contest, you either knock the target prone or push it
  5 feet away from you.
  COVER
  Walls, trees, creatures, and other obstacles can provide
  cover during combat, making a target more di�cult to
  harm. A target can bene�t from cover only when an
  attack or other e�ect originates on the opposite side of
  the cover.
  There are three degrees of cover. If a target is behind
  multiple sources of cover, only the most protective
  degree of cover applies; the degrees aren't added
  together. For example, if a target is behind a creature
  that gives half cover and a tree trunk that gives three-
  quarters cover, the target has three-quarters cover.
  A target with half cover
  half cover has a +2 bonus to AC and
  Dexterity saving throws. A target has half cover if an
  obstacle blocks at least half of its body. The obstacle
  might be a low wall, a large piece of furniture, a narrow
  tree trunk, or a creature, whether that creature is an
  enemy or a friend.
  A target with three-quarters cover
  three-quarters cover has a +5 bonus to
  AC and Dexterity saving throws. A target has three-
  quarter cover if about three-quarters of it is covered by
  an obstacle. The obstacle might be a portcullis, an
  arrow slit, or a thick tree trunk.
  A target with total cover
  total cover can’t be targeted directly by
  an attack or a power, although some powers can reach
  such a target by including it in an area of e�ect. A target
  has total cover if it is completely concealed by an
  obstacle.
  DAMAGE AND HEALING
  Injury and the risk of death are constant companions of
  those who explore the worlds of D&D. The thrust of a
  vibrosword, a well-placed blaster shot, or a shock of
  lightning from a shock power all have the potential to
  damage, or even kill, the hardiest of creatures.
  HIT POINTS
  Hit points represent a combination of physical and
  mental durability, the will to live, and luck. Creatures
  with more hit points are more di�cult to kill. Those with
  fewer hit points are more fragile.
  A creature’s current hit points (usually just called hit
  points) can be any number from the creature’s hit point
  maximum down to 0. This number changes frequently
  as a creature takes damage or receives healing.
  Whenever a creature takes damage, that damage is
  subtracted from its hit points. The loss of hit points has
  no e�ect on a creature’s capabilities until the creature
  drops to 0 hit points.
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  DAMAGE ROLLS
  Each weapon, power, and harmful monster ability
  speci. es the damage it deals. You roll the damage die
  or dice, add any modi. ers, and apply the damage to
  your target. Modi�ed weapons, special abilities, and
  other factors can grant a bonus to damage.
  When attacking with a weapon,
  weapon, you add your ability
  modi�er—the same modi�er used for the attack roll—
  to the damage. A power
  power tells you which dice to roll for
  damage and whether to add any modi�ers.
  If a power or other e�ect deals damage to more than
  more than
  one target
  one target at the same time, roll the damage once for
  all of them. For example, when a consular casts
  lightning or an engineer casts explosion, the power’s
  damage is rolled once for all creatures caught in the
  blast.
  CRITICAL HITS
  When you score a critical hit, you get to roll extra dice
  for the attack’s damage against the target. Roll all of the
  attack’s damage dice twice and add them together.
  Then add any relevant modi�ers as normal. To speed
  up play, you can roll all the damage dice at once.
  For example, if you score a critical hit with a
  vibrodagger, roll 2d4 for the damage, rather than 1d4,
  and then add your relevant ability modi�er. If the attack
  involves other damage dice, such as from the rogue’s
  Sneak Attack feature, you roll those dice twice as well.
  DAMAGE TYPES
  Di�erent attacks, damaging powers, and other harmful
  e�ects deal di�erent types of damage. Damage types
  have no rules of their own, but other rules, such as
  damage resistance, rely on the types.
  The damage types follow, with examples to help a DM
  assign a damage type to a new e�ect.
  Acid.
  Acid. Viles of corrosive liquid or the acid splash tech
  power deal acid damage.
  Cold.
  Cold. The chill energy of carbonite and cryogenisis
  deal cold damage.
  Energy.
  Energy. Energy damage is the damage dealt by
  blaster weapons, lightweapons, and other powers or
  abilities.
  Fire.
  Fire. The concussive damage of an explosion or an
  open �ame deal �re damage.
  Force.
  Force. Certain force powers that channel the pure
  energy of the Force deal force damage.
  Ion.
  Ion. Ion damage is a special damage type that is most
  e�ective against mechanical targets, such as droids,
  constructs, vehicles, or space ships.
  Kinetic.
  Kinetic. Kinetic damage encompasses all physical
  damage commonly dealt by vibroweapons.
  Lightning.
  Lightning. The electrifying energy of the force
  lightning or electroshock powers deal lightning damage.
  Necrotic.
  Necrotic. Necrotic damage, dealt by powers like
  death �eld, withers matter and even the soul.
  Poison.
  Poison. Venomous stings and the toxic poison spray
  power deal poison damage.
  Psychic.
  Psychic. The crippling agony causes by powers like
  feedback deal psychic damage.
  Sonic.
  Sonic. Debilitating noises cause sonic damage.
  DAMAGE RESISTANCE AND
  VULNERABILITY
  Some creatures and objects are exceedingly di�cult or
  unusually easy to hurt with certain types of damage. If a
  creature or an object has resistance to a damage type,
  damage of that type is halved against it. If a creature or
  an object has vulnerability to a damage type, damage of
  that type is doubled against it.
  Resistance and then vulnerability are applied after all
  other modi�ers to damage. For example, a creature has
  resistance to kinetic damage and is hit by an attack that
  deals 25 kinetic damage. The creature is also within an
  aura that reduces all damage by 5. The 25 damage is
  �rst reduced by 5 and then halved, so the creature
  takes 10 damage.
  Multiple instances of resistance or vulnerability that
  a�ect the same damage type count as only one
  instance. For example, if a creature has resistance to
  lightning damage as well as resistance to all nonforce-
  power damage, the damage of a nonforce-power
  lightning is reduced by half against the creature, not
  reduced by three-quarters.
  HEALING
  Unless it results in death, damage isn’t permanent.
  Even death is reversible through certain powers. Rest
  can restore a creature's hit points (as explained in
  chapter 8), and special methods such as a benevolence
  force power or a stimpack can remove damage in an
  instant.
  When a creature receives healing of any kind, hit
  points regained are added to its current hit points. A
  creature’s hit points can’t exceed its hit point maximum,
  so any hit points regained in excess of this number are
  lost. For example, a consular grants an operative 8 hit
  points of healing. If the operative has 14 current hit
  points and has a hit point maximum of 20, the
  operative regains 6 hit points from the consular, not 8.
  A creature that has died can’t regain hit points until a
  power such as revitalize has restored it to life.
  DROPPING TO 0 HIT POINTS
  When you drop to 0 hit points, you either die outright
  or fall unconscious, as explained in the following
  sections.
  Describing the Effects of Damage
  Dungeon Masters describe hit point loss in di�erent
  ways. When your current hit point total is half or more
  of your hit point maximum, you typically show no signs
  of injury. When you drop below half your hit point
  maximum, you show signs of wear, such as cuts and
  bruises. An attack that reduces you to 0 hit points
  strikes you directly, leaving a bleeding injury or other
  trauma, or it simply knocks you unconscious.
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  INSTANT DEATH
  Massive damage can kill you instantly. When damage
  reduces you to 0 hit points and there is damage
  remaining, you die if the remaining damage equals or
  exceeds your hit point maximum.
  For example, a consular with a maximum of 12 hit
  points currently has 6 hit points. If she takes 18 damage
  from an attack, she is reduced to 0 hit points, but 12
  damage remains. Because the remaining damage
  equals her hit point maximum, the consular dies.
  FALLING UNCONSCIOUS
  If damage reduces you to 0 hit points and fails to kill
  you, you fall unconscious (see appendix A). This
  unconsciousness ends if you regain any hit points.
  DEATH SAVING THROWS
  Whenever you start your turn with 0 hit points, you
  must make a special saving throw, called a death saving
  throw, to determine whether you creep closer to death
  or hang onto life. Unlike other saving throws, this one
  isn’t tied to any ability score. You are in the hands of
  fate now, aided only by powers and features that
  improve your chances of succeeding on a saving throw.
  Roll a d20. If the roll is 10 or higher, you succeed.
  Otherwise, you fail. A success or failure has no e�ect by
  itself. On your third success, you become stable (see
  below). On your third failure, you die. The successes
  and failures don't need to be consecutive; keep track of
  both until you collect three of a kind. The 
                number of both is reset to zero when you 
                    regain any hit points or become stable.
     Rolling 1 or 20.
  Rolling 1 or 20. When you make a death saving
  throw and roll a 1 on the d20, it counts as two failures.
  If you roll a 20 on the d20, you regain 1 hit point.
  Damage at 0 Hit Points.
  Damage at 0 Hit Points. If you take any damage
  while you have 0 hit points (for example, by catching
  �re because your limbs were all chopped o� next to a
  pit of lava), you su�er a death saving throw failure. If
  the damage is from a critical hit, you su�er two failures
  instead. If the damage equals or exceeds your hit point
  maximum, you su�er instant death.
  STABILIZING A CREATURE
  The best way to save a creature with 0 hit points is to
  heal it. If healing is unavailable, the creature can at least
  be stabilized so that it isn’t killed by a failed death
  saving throw.
  You can use your action to administer �rst aid to an
  unconscious creature and attempt to stabilize it, which
  requires a successful DC 10 Wisdom (Medicine) check.
  A stable
  stable creature doesn’t make death saving throws,
  even though it has 0 hit points, but it does remain
  unconscious. The creature stops being stable, and must
  start making death saving throws again, if it takes any
  damage. A stable creature that isn’t healed regains 1 hit
  point after 1d4 hours.
  MONSTERS AND DEATH
  Most DMs have a monster die the instant it drops to 0
  hit points, rather than having it fall unconscious and
  make death saving throws.
  Mighty villains and special nonplayer characters are
  common exceptions; the DM might have them fall
  unconscious and follow the same rules as player
  characters.
  KNOCKING A CREATURE OUT
  Sometimes an attacker wants to incapacitate a foe,
  rather than deal a killing blow. When an attacker
  reduces a creature to 0 hit points with a melee weapon
  attack or blaster weapon that deals ion or energy
  damage, the attacker can knock the creature out. The
  attacker can make this choice the instant the damage is
  dealt. The creature falls unconscious and is stable.
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  TEMPORARY HIT POINTS
  Some powers and special abilities confer temporary hit
  points to a creature. Temporary hit points aren’t actual
  hit points; they are a bu�er against damage, a pool of
  hit points that protect you from injury.
  When you have temporary hit points and take
  damage, the temporary hit points are lost �rst, and any
  leftover damage carries over to your normal hit points.
  For example, if you have 5 temporary hit points and
  take 7 damage, you lose the temporary hit points and
  then take 2 damage.
  Because temporary hit points are separate from your
  actual hit points, they can exceed your hit point
  maximum. A character can, therefore, be at full hit
  points and receive temporary hit points.
  Healing can’t restore temporary hit points, and they
  can’t be added together. If you have temporary hit
  points and receive more of them, you decide whether
  to keep the ones you have or to gain the new ones. For
  example, if a power grants you 12 temporary hit points
  when you already have 10, you can have 12 or 10, not
  22.
  If you have 0 hit points, receiving temporary hit
  points doesn’t restore you to consciousness or stabilize
  you. They can still absorb damage directed at you while
  you’re in that state, but only true healing can save you.
  Unless a feature that grants you temporary hit points
  has a duration, they last until they’re depleted or you
  �nish a long rest.
  MOUNTED COMBAT
  A trooper charging into battle on a dewback, an
  engineer casting powers from the seat of a speeder, or
  a consular soaring through the sky on shuttle all enjoy
  the bene�ts of speed and mobility that a mount can
  provide.
  An appropriately sized vehicle or a willing creature
  that is at least one size larger than you and that has an
  appropriate anatomy can serve as a mount, using the
  following rules.
  MOUNTING AND DISMOUNTING
  Once during your move, you can mount or dismount a
  vehicle creature that is within 5 feet of you. Doing so
  costs an amount of movement equal to half your
  speed. For example, if your speed is 30 feet, you must
  spend 15 feet of movement to mount a dewback.
  Therefore, you can’t mount it if you don’t have 15 feet
  of movement left or if your speed is 0.
  If an e�ect moves your mount against its will while
  you’re on it, you must succeed on a DC 10 Dexterity
  saving throw or fall o� the mount, landing prone in a
  space within 5 feet of it. If you’re knocked prone while
  mounted, you must make the same saving throw.
  If your mount is knocked prone, you can use your
  reaction to dismount it as it falls and land on your feet.
  Otherwise, you are dismounted and fall prone in a
  space within 5 feet it.
  CONTROLLING A MOUNT
  While you're mounted , you have two options. You can
  either control the mount or allow it to act
  independently. Intelligent creatures act independently.
  You can control a mount only if it has been trained to
  accept a rider. Domesticated animals, such as dewbacks
  or kaadu, and similar creatures are assumed to have
  such training. The initiative of a controlled mount
  changes to match yours when you mount it. It moves as
  you direct it, and it has only three action options: Dash,
  Disengage, and Dodge. A controlled mount can move
  and act even on the turn that you mount it.
  An independent mount retains its place in the
  initiative order. Bearing a rider puts no restrictions on
  the actions the mount can take, and it moves and acts
  as it wishes. It might �ee from combat, rush to attack
  and devour a badly injured foe, or otherwise act against
  your wishes.
  In either case, if the mount provokes an opportunity
  attack while you’re on it, the attacker can target you or
  the mount.
  UNDERWATER COMBAT
  When adventurers pursue karkarodons back to their
  undersea domain, �ght o� gungans in an ancient
  shipwreck, or �nd themselves in a �ooded dungeon
  room, they must �ght in a challenging environment.
  Underwater the following rules apply.
  When making a melee weapon attack,
  melee weapon attack, a creature
  that doesn’t have a swimming speed (either natural or
  granted by a power) has disadvantage on the attack roll
  unless the weapon is a vibrodagger or vibrospear.
  A ranged weapon attack
  ranged weapon attack automatically misses a
  target beyond the weapon’s normal range, but
  functions normally against a target within normal
  range.
  Creatures and objects that are fully immersed in
  water have resistance to �re damage.
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  CHAPTER 10: FORCE- AND TECH-CASTING
             agic exists in the worlds of Star Wars in the 
             form of powers. This chapter provides the rules
  for casting these powers. There are two major sources
  of these power: the Force and technology. While
  multiple classes use the Force or technology to fuel
  their powers, there are only the two sources.
  Regardless, powers follow the rules here.
  WHAT IS A POWER?
  A power is a discrete e. ect, a single shaping of the
  energies of the Force or a result of a technological
  formula, that creates a desired e�ect. In casting a
  power, a character carefully constructs the desired
  e�ect using the source of their power, and then
  releases it, all in the span of seconds.
  Powers can be versatile tools, weapons, or protective
  wards. They can deal damage or undo it, impose or
  remove conditions (see appendix A), drain life energy
  away, and restore life to the dead.
  A great number of powers exist, and over time many
  have been created and forgotten. An ancient force
  technique may exist in a long-lost holocron, or a piece
  of Rakatan schemata may contain revolutionary tech.
  POWER LEVEL
  Every power has a level from 0 to 9. A power’s level is a
  general indicator of how powerful it is, with the lowly
  burst of speed at 1st level and the powerful explosion
  at 9th. At-will powers—simple but e�ective powers that
  characters can cast almost by rote—are level 0. The
  higher a power’s level, the higher level a force- or tech-
  caster must be to use that power.
  Power level and character level don’t correspond
  directly. Typically, a character has to be at least 17th
  level, not 9th level, to cast a 9th-level power.
  KNOWN POWERS
  Before a force- or tech-caster can use a power, he or
  she must have the power learned, or must have access
  to the power in an enhanced item. Once a power is
  learned, it is always prepared. The number of powers a
  caster can have at any given time depends on the
  character’s level.
  When you learn a power, either an at-will, 1st-level, or
  higher, you choose from the list of powers provided in
  Chapters 11 and 12. You can learn powers from any
  level up to your Max Power Level, including at-will
  powers. The total number of powers you learn in this
  way can't exceed your Force or Tech Powers Known for
  your class.
  If a power is granted to you by a class feature, that
  power does not count against your powers known and
  you can't voluntarily unlearn it. If you already know that
  power, you may learn an additional power that is
  available to you.
  Additionally, every time you learn a new power as a
  result of gaining a level, you can choose one of the
  powers you know and replace it with another power of
  the same type, as long as that power is not of a higher
  level than your Max Power Level.
  FORCE AND TECH POINTS
  Regardless of how many powers a caster knows or
  prepares, he or she can cast only a limited number of
  powers before resting. Manipulating the Force and
  channeling its energy into even a simple power is
  physically and mentally taxing, and higher-level powers
  are even more so. Thus, each casting class’s description
  includes a table showing how many force or tech points
  a character can use at each character level. For
  example, the 3rd-level consular Umara has 12 force
  points.
  When a character casts a power, he or she expends a
  number of points based on the level of the power to
  create the slot to cast it. At-will powers always cost 0
  points, while casting a power at any other level costs
  the power level + 1 points, as shown in the Power Level
  Point Cost table below. When Umara casts project, a
  1st-level power, she spends two of her 12 force points,
  leaving 10 remaining.
  Finishing a long rest restores any expended force
  points, and �nishing a short or long rest restores any
  expended tech points (see chapter 8 for the rules on
  resting).
  Casting in Armor
  Because of the mental focus and precise gestures
  required for force- and tech-casting, you must be
  pro�cient with the armor you are wearing to cast a
  power. You are otherwise too distracted and physically
  hampered by your armor for force- or tech-casting.
  CASTING A POWER AT A HIGHER LEVEL
  When a caster casts a power using at a higher level than
  the power's normal level, the power assumes the
  higher level for that casting. For instance, if Umara casts
  project at 2nd-level, she uses three force points and
  that project is 2nd level.
  Many powers have more powerful e�ects when cast
  at a higher level, as indicated in the Force Potency
  Force Potency and
  Overcharge Tech
  Overcharge Tech sections of the power's description
  AT-WILL POWERS
  An at-will power is one that can be cast without
  expending force or tech points. Repeated practice has
  �xed the power in the caster’s mind. An at-will power's
  level is 0.
  Power
  Power 
  Level
  Level
  Point
  Point 
  Cost
  Cost
  0
  0
  1
  2
  2
  3
  3
  4
  4
  5
  Power
  Power 
  Level
  Level
  Point
  Point 
  Cost
  Cost
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
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  CASTING A POWER
  When a character casts any power, the same basic rules
  are followed, regardless of the character’s class or the
  power’s e. ects.
  Each power description in chapters 11 and 12 begins
  with a block of information, including the power’s
  name, level, alignment (for Force powers), prerequisites
  (if it has any), casting time, range, and duration. The
  rest of a power entry describes the power’s e�ect.
  POWER ALIGNMENTS
  Most force powers are aligned with one of the opposing
  sides of the Force - light and dark - while many fall
  somewhere in the middle - universal. You use your
  Wisdom for light side powers, Charisma for dark side
  powers, and Wisdom or Charisma for universal powers
  (your choice). Additionally, certain archetypes and feats
  o�er bene�ts to using powers of a speci�c alignment.
  PREREQUISITES
  Certain force powers are built as more powerful version
  of previous powers. They require that you know the
  previous power before you can learn the new one, and
  you must retain knowledge of the previous power to be
  able to cast the new one. If you are learning two or
  more powers at the same time, you can learn a power
  at the same time that you learn its preqrequisites.
  For instance, to learn the knight speed force power
  you would �rst need to learn the burst of speed power,
  as indicated by its prerequisites.
  CASTING TIME
  Most powers require a single action to cast, but some
  powers require a bonus action, a reaction, or much
  more time to cast.
  BONUS ACTION
  A power cast with a bonus action is especially swift. You
  must use a bonus action on your turn to cast the
  power, provided that you haven’t already taken a bonus
  action this turn. You can’t cast another power during
  the same turn, except for an at-will with a casting time
  of 1 action.
  REACTIONS
  Some powers can be cast as reactions. These powers
  take a fraction of a second to bring about and are cast
  in response to some event. If a power can be cast as a
  reaction, the power's description tells you exactly when
  you can do so.
  LONGER CASTING TIMES
  Certain powers require more time to cast: minutes or
  even hours. When you cast a power with a casting time
  longer than a single action or reaction, you must spend
  your action each turn casting the power, and you must
  maintain your concentration while you do so (see
  “Concentration” below). If your concentration is broken,
  the power fails, but you don’t expend force or tech
  points. If you want to try casting the power again, you
  must start over.
  RANGE
  The target of a power must be within the power’s range.
  For a power like shock, the target is a creature. For a
  power like explosion, the target is the point in space
  where the explosion occurs.
  Most powers have ranges expressed in feet. Some
  power can target only a creature (including you) that
  you touch. Other powers, such as the shield power,
  a�ect only you. These powers have a range of self.
  Powers that create cones or lines of e�ect that
  originate from you also have a range of self, indicating
  that the origin point of the power’s e�ect must be you
  (see “Areas of E�ect” later in the this chapter).
  Once a power is cast, its e�ects aren’t limited by its
  range, unless the power’s description says otherwise.
  DURATION
  A power’s duration is the length of time the power
  persists. A duration can be expressed in rounds,
  minutes, hours, or even years. Some powers specify
  that their e�ects last until the powers are dispelled or
  destroyed.
  INSTANTANEOUS
  Many powers are instantaneous. The power harms,
  heals, creates, or alters a creature or an object in a way
  that can’t be dispelled, because its e�ect exists only for
  an instant.
  CONCENTRATION
  Some powers require you to maintain concentration in
  order to keep their e�ect active. If you lose
  concentration, such a power ends.
  If a power must be maintained with concentration,
  that fact appears in its Duration entry, and the power
  speci�es how long you can concentrate on it. You can
  end concentration at any time (no action required).
  Normal activity, such as moving and attacking,
  doesn’t interfere with concentration. The following
  factors can break concentration:
  Casting another power that requires concentration.
  Casting another power that requires concentration.
  You lose concentration on a power if you cast another
  power that requires concentration. You can’t
  concentrate on two powers at once.
  Taking damage.
  Taking damage. Whenever you take damage while you
  are concentrating on a power, you must make a
  Constitution saving throw to maintain your
  concentration. The DC equals 10 or half the damage you
  take, whichever number is higher. If you take damage
  from multiple sources, such as a blaster shot and a
  force power, you make a separate saving throw for each
  source of damage.
  Being incapacitated or killed.
  Being incapacitated or killed. You lose concentration
  on a power if you are incapacitated or if you die. The
  DM might also decide that certain environmental
  phenomena, such as turbulence on a ship or rocky
  terrain on a speeder, require you to succeed on a DC 10
  Constitution saving throw to maintain concentration on
  a power.
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  TARGETS
  A typical power requires you to pick one or more
  targets to be a�ected by the power’s e�ect. A power’s
  description tells you whether the power targets
  creatures, objects, or a point of origin for an area of
  e�ect (described below). Unless a power has a
  perceptible e�ect, a creature might not know it was
  targeted by a power at all. An e�ect like crackling
  lightning is obvious, but a more subtle e�ect, such as an
  attempt to read a creature’s thoughts, typically goes
  unnoticed, unless a power says otherwise.
  A CLEAR PATH TO THE TARGET
  To target something, you must have a clear path to it,
  so it can’t be behind total cover.
  If you place an area of e�ect at a point that you can’t
  see and an obstruction, such as a wall, is between you
  and that point, the point of origin comes into being on
  the near side of that obstruction.
  TARGETING YOURSELF
  If a power targets a creature of your choice, you can
  choose yourself, unless the creature must be hostile or
  speci�cally a creature other than you. If you are in the
  area of e�ect of a power you cast, you can target
  yourself.
  AREAS OF EFFECT
  Powers such as force storm and explosion cover an
  area, allowing them to a�ect multiple creatures at once.
  A power’s description speci�es its area of e�ect,
  which typically has one of �ve di�erent shapes: cone,
  cube, cylinder, line, or sphere. Every area of e�ect has a
  point of origin, a location from which the power’s e�ect
  erupts. The rules for each shape specify how you
  position its point of origin
  point of origin. Typically, a point of origin is
  a point in space, but some powers have an area whose
  origin is a creature or an object.
  A power’s e�ect expands in straight lines from the
  point of origin. If no unblocked straight line extends
  from the point of origin to a location within the area of
  e�ect, that location isn’t included in the power’s area.
  To block one of these imaginary lines, an obstruction
  must provide total cover, as explained in chapter 9.
  CONE
  A cone extends in a direction you choose from its point
  of origin. A cone’s width at a given point along its length
  is equal to that points distance from the point of origin.
  A cone’s area of e�ect speci�es its maximum length.
  A cone’s point of origin is not included in the cones
  area of e�ect, unless you decide otherwise.
  CUBE
  You select a cube’s point of origin, which lies anywhere
  on a face of the cubic e�ect. The cube’s size is
  expressed as the length of each side.
  A cube’s point of origin is not included in the cube’s
  area of e�ect, unless you decide otherwise.
  CYLINDER
  A cylinder’s point of origin is the center of a circle of a
  particular radius, as given in the power description. The
  circle must either be on the ground or at the height of
  the power e�ect. The energy in a cylinder expands in
  straight lines from the point of origin to the perimeter
  of the circle, forming the base of the cylinder. The
  power’s e�ect then shoots up from the base or down
  from the top, to a distance equal to the height of the
  cylinder.
  A cylinder’s point of origin is included in the cylinder’s
  area of e�ect.
  LINE
  A line extends from its point of origin in a straight path
  up to its length and covers an area de�ned by its width.
  A line’s point of origin is not included in the lines are of
  e�ect, unless you decide otherwise.
  SPHERE
  You select a sphere’s point of origin, and the sphere
  extends outward from that point. The sphere’s size is
  expressed as a radius in feet that extends from the
  point.
  A sphere’s point of origin is included in the sphere’s
  area of e�ect.
  SAVING THROWS
  Many powers specify that a target can make a saving
  throw to avoid some or all of a power’s e�ects. The
  power speci�es the ability that the target uses for the
  save and what happens on a success or failure.
  The DC to resist one of your powers equals 8 + your
  force- or tech-casting ability modi� er + your pro�ciency
  bonus + any special modi�ers.
  ATTACK ROLLS
  Some powers require the caster to make an attack roll
  to determine whether the power e�ect hits the
  intended target. Your attack bonus with a power attack
  equals your force- or tech-casting ability modi�er + your
  pro�ciency bonus. Most powers that require attack rolls
  involve ranged attacks. Remember that you have
  disadvantage on a ranged attack roll if you are within 5
  feet of a hostile creature that can see you and that isn’t
  incapacitated (see chapter 9).
  COMBINING EFFECTS
  The e�ects of di�erent powers add together while the
  durations of those powers overlap. The e�ects of the
  same power cast multiple times don’t combine,
  however. Instead, the most potent e�ect~such as the
  highest bonus—from those castings applies while their
  durations overlap.
  For example, if two consulars cast guidance on the
  same target, that character gains the power’s bene�t
  only once; he or she doesn’t get to roll two bonus dice.
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  CHAPTER 11: FORCE POWERS
  AT-WILL
  A�ect Mind
  Burst
  Denounce
  Enfeeble
  Feedback
  Force Disarm
  Force Push/Pull
  Force Technique
  Give Life
  Guidance
  Lightning Charge
  Mind Trick
  Necrotic Charge*
  Psychic Charge*
  Resistance
  Saber Re�ect
  Saber Throw
  Saber Ward
  Shock
  Slow
  Sonic Charge*
  Spare the Dying
  Turbulence
  1ST-LEVEL
  Battle Precognition
  Beast Trick
  Breath Control
  Burst of Speed
  Cloud Mind
  Curse
  Dark Side Tendrils*
  Disperse Force
  Fear
  Force Body
  Force Jump
  Force Mask*
  Force Throw*
  Heal
  Heroism*
  Hex
  Improved Feedback
  Phasestrike
  Project
  Sanctuary
  Sap Vitality
  Sense Emotion
  Sense Force
  Slow Descent
  Tremor
  Valor
  Wound
  2ND-LEVEL
  A�iction
  Animate Weapon
  Battle Meditation
  Calm Emotions
  Coerce Mind
  Danger Sense*
  Dark Shear*
  Darkness
  Drain Vitality
  Force Barrier
  Force Blind/Deafen
  Force Camou�age
  Force Confusion
  Force Enlightenment
  Force Sight
  Hallucination*
  Locate Object
  Mind Spike
  Phasewalk
  Rescue
  Restoration*
  Stun
  Stun Droid
  3RD-LEVEL
  Aura of Vigor
  Beacon of Hope*
  Bestow Curse*
  Choke
  Convulsion
  Force Lightning
  Force Repulse*
  Force Scream
  Force Suppression
  Force Trance
  Horror
  Improved Dark Side
  Tendrils*
  Knight Speed
  Plague
  Plant Surge
  Remove Curse*
  Sever Force
  Share Life
  Telekinetic Storm*
  4TH-LEVEL
  Aura of Purity
  Disable Droid
  Dominate Beast
  Drain Life
  Force Immunity
  Freedom of Movement
  Grasping Vine
  Hysteria*
  Improved Force Camou�age
  Locate Creature
  Mind Trap*
  Shocking Shield
  Shroud of Darkness
  5TH-LEVEL
  Dominate Mind
  Force Breach
  Greater Feedback
  Improved Battle Meditation
  Improved Force Barrier*
  Improved Force Scream
  Improved Heal
  Improved Phasestrike
  Improved Phasewalk
  Improved Restoration*
  Insanity
  Mass Animation*
  Revitalize
  Siphon Life
  Skill Empowerment
  Stasis
  Telekinesis
  6TH-LEVEL
  Crush
  Eruption
  Force Chain Lightning
  Greater Heal*
  Improved Force Immunity
  Mass Coerce Mind
  Rage
  Scourge
  Telekinetic Burst
  True Sight*
  Wall of Light
  Wrack*
  7TH-LEVEL
  Destroy Droid
  Force Lightning Cone
  Force Mend
  Force Project
  Improved Revitalize
  Master Speed
  Ruin
  Whirlwind
  8TH-LEVEL
  Death Field
  Dominate Monster
  Earthquake
  Force Link
  Maddening Darkness
  Master Force Immunity
  Master Force Barrier*
  Master Force Scream
  Mind Blank
  Stasis Field
  Telekinetic Wave
  9TH-LEVEL
  Force Storm
  Kill
  Master Battle Meditation
  Master Heal
  Mass Hysteria*
  Master Revitalize
  Precognition
  Master Feedback
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  AFFECT MIND
  At-will universal power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a target within range that isn’t hostile toward
  you. The target must make a Wisdom saving throw. On
  a failed save, you have advantage on all Charisma
  checks directed at that target.
  On a successful save, the creature realizes that you
  tried to use the Force to in�uence its mood and
  becomes hostile toward you. A creature prone to
  violence might attack you. Another creature might seek
  retribution in other ways (at the DM’s discretion),
  depending on the nature of your interaction with it. This
  power has no e�ect on droids or constructs.
  AFFLICTION
  2nd-level dark side power
  Prerequisite: Slow
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within range. That
  creature must make a Constitution saving throw. On a
  failed save, the target’s speed is halved, it takes a -2
  penalty to AC and Dexterity saving throws, and it can’t
  use reactions. On its turn, it can use either an action or
  a bonus action, not both. Regardless of the creature’s
  abilities or items, it can’t make more than one melee or
  ranged attack during its turn.
  If the creature attempts to cast a power with a casting
  time of 1 action, roll a d20. On an 11 or higher, the
  power doesn't take e�ect until the creature’s next turn,
  and the creature must use its action on that turn to
  complete the power. If it can’t, the power is wasted.
  The creatures makes another Wisdom saving throw
  at the end of its turn. On a successful save, the e�ect
  ends.
  ANIMATE WEAPON
  2nd-level universal power
  Prerequisite: Force Disarm
  Casting Time: 1 bonus action
  Range: 60 feet
  Duration: 1 minute
  You select a melee weapon you wield, or one melee
  weapon within range that is not worn or carried by a
  conscious creature, and use the Force to cause it to
  levitate, acting as an extension of your will for the
  duration or until you cast this power again. When you
  use this power, you can cause the weapon to move up
  to 20 feet and make a melee force attack against a
  creature within 5 feet of it. On a hit, the target takes 1d8
  + your forcecasting ability modi�er damage. The type is
  of the normal damage dealt by the weapon.
  While the weapon is animated, on each of your turns
  you can use a bonus action to move the weapon up to
  20 feet and repeat the attack against a creature within 5
  feet of it. At any time, you can end this force power to
  return the animated weapon to your hand.
  An enemy can attempt to gain control of the weapon
  by making a Strength (Athletics) check against your
  force save DC. On a success, the creature gains control
  of the weapon and the power ends.
  Force Potency. When you cast this power using a
  force slot of 3rd level or higher, the weapon's damage
  increases by 1d8 for every two slot levels above 2nd.
  AURA OF PURITY
  4th-level light side power
  Prerequisite: Restoration
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 10 minutes
  Purifying energy radiates from you in a 30-foot
  radius. Until the power ends, the aura moves with you,
  centered on you. Each nonhostile creature in the aura
  (including you) can’t become diseased, has resistance to
  poison damage, and has advantage on saving throws
  against e�ects that cause any of the following
  conditions: blinded, charmed, deafened, frightened,
  paralyzed, poisoned, and stunned.
  AURA OF VIGOR
  3rd-level light side power
  Prerequisite: Valor
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  Envigorating energy radiates from you in a 30-foot
  radius. Until the power ends, the aura moves with you,
  centered on you. Each nonhostile creature in the aura
  (including you) deals an extra 1d4 damage with weapon
  attacks.
  BATTLE MEDITATION
  2nd-level universal power
  Casting Time: 1 action
  Range: Self (5-foot radius)
  Duration: Concentration, up to 1 minute
  You exude an aura out to 5 feet that boosts the
  morale and overall battle prowess you and your allies
  while simultaneously reducing the opposition's combat-
  e�ectiveness by eroding their will to �ght.
  Whenever you or a friendly creature within your
  meditation makes an attack roll or a saving throw, they
  can roll a d4 and add the number rolled to the attack
  roll or saving throw.
  Whenever a hostile creature starts enters your
  meditation or starts its turn there, it must make a
  Charisma saving throw. On a failed save, it must roll a
  d4 and subtract the number rolled from each attack roll
  or saving throw it makes before the end of your next
  turn. On a successful save, it is immune to this power
  for 1 day.
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  BATTLE PRECOGNITION
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: 8 hours
  Your attunement to the Force warns you when you
  are about to enter danger. Until the power ends, your
  base AC becomes 13 + your Dexterity modi�er. This
  power has no e�ect if you are wearing armor.
  BEACON OF HOPE
  3rd-level light side power
  Prerequisite: Heroism
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  This power bestows hope and vitality. Choose any
  number of creatures within range. For the duration,
  each target has advantage on Wisdom saving throws
  and death saving throws, and regains the maximum
  number of hit points possible from any healing.
  BEAST TRICK
  1st-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 24 hours
  This power lets you distract a beast. Choose a beast
  that you can see within range. If the beast’s Intelligence
  is 4 or higher, the power fails. Otherwise, the beast
  must succeed on a Wisdom saving throw or be
  charmed by you for the power’s duration. If you or one
  of your companions harms the target, the power ends.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, you can a�ect one
  additional beast for each slot level above 1st.
  BESTOW CURSE
  3rd-level dark side power
  Prerequisite: Curse
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You touch a creature, and that creature must succeed
  on a Wisdom saving throw or become cursed for the
  duration of the power. When you cast this power,
  choose the nature of the curse from the following
  options:
  Choose one ability score. While cursed, the target has
  disadvantage on ability checks and saving throws made
  with that ability score.
  While cursed, the target has disadvantage on attack
  rolls against you.
  While cursed, the target must make a Wisdom saving
  throw at the start of each of its turns. lf it fails, it wastes
  its action that turn doing nothing.
  While the target is cursed, your attacks and powers deal
  an extra 1d8 necrotic damage to the target.
  A remove curse power ends this e�ect. At the DM's
  option, you may choose an alternative curse e�ect, but
  it should be no more powerful than those described
  above. The DM has �nal say on such a curse's e�ect.
  BREATH CONTROL
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: 10 minutes
  You are able to slow your metabolism in such a way
  that you can stop breathing and resist the e�ect of
  toxins in your body. If you are poisoned, you neutralize
  the poison. If more than one poison a�icts you, you
  neutralize one poison that you know is present, or you
  neutralize one at random.
  For the duration, you have advantage on saving
  throws against being poisoned, resistance to poison
  damage, and you no longer need to breathe.
  BURST
  At-will universal power
  Casting Time: 1 action
  Range: Self (5-foot sphere)
  Duration: Instantaneous
  You cause the earth to burst from beneath your feet.
  Each creature within range, other than you, must
  succeed on a Dexterity saving throw or take 1d6 kinetic
  damage.
  This power's damage increases by 1d6 when you
  reach 5th level (2d6), 11th level (3d6), and 17th level
  (4d6).
  BURST OF SPEED
  1st-level universal power
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour
  You touch a creature. The target’s speed increases by
  10 feet until the power ends.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, you can target one
  additional creature for each slot level above 1st.
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  CALM EMOTIONS
  2nd-level light side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to suppress strong emotions in a group
  of people. Each humanoid in a 20-foot-radius sphere
  centered on a point you choose within range must
  make a Charisma saving throw a creature can choose to
  fail this saving throw if it wishes. If a creature fails its
  saving throw, choose one of the following two e�ects.
  You can suppress any e�ect causing a target to be
  charmed or frightened. When this power ends, any
  suppressed e�ect resumes, provided that its duration
  has not expired in the meantime.
  You can make a target indi�erent about creatures of
  your choice that it is hostile toward. This indi�erence
  ends if the target is attacked or harmed by a power or if
  it witnesses any of its friends being harmed.
  When the power ends, the creature becomes hostile
  again, unless the DM rules otherwise.
  CHOKE
  3rd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You make a constricting gesture at a creature within
  range. The target must make a Constitution saving
  throw. On a failed save target takes 5d8 force damage
  and is restrained until the end of your next turn. On a
  successful save, the target takes half as much damage
  and is not restrained.
  You can use a bonus action while the target is
  restrained to move the target up to 5 feet in any
  direction.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, the damage increases
  by 1d8 for each slot level above 3rd.
  CLOUD MIND
  1st-level light side power
  Casting Time: 1 action
  Range: 90 feet
  Duration: 1 minute
  Roll 5d8; the total is how many hit points of creatures
  this power can a�ect. Creatures within 20 feet of a
  point you choose are a�ected in order of their current
  hit points.
  Starting with the creature that has the lowest current
  hit points, each creature a�ected by this power falls
  unconscious. If the power ends, the sleeper takes
  damage, or someone uses an action wake the sleeper,
  they will be awoken.
  Subtract each creature's hit points from the total
  before moving on to the creature with the next lowest
  hit points. A creature's hit points must be equal to or
  less than the remaining total for that creature to be
  a�ected.
  This power has no e�ect on droids or constructs.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, you can roll an
  additional 2d8 for each slot level above 1st.
  COERCE MIND
  2nd-level universal power
  Prerequisite: A�ect Mind
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 8 hours
  You suggest a course of activity (limited to a sentence
  or two) and in�uence with the Force a creature you can
  see within range that can hear and understand you.
  Creatures that can’t be charmed are immune to this
  e�ect. The suggestion must be worded in such a
  manner as to make the course of action sound
  reasonable. Asking the creature to harm itself
  automatically negates the e�ect of the power.
  The target must make a Wisdom saving throw. On a
  failed save, it pursues the course of action you
  described to the best of its ability. The suggested
  course of action can continue for the entire duration. If
  the suggested activity can be completed in a shorter
  time, the power ends when the subject �nishes what it
  was asked to do.
  You can also specify conditions that will trigger a
  special activity during the duration. For example, you
  might suggest that a soldier give her speeder to the �rst
  vagrant she meets. If the condition isn’t met before the
  power expires, the activity isn’t performed.
  If you or any of your companions damage the target,
  the power ends. This power has no e�ect on droids or
  constructs.
  CONVULSION
  3rd-level universal power
  Prerequisite: Tremor
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  Choose a point you can see on the ground within
  range. A fountain of churned earth and stone erupts in
  a 20-foot cube centered on that point. Each creature in
  that area must make a Dexterity saving throw. A
  creature takes 3d12 kinetic damage on a failed save, or
  half as much damage on a successful one. Additionally,
  the ground in that area becomes di�cult terrain until
  cleared. Each 5-foot-square portion of the area requires
  at least 1 minute to clear by hand.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, the damage increases
  by 1d12 for each slot level above 3rd.
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  CRUSH
  6th-level dark side power
  Prerequisite: Choke
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You make a crushing gesture at a creature within
  range. The target must make a Constitution saving
  throw. On a failed save target takes 10d8 force damage
  and is paralyzed until the end of your next turn. On a
  successful save, the target takes half as much damage
  and is not paralyzed.
  You can use a bonus action while the target is
  paralyzed to move the target up to 10 feet in any
  direction.
  Force Potency. When you cast this power using a
  force slot of 7th level or higher, the damage increases
  by 1d8 for each slot level above 6th.
  CURSE
  1st-level dark side power
  Prerequisite: Denounce
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Up to three creatures of your choice that you can see
  within range must make Charisma saving throws.
  Whenever a target that fails this saving throw makes an
  attack roll or a saving throw before the power ends, the
  target must roll a d4 and subtract the number rolled
  from the attack roll or saving throw.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, you can target one
  additional creature for each slot level above 1st.
  DANGER SENSE
  2nd-level universal power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Instantaneous
  You put your faith in the Force, feeling out the future
  and seeing whether your actions will lead to fortune or
  ruin. The DM chooses from the following possible
  omens:
  Peace, for results which are not dangerous
  Danger, for results which are dangerous but perhaps
  still worth the danger
  Ruin, for results which are certain to end in death or
  tragedy
  The power doesn't take into account any possible
  circumstances that might change the outcome, such as
  the use of additional powers or the loss or gain of a
  companion.
  If you use this power two or more times before
  completing your next long rest, there is a cumulative 25
  percent chance for each casting after the �rst that you
  get a neutral result regardless of the actual outcome.
  DARK SHEAR
  2nd-level dark side power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  You create a weapon of imperceptible Force energy
  that lasts until the power ends. It counts as a simple
  lightweapon with which you are pro�cient. It deals 2d6
  psychic damage, and has the �nesse, light, and thrown
  properties (range 20/60). When you attack while within
  dim light or darkness, you have advantage.
  If you drop the weapon or throw it, it disappears at
  the end of the turn. While the power lasts, you can use
  a bonus action to make the weapon reappear in your
  hand.
  Force Potency. When you cast this power using a 3rd
  or 4th level force slot, the damage increases by 1d6
  (3d6). At 5th or 6th level, the damage increases by 2d6
  (4d6). At 7th level or higher, the damage increases by
  3d6 (5d6).
  DARK SIDE TENDRILS
  1st-level dark side power
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Duration: Instantaneous
  Tendrils of dark energy erupt from you and batter all
  creatures within 10 feet of you. Each creature in that
  area must make a Strength saving throw. On a failed
  save, a target takes 2d6 necrotic damage and can't take
  reactions until its next turn. On a successful save, the
  creature takes half damage, but su�ers no other e�ect.
  Force Potency. When you cast this power using a
  power slot of 2nd level or higher, the damage increases
  by 1d6 for each slot level above 1st.
  DARKNESS
  2nd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  Darkness spreads from a point you choose within
  range to �ll a 15-foot-radius sphere until the power
  ends. The darkness spreads around corners. A creature
  with darkvision can't see through this darkness, and
  unenhanced light can't illuminate it.
  If the point you choose is on an object you are
  holding or one that isn't being worn or carried, the
  darkness comes from the object and moves with it.
  Completely covering the source of the darkness with an
  opaque object blocks the darkness.
  If this power's area overlaps with light created by a
  2nd-level power or lower, this power and the light are
  dispelled.
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  DENOUNCE
  At-will dark side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  A target of your choice within range must make a
  Charisma saving throw. On a failed save, when the
  target makes their next attack roll or saving throw they
  must roll a d4 and subtract the number from it. The
  power then ends.
  DEATH FIELD
  8th-level dark side power
  Prerequisite: Siphon Life
  Casting Time: 1 action
  Range: 90 feet (30-foot cube)
  Duration: Instantaneous
  You draw the life force from every creature in a 30-
  foot cube centered on a point you choose within range.
  Each creature in that area must make a Constitution
  saving throw. A creature takes 10d8 necrotic damage
  on a failed save, or half as much damage on a
  successful one. If you reduce a hostile creature to 0, you
  gain temporary hit points equal to half the damage
  dealt. This power has no e�ect on droids or constructs.
  DESTROY DROID
  7th-level light side power
  Prerequisite: Disable Droid
  Casting Time: 1 action
  Range: 120 feet (30-foot cube)
  Duration: Concentration, up to 1 minute
  Choose a point that you can see within range. Each
  droid must succeed on a Constitution saving throw or
  be paralyzed for the duration. At the beginning of each
  of its turns, the droid takes energy damage equal to
  twice your forcecasting ability modi�er and then
  repeats this saving throw. On a success, the power ends
  on the target.
  DISABLE DROID
  4th-level light side power
  Prerequisite: Stun Droid
  Casting Time: 1 action
  Range: 90 feet (15-foot cube)
  Duration: Concentration, up to 1 minute
  Choose a point that you can see within range. Each
  droid must succeed on a Constitution saving throw or
  be paralyzed for the duration. At the beginning of each
  of its turns, the droid takes energy damage equal to
  your forcecasting ability modi�er and then repeats this
  saving throw. On a success, the power ends on the
  target.
  DISPERSE FORCE
  1st-level universal power
  Prerequisite: Saber Ward
  Casting Time: 1 reaction, which you take when you take
  cold, energy, �re, ion, lightning, or sonic damage
  Range: Self
  Duration: 1 round
  This power absorbs damage from incoming energy
  attacks, lessening its e�ect on you and distributing it
  throughout your body. You have resistance to the
  triggering damage type until the start of your next turn.
  Also, you gain 5 temporary hit points to potentially
  absorb the attack. These temporary hit points last until
  the start of your next turn.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, the temporary hit
  points increases by 5 for each slot level above 1st.
  DOMINATE BEAST
  4th-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  A beast you can see must succeed on a Wisdom save
  or be charmed. If you or your companions are �ghting
  it, it has advantage on this saving throw.
  While it's charmed, you have a telepathic link to it if
  you're on the same planet. You can use this link to issue
  commands while you are conscious, no action required,
  which it does its best to obey. You can specify a simple
  and general course of action. If it completes the order
  and doesn't receive further orders, it focuses on
  defending itself.
  You can use your action to take total control of the
  target. Until the end of your next turn, the beast takes
  only the actions you decide and nothing you don't allow
  it to. You can also have the beast use a reaction, but
  this takes your reaction as well.
  If the beast takes damage, it makes another Wisdom
  save. On a success, the power ends.
  Force Potency. When you cast this power using a
  5th-level force slot, the duration is up to 10 minutes. At
  a 6th-level slot, the duration is up to 1 hour. At a slot of
  7th or higher, the duration is up to 8 hours.
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  DOMINATE MIND
  5th-level dark side power
  Prerequisite: Dominate Beast
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to beguile a humanoid that you can see
  within range. It must succeed on a Wisdom saving
  throw or be charmed by you for the duration. If you or
  creatures that are friendly to you are �ghting it, it has
  advantage on the saving throw.
  While the target is charmed, you have a telepathic
  link with it as long as you are within 1 mile of it. You can
  use this telepathic link to issue commands to the
  creature while you are conscious (no action required),
  which it does its best to obey. You can specify a simple
  and general course of action, such as “Attack that
  creature,” “Run over there,” or “Fetch that object.” If the
  creature completes the order and doesn't receive
  further direction from you, it defends and preserves
  itself to the best of its ability.
  You can use your action to take total and precise
  control of the target. Until the end of your next turn,
  the creature takes only the actions you choose, and
  doesn't do anything that you don't allow it to do. During
  this time you can also cause the creature to use a
  reaction, but this requires you to use your own reaction
  as well.
  Each time the target takes damage, it makes a new
  Wisdom saving throw against the power. If the saving
  throw succeeds, the power ends. This power has no
  e�ect on droids or constructs.
  Force Potency. When you cast this power using a
  6th-level force slot, the duration is 10 minutes. When
  you use a 7th-level force slot, the duration is 1 hour.
  When you use a force slot of 8th level or higher, the
  duration is 8 hours.
  DOMINATE MONSTER
  8th-level dark side power
  Prerequisite: Dominate Mind
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  You attempt to beguile a creature that you can see
  within range. It must succeed on a Wisdom saving
  throw or be charmed by you for the duration. If you or
  creatures that are friendly to you are �ghting it, it has
  advantage on the saving throw.
  While the creature is charmed, you have a telepathic
  link with it as long as you are within 1 mile of it. You can
  use this telepathic link to issue commands to the
  creature while you are conscious (no action required),
  which it does its best to obey. You can specify a simple
  and general course of action, such as “Attack that
  creature,” “Run over there,” or “Fetch that object.” If the
  creature completes the order and doesn't receive
  further direction from you, it defends and preserves
  itself to the best of its ability.
  You can use your action to take total and precise
  control of the target. Until the end of your next turn,
  the creature takes only the actions you choose, and
  doesn't do anything that you don't allow it to do. During
  this time, you can also cause the creature to use a
  reaction, but this requires you to use your own reaction
  as well.
  Each time the target takes damage, it makes a new
  Wisdom saving throw against the power. If the saving
  throw succeeds, the power ends.
  Force Potency. When you cast this power with a 9th-
  level force slot, the duration is concentration, up to 8
  hours.
  DRAIN LIFE
  4th-level dark side power
  Prerequisite: Drain Vitality
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You draw the life force from a creature you can see
  within range. The target must make a Constitution
  saving throw. The target takes 8d8 necrotic damage on
  a failed save, or half as much damage on a successful
  one. If you reduce a hostile creature to 0, you gain
  temporary hit points equal to half the damage dealt.
  This power has no e�ect on droids or constructs.
  Force Potency. When you cast this power using a
  force slot of 5th level or higher, the damage increases
  by 1d8 for each slot level above 4th.
  DRAIN VITALITY
  2nd-level dark side power
  Prerequisite: Sap Vitality
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You draw the willpower from a creature you can see
  within range. Make a ranged force attack against the
  target. On a hit, the target takes 2d6 necrotic damage
  and it deals only half damage with weapon attacks that
  use Strength until the power ends.
  At the end of each of the target's turns, it can make a
  Constitution saving throw against the power. On a
  success, the power ends.
  Force Potency. When you cast this power using a
  force slot of 3rd level or higher, the damage increases
  by 1d6 for each slot level above 2nd.
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  EARTHQUAKE
  8th-level universal power
  Prerequisite: Eruption
  Casting Time: 1 action
  Range: 500 feet
  Duration: Concentration, up to 1 minute
  You create a seismic disturbance at a point on the
  ground that you can see within range. For the duration,
  an intense tremor rips through the ground in a 100-
  foot-radius circle centered on that point and shakes
  creatures and structures in contact with the ground in
  that area.
  The ground in the area becomes di�cult terrain. Each
  creature on the ground that is concentrating must
  make a Constitution saving throw. On a failed save, the
  creature’s concentration is broken.
  When you cast this power and at the end of each turn
  you spend concentrating on it, each creature on the
  ground in the area must make a Dexterity saving throw.
  On a failed save, the creature is knocked prone.
  This power can have additional e�ects depending on
  the terrain in the area, as determined by the DM.
  Fissures. Fissures open throughout the power’s area
  at the start of your next turn after you cast the power. A
  total of 1d6 such �ssures open in locations chosen by
  the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and
  extends from one edge of the power’s area to the
  opposite side. A creature standing on a spot where a
  �ssure opens must succeed on a Dexterity saving throw
  or fall in. A creature that successfully saves moves with
  the �ssure’s edge as it opens.
  A �ssure that opens beneath a structure causes it to
  automatically collapse (see below).
  Structures. The tremor deals 50 kinetic damage to
  any structure in contact with the ground in the area
  when you cast the power and at the start of each of
  your turns until the power ends. If a structure drops to
  0 hit points, it collapses and potentially damages
  nearby creatures. A creature within half the distance of
  a structure’s height must make a Dexterity saving
  throw. On a failed save, the creature takes 5d6 kinetic
  damage, is knocked prone, and is buried in the rubble,
  requiring a DC 20 Strength (Athletics) check as an action
  to escape. The DM can adjust the DC higher or lower,
  depending on the nature of the rubble. On a successful
  save, the creature takes half as much damage and
  doesn't fall prone or become buried.
  ENFEEBLE
  At-will dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Dark energy courses from your hand at a creature
  within range. The target must succeed on a Wisdom
  saving throw. If it's is missing any hit points, it takes
  1d12 necrotic damage. Otherwise, it takes 1d8.
  The power's damage increases by one die when you
  reach 5th, 11th, and 17th level.
  ERUPTION
  6th-level universal power
  Prerequisite: Convulsion
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You cause up to six pillars of stone to burst from
  places on the ground that you can see within range.
  Each pillar is a cylinder that has a diameter of 5 feet and
  a height of up to 30 feet. The ground where a pillar
  appears must be wide enough for its diameter, and you
  can target the ground under a creature if that creature
  is Medium or smaller. Each pillar has AC 5 and 30 hit
  points. When reduced to 0 hit points, a pillar crumbles
  into rubble, which creates an area of di�cult terrain
  with a 10 - foot radius that lasts until the rubble is
  cleared. Each 5-foot-diameter portion of the area
  requires at least 1 minute to clear by hand.
  If a pillar is created under a creature, that creature
  must succeed on a Dexterity saving throw or be lifted
  by the pillar. A creature can choose to fail the save.
  If a pillar is prevented from reaching its full height
  because of a ceiling or other obstacle, a creature on the
  pillar takes 6d6 kinetic damage and is restrained,
  pinched between the pillar and the obstacle. The
  restrained creature can use an action to make a
  Strength or Dexterity check (the creature’s choice)
  against the power’s save DC. On a success, the creature
  is no longer restrained and must either move o� the
  pillar or fall o� it.
  Force Potency. When you cast this power using a
  force slot of 7th level or higher, you can create two
  additional pillars for each slot level above 6th.
  FEAR
  1st-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You awaken the sense of mortality in one creature
  you can see within range. The target must succeed on a
  Wisdom saving throw or become frightened for the
  duration. A target with 25 hit points or fewer makes the
  saving throw with disadvantage. This power has no
  e�ect on constructs or droids.
  FEEDBACK
  At-will dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You unleash a burst of psychic energy at a target
  within range. If the target can hear you (though it need
  not understand you), it must succeed on an Intelligence
  saving throw or take 1d4 psychic damage and have
  disadvantage on the next attack roll it makes before the
  end of its next turn.
  This power’s damage increases by 1d4 when you
  reach 5th level (2d4), 11th level (3d4), and 17th level
  (4d4).
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  FORCE BARRIER
  2nd-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 8 hours
  This power bolsters your allies with toughness and
  resolve. Choose up to three creatures within range.
  Each target’s hit point maximum and current hit points
  increase by 5 for the duration.
  Force Potency. When you cast this power using a
  force slot of 3rd level or higher, a target’s hit points
  increase by an additional 5 for each slot level above
  2nd.
  FORCE BLIND/DEAFEN
  2nd-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 1 minute
  You can blind or deafen a foe. Choose one creature
  that you can see within range to make a Constitution
  saving throw. If it fails, the target is either blinded or
  deafened (your choice) for the duration. At the end of
  each of its turns, the target can make a Constitution
  saving throw. On a success, the power ends.
  Force Potency. When you cast this power using a
  force slot of 3rd level or higher, you can target one
  additional creature for each slot level above 2nd.
  FORCE BODY
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  This power enables you to use your health to fuel
  your force powers. For the duration, when you cast a
  force power, half the cost is paid by your force points
  (rounded up) and half the cost is paid by your hit points
  (rounded down). Additionally, your maximum hit points
  are decreased by this amount while the power is active.
  You may end this e�ect at any time. If you cast a
  force power that would reduce your hit points to 0, the
  power automatically fails and this e�ect ends.
  FORCE BREACH
  5th-level universal power
  Casting Time: 1 action
  Range: 120 feet (20-foot cube)
  Duration: Instantaneous
  Choose a spot within range. All force powers of 5th
  level or lower in the area end. For each force power of
  6th level or higher in the area, make an ability check
  using your forcecasting ability. The DC equals 10 + the
  power’s level. On a successful check, the force power
  ends.
  Force Potency. When you cast this power using a
  force slot of 6th level or higher, you automatically end
  the e�ects of a force power on the target if the power’s
  level is equal to or less than the level of the force slot
  you used.
  FORCE CAMOUFLAGE
  2nd-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You become invisible until the power ends. Anything
  you are wearing or carrying is invisible as long as it is on
  your person. The power ends if you attack or cast a
  power.
  FORCE CHAIN LIGHTNING
  6th-level dark side power
  Prerequisite: Force Lightning
  Casting Time: 1 action
  Range: 150 feet
  Duration: Instantaneous
  You create a bolt of lightning that arcs toward a
  target of your choice that you can see within range.
  Three bolts then leap from that target to as many as
  three other targets, each of which must be within 30
  feet of the �rst target. A target can be a creature or an
  object and can be targeted by only one of the bolts.
  A target must make a Dexterity saving throw. The
  target takes 10d8 lightning damage on a failed save, or
  half as much damage on a successful one.
  Force Potency. When you cast this power using a
  force slot of 7th level or higher, one additional bolt
  leaps from the �rst target to another target for each
  slot level above 6th.
  FORCE CONFUSION
  2nd-level universal power
  Preqrequisite: Mind Trick
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  One humanoid of your choice that you can see within
  range must succeed on a Wisdom saving throw or
  become charmed by you for the duration. The charmed
  target must use its action before moving on each of its
  turns to make a melee attack against a creature other
  than itself that you mentally choose.
  The target can act normally on its turn if you choose
  no creature or if none are within its reach.
  On your subsequent turns, you must use your action
  to maintain control over the target, or the power ends.
  Also, the target can make a Wisdom saving throw at the
  end of each of its turns. On a success, the power ends.
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  FORCE DISARM
  At-will universal power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  You select a weapon being worn or carried by a Large
  or smaller creature within range. The creature must
  make a Strength or Dexterity saving throw (the creature
  chooses the ability to use). If the item is being worn, this
  save is made with disadvantage. On a failed save, the
  creature takes 1d4 force damage and the item is pulled
  directly to you. If you have a free hand, you catch the
  weapon. Otherwise, it lands at your feet.
  This power's damage increases by 1d4 when you
  reach 5th level (2d4), 11th level (3d4), and 17th level
  (4d4).
  FORCE ENLIGHTENMENT
  2nd-level light side power
  Prerequisite: Guidance
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You touch a creature and enhance it with the Force.
  Choose one of the following e�ects; the target gains
  that e�ect until the power ends.
  Endurance. The target has advantage on
  Constitution checks. It also gains 2d6 temporary hit
  points, which are lost when the power ends.
  Strength. The target has advantage on Strength
  checks, and his or her carrying capacity doubles.
  Dexterity. The target has advantage on Dexterity
  checks. It also doesn't take damage from falling 20 feet
  or less if it isn’t incapacitated.
  Splendor. The target has advantage on Charisma
  checks.
  Cunning. The target has advantage on Intelligence
  checks.
  Wisdom. The target has advantage on Wisdom
  checks.
  Force Potency. When you cast this power using a
  force slot of 3rd level or higher, you can target one
  additional creature for each slot level above 2nd.
  FORCE IMMUNITY
  4th-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  An immobile, faintly shimmering barrier springs into
  existence around you and remains for the duration. The
  barrier moves with you.
  Any force power of 3rd level or lower cast from
  outside the barrier can't a�ect you, even if the power is
  cast using a higher level force slot. Such a power can
  target you, but the power has no e�ect on you.
  Similarly, the area within the barrier is excluded from
  the areas a�ected by such powers.
  Force Potency. When you cast this power using a
  force slot of 5th level or higher, the barrier blocks
  powers of one level higher for each slot level above 4th.
  FORCE JUMP
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Instantaneous
  Using the force to augment the strength in your legs,
  you leap up to 30 feet to an unoccupied space you can
  see.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, your jump distance
  increases by 5 feet for each slot level above 1st.
  FORCE LIGHTNING
  3rd-level dark side power
  Prerequisite: Shock
  Casting Time: 1 action
  Range: Self (100-foot line)
  Duration: Instantaneous
  A stroke of lightning forming a line 100 feet long and
  5 feet wide blasts out from you in a direction you
  choose. Each creature in the line must make a Dexterity
  saving throw. A creature takes 8d6 lightning damage on
  a failed save, or half as much damage on a successful
  one.
  The lightning ignites �ammable objects in the area
  that aren’t being worn or carried.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, the damage increases
  by 1d6 for each slot level above 3rd.
  FORCE LIGHTNING CONE
  7th-level dark side power
  Prerequisite: Force Chain Lightning
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Duration: Instantaneous
  Lightning arcs from your hands. Each creature in a
  60-foot cone must make a Dexterity saving throw. A
  creatures takes 12d6 lightning damage on a failed save,
  or half as much on a successful one.
  Force Potency. When you cast this power using a
  force slot of 8th level or higher, the damage increases
  by 2d6 for each slot level above 7th.
  FORCE LINK
  8th-level universal power
  Casting Time: 1 action
  Range: Unlimited
  Duration: 24 hours
  You create a telepathic link between yourself and a
  willing creature with which you are familiar. Until the
  power ends, you and the target can instantaneously
  share words, images, sounds, and other sensory
  messages with one another through the link, and the
  target recognizes you as the creature it is
  communicating with. The power enables a creature
  with an Intelligence score of at least 1 to understand
  the meaning of your words and take in the scope of any
  sensory messages you send to it.
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  FORCE MASK
  1st-level universal power
  Prerequisite: Mind Trick
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  Until the power ends or you use an action to dismiss
  it, you can disguise yourself through use of the Force in
  many ways. You can appear to be shorter or taller by
  about a foot and change the appearance of your body
  and weight, but you cannot change the basic structure
  of your body. This e�ect can include your clothes,
  weapons, and other belongings on your person.
  This e�ect is only visual, so any sort of physical
  contact will only interact with the real size and shape of
  you. A creature that uses its action to examine you can
  identify this e�ect with a successful Intelligence
  (Investigation) check against your force save DC. This
  power has no e�ect on droids or constructs.
  FORCE MEND
  7th-level light side power
  Casting time: 1 minute
  Range: Touch
  Duration: 1 hour
  You touch a creature and stimulate its natural healing
  ability. The target regains 4d8+15 hit points. For the
  duration of the power, the target regains 1 hit point at
  the start of each of its turns (10 hit points each minute).
  If the creature has a severed part you hold it to the
  stump, the power instantaneously causes the limb to
  knit to the stump.
  This power has no e�ect on droids or constructs.
  FORCE PROJECT
  7th-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 day
  You create an illusory copy of yourself that lasts for
  the duration. The copy can appear at any location that
  you have seen before, regardless of intervening
  obstacles. The illusion looks and sounds like you but is
  intangible. If the illusion takes any damage, it
  disappears, and the power ends.
  You can use your action to move this illusion up to
  twice your speed, and make it gesture, speak, and
  behave in whatever way you choose. It mimics your
  mannerisms perfectly.
  You can see through its eyes and hear through its
  ears as if you were in its space. On your turn as a bonus
  action, you can switch from using its senses to using
  your own, or back again. While you are using its senses,
  you are blinded and deafened in regard to your own
  surroundings.
  Physical interaction with the image reveals it to be an
  illusion, because things can pass through it. A creature
  that uses its action to examine the image can
  determine that it is an illusion with a successful
  Intelligence (Investigation) check against your force save
  DC. If a creature discerns the illusion for what it is, the
  creature can see through the image, and any noise it
  makes sounds hollow to the creature.
  FORCE PUSH/PULL
  At-will universal power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You gain the minor ability to move or manipulate
  creatures and objects with the Force. When you cast
  this power, you can exert your will on one creature or
  object that you can see within range, causing the
  appropriate e�ect below.
  Creature. You use the Force to push or pull on on a
  target. Make a ranged force attack against the target. If
  the attack hits, the creature takes 1d6 force damage,
  and if the creature is Large or smaller, it must make a
  Strength saving throw. On a failed save, you push or
  pull the creature up to 10 feet further or closer to you.
  This damage increases to 2d6 at level 5, 3d6 at level 11,
  and 4d6 at level 17.
  Object. You move an object that isn't being worn or
  carried and weighs up to 10 lbs up to 30 feet in any
  direction, but not beyond the range of this power.
  You can exert �ne control on objects with your
  telekinetic grip, such as manipulating a simple tool,
  opening a door or a container, stowing or retrieving an
  item from an open container, or pouring the contents
  from a vial.
  FORCE REPULSE
  3rd-level universal power
  Casting Time: 1 action
  Range: Self (20-foot radius)
  Duration: Instantaneous
  You release an omnidirectional telekinetic burst. Each
  creature within 20 feet must make a Dexterity saving
  throw. On a failed save, a creature takes 8d6 force
  damage and is pushed back 5 feet. On a successful
  save, a creature takes half damage and isn't pushed.
  All small objects that are not worn or carried are also
  pushed 5 feet back.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, the damage increases
  by 1d6 for each slot level above 3rd.
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  FORCE SCREAM
  3rd-level dark side power
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Instantaneous
  You emit a scream imbued with the power of the
  Force. Each creature you choose within 15 feet of you
  must succeed on a Constitution saving throw. On a
  failed save, a creature take 4d6 psychic damage, 4d6
  sonic damage, and is deafened until the end of its next
  turn. On a successful save, it takes half as much
  damage and isn't deafened.
  FORCE SIGHT
  2nd-level universal power
  Prerequisite: Sense Force
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You shift your vision to see through use of the Force;
  colors fade and inanimate objects appear as shades of
  gray. You gain the following bene�ts.
  Living things glow with the power of the Force. Those
  with an a�nity for the light side glow blue, those with
  an a�nity for the dark side glow red, and those with no
  attunement to either side of the Force glow yellow. How
  bright they glow is determined by how strong their
  connection to the Force is.
  You gain blindsight to 30 feet.
  You have advantage on Wisdom (Perception) checks
  that rely on sight against living targets within 30 feet.
  FORCE STORM
  9th-level dark side power
  Prerequisite: Force Lightning Cone
  Casting Time: 1 action
  Range: 150 feet (60-foot cylinder)
  Duration: Concentration, up to 1 minute
  A crackling storm of lightning appears in a location
  you choose within range. Whenever a creature enters
  the storm or starts its turn there, it must make a
  Dexterity saving throw. On a failed save, it takes 30d6
  lightning damage or half as much as a successful one.
  The power damages objects in the area and ignites
  �ammable objects that aren't being worn or carried.
  FORCE SUPPRESSION
  3rd-level universal power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  Choose one creature, object, or force e�ect within
  range. Any force power of 3rd level or lower on the
  target ends. For each force power of 4th level or higher
  on the target, make an ability check using your
  forcecasting ability. The DC equals 10 + the power's
  level. On a success, the power ends.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, you automatically end
  the e�ects of a force power on the target if the power's
  level is equal to or less than the level of the force slot
  you used.
  FORCE TECHNIQUE
  At-will light side power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  You imbue your weapon with the purifying light of
  the Force. As part of the action used to cast this power,
  you must make a melee attack with a weapon against
  one creature within the power's range, otherwise the
  power fails. On a hit, the target su�ers the attack's
  normal e�ects, and it becomes wreathed in a glowing
  barrier of force energy until the start of your next turn.
  If the target willingly moves before then, it immediately
  takes 1d8 force damage, and the power ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 force damage to the target, and the damage
  the target takes for moving increases to 2d8. Both
  damage rolls increase by 1d8 at 11th level and 17th
  level.
  FORCE THROW
  1st-level universal power
  Prerequisite: Force Push/Pull
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose one or more creatures or objects within 60
  feet that weigh up to 15 pounds. The object
  immediately moves 60 feet in a direction of your choice.
  If the object ends this movement in the air, it
  immediately falls to the ground. If the object collides
  with anything during its travel, both the object and the
  target take 3d8 kinetic damage. If the target is a
  creature, it must make a Dexterity saving throw. On a
  failed save, it takes 3d8 kinetic damage, or half as much
  on a successful one.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, the maximum weight
  increases by 15 pounds and the damage increases by
  1d8 for each slot level above 1st.
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  FORCE TRANCE
  3rd-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 10 minutes
  You make a calming gesture, and up to three willing
  creatures of your choice that you can see within range
  fall unconscious for the power’s duration. The power
  ends on a target early if it takes damage or someone
  uses an action to shake or slap it awake. If a target
  remains unconscious for the full duration, that target
  gains the bene�t of a short rest, and it can’t be a�ected
  by this power again until it �nishes a long rest.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, you can target one
  additional willing creature for each slot level above 3rd.
  FREEDOM OF MOVEMENT
  4th-level universal power
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour
  You touch a willing creature. Its movement is
  una�ected by di�cult terrain, and powers and
  enhanced e�ects can't reduce its speed or cause it to
  be paralyzed or restrained.
  The target can spend 5 feet of movement to
  automatically escape from unenhanced restraints.
  Additionally, being underwater imposes no penalties on
  its movement or attacks.
  GIVE LIFE
  At-will light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  Placing your hand on another creature you can
  transfer your own life force to them. You spend and roll
  one of your hit dice and the creature regains that many
  hit points. This power has no e�ect on droids or
  constructs.
  GRASPING VINE
  4th-level light side power
  Prerequisite: Plant Surge
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You make a vine sprout from the ground in an
  unoccupied space you can see. When you cast this
  power, you can make the vine whip a creature up to 30
  feet from it, if you can see the target. The creature must
  pass a Dexterity save or be pulled 20 feet directly
  toward the vine.
  Until the power ends, you can use your bonus action
  to have the vine lash out again.
  GREATER FEEDBACK
  5th-level dark side power
  Prerequisite: Improved Feedback
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You choose a point within range and cause psychic
  energy to explode there. Each creature in a 20-foot-
  radius sphere centered on that point must make an
  Intelligence saving throw. A creature with an
  Intelligence score of 2 or lower can’t be a�ected by this
  power. A target takes 8d6 psychic damage on a failed
  save, or half as much damage on a successful one.
  After a failed save, a target has muddled thoughts for
  1 minute. During that time, it rolls a d6 and subtracts
  the number rolled from all its attack rolls and ability
  checks, as well as its Constitution saving throws to
  maintain concentration. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the
  e�ect on itself on a success.
  GREATER HEAL
  6th-level light side power
  Prerequisite: Improved Heal
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose a creature that you can see within range. A
  surge of positive energy washes through the creature,
  causing it to regain 70 hit points. This power also ends
  blindness, deafness, and any diseases a�ecting the
  target. This power has no e�ect on droids or constructs.
  Force Potency. When you cast this power using a
  force slot of 7th level or higher, the healing increases by
  10 for each slot level above 6th.
  GUIDANCE
  At-will light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You touch one willing creature. Once before the
  power ends, the target can roll a d4 and add the
  number rolled to one ability check of its choice. It can
  roll the die before or after making the ability check. The
  power then ends.
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  HALLUCINATION
  2nd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You craft a dangerous illusion in the mind of a
  creature that you can see within range. The target must
  make a Wisdom saving throw. On a failed save, you
  create a phantasmal object, creature, or other visible
  phenomenon of your choice that is no larger than a 10-
  foot cube and that is perceivable only to the target for
  the duration. This power has no e�ect on droids or
  constructs.
  The hallucination includes sound, temperature, and
  other stimuli, also evident only to the creature.
  The target can use its action to examine the
  hallucination with an Intelligence (Investigation) check
  against your force power save DC. If the check
  succeeds, the target realizes that the hallucination is an
  illusion, and the power ends.
  While a target is a�ected by the power, the target
  treats the hallucination as if it were real. The target
  rationalizes any illogical outcomes from interacting with
  the hallucination. For example, a target attempting to
  walk across a phantasmal bridge that spans a chasm
  falls once it steps onto the bridge. If the target survives
  the fall, it still believes that the bridge exists and comes
  up with some other explanation for its fall - it was
  pushed, it slipped, or a strong wind might have knocked
  it o�.
  An a�ected target is so convinced of the
  hallucination’s reality that it can even take damage from
  the illusion. A hallucination created to appear as a
  creature can attack the target. Similarly, a hallucination
  created to appear as �re, a pool of acid, or lava can
  burn the target. Each round on your turn, the
  hallucination can deal 1d6 psychic damage to the target
  if it is in the hallucination’s area or within 5 feet of the
  hallucination, provided that the illusion is of a creature
  or hazard that could logically deal damage, such as by
  attacking. The target perceives the damage as a type
  appropriate to the illusion.
  Force Potency. When you cast this power using a
  force power slot of 3rd level or higher, the range
  increases by 20 feet, the image dimensions increase by
  5 feet, and you can target one additional creature for
  every two slot levels above 2nd.
  HEAL
  1st-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  A creature you touch regains a number of hit points
  equal to 1d8 + your forcecasting ability modi�er. This
  power has no e�ect on droids or constructs.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, the healing increases
  by 1d8 for each slot level above 1st.
  HEROISM
  1st-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  A willing creature you touch is imbued with bravery.
  Until the power ends, the creature is immune to being
  frightened and gains temporary hit points equal to your
  forcecasting ability modi�er at the start of each of its
  turns. When the power ends, the target loses any
  remaining temporary hit points from this power.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, you can target one
  additional creature for each slot level above 1st.
  HEX
  1st-level dark side power
  Casting Time: 1 bonus action
  Range: 90 feet
  Duration: Concentration, up to 1 hour
  You curse an opponent within range. Until the power
  ends, you deal an extra 1d6 necrotic damage to the
  target whenever you hit it with an attack. Also, choose
  one ability when you cast the power. The target has
  disadvantage on ability checks made with the chosen
  ability.
  If the target drops to 0 hit points before this power
  ends, you can use a bonus action on a subsequent turn
  of yours to curse a new creature.
  Force Potency. When you cast this power using a
  force slot of 3rd or 4th level, you can maintain your
  concentration on the power for up to 8 hours. When
  you use a force slot of 5th level or higher, you can
  maintain your concentration on the power for up to 24
  hours.
  HORROR
  3rd-level dark side power
  Prerequisite: Fear
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Duration: Concentration, up to 1 minute
  You project a phantasmal image of a creature’s worst
  fears. Each creature in a 30-foot cone must succeed on
  a Wisdom saving throw or drop whatever it is holding
  and become frightened for the duration. This power
  has no e�ect on constructs or droids.
  While frightened by this power, a creature must take
  the Dash action and move away from you by the safest
  available route on each of its turns, unless there is
  nowhere to move. If the creature ends its turn in a
  location where it doesn't have line of sight to you, the
  creature can make a Wisdom saving throw. On a
  successful save, the power ends for that creature.
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  HYSTERIA
  4th-level dark side power
  Prerequisite: Hallucination
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You tap into the nightmares of a creature you can see
  within range and create an illusory manifestation of its
  deepest fears, visible only to that creature. The target
  becomes frightened for the duration. At the end of each
  of the target's turns before the power ends, the target
  must succeed on a Wisdom saving throw or take 4d10
  psychic damage. On a successful save, the power ends.
  This power has no e�ect on droids or constructs.
  Force Potency. When you cast this power using a
  force power slot of 5th level or higher, the damage
  increases by 1d10 for each slot level above 4th.
  IMPROVED BATTLE MEDITATION
  5th-level universal power
  Prerequisite: Battle Meditation
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Concentration, up to 1 minute
  You exude an aura out to 10 feet that boosts the
  morale and overall battle prowess you and your allies
  while simultaneously reducing the opposition's combat-
  e�ectiveness by eroding their will to �ght.
  Whenever you or a friendly creature within your
  meditation makes an attack roll or a saving throw, they
  can roll a d6 and add the number rolled to the attack
  roll or saving throw.
  Whenever a hostile creature starts enters your
  meditation or starts its turn there, it must make a
  Charisma saving throw. On a failed save, it must roll a
  d6 and subtract the number rolled from each attack roll
  or saving throw it makes before the end of your next
  turn. On a successful save, it is immune to this power
  for 1 day.
  IMPROVED DARK SIDE TENDRILS
  3rd-level dark side power
  Prerequisite: Dark Side Tendrils
  Casting time: 1 action
  Range: 150 feet
  Duration: Concentration, up to 1 minute
  You summon a 20-foot-radius sphere of inky
  blackness at a point within range. No light, enhanced or
  otherwise, can illuminate the area, creatures fully within
  the area are blinded, and the area is di�cult terrain.
  Any creature that starts its turn in the area takes 2d6
  necrotic damage. Any creature that ends its turn in the
  area must succeed on a Strength saving throw or take
  2d6 poison damage as tendrils of dark energy caress it.
  IMPROVED FEEDBACK
  1st-level dark side power
  Prerequisite: Feedback
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You unleash a blast of psychic energy at a target
  within range. If the target can hear you (though it need
  not understand you), it must succeed on an Intelligence
  saving throw. On a failed save, it takes 3d6 psychic
  damage and must immediately use its reaction, if
  available, to move as far as its speed allows away from
  you. The creature doesn't move into obviously
  dangerous ground, such as a �re or a pit. On a
  successful save, the target takes half as much damage
  and doesn't have to move away. A deafened creature
  automatically succeeds on the save.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, the damage increases
  by 1d6 for each slot level above 1st.
  IMPROVED FORCE BARRIER
  5th-level light side power
  Prerequisite: Force Barrier
  Casting Time: 10 minutes
  Range: 30 feet
  Duration: Instantaneous
  This power further bolsters your allies with toughness
  and resolve. Choose up to twelve creatures within
  range. Each target gains the following bene�ts:
  The becomes immune to poison and disease. Any
  currently existing poison or diseases still exist.
  The creature becomes immune to being frightened by
  powers.
  The creature’s hit point maximum and current hit points
  increase by 2d10 for the duration.
  These bene�ts last for 24 hours or until the end of
  your next long rest, whichever happens �rst.
  IMPROVED FORCE CAMOUFLAGE
  4th-level universal power
  Prerequisite: Force Camou�age
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  A willing creature you touch becomes invisible until
  the power ends. Anything the target is wearing or
  carrying is invisible as long as it is on the target’s
  person.
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  IMPROVED FORCE IMMUNITY
  6th-level universal power
  Prerequisite: Force Immunity
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Concentration, up to 1 minute
  An immobile, faintly shimmering barrier springs into
  existence in a 15-foot radius around you and remains
  for the duration. The barrier moves with you.
  Any force power of 5th level or lower cast from
  outside the barrier can't a�ect creatures or objects
  within it, even if the power is cast using a higher level
  force slot. Such a power can target creatures and
  objects within the barrier, but the power has no e�ect
  on them. Similarly, the area within the barrier is
  excluded from the areas a�ected by such powers.
  Force Potency. When you cast this power using a
  force slot of 7th level or higher, the barrier blocks
  powers of one level higher for each slot level above 6th.
  IMPROVED FORCE SCREAM
  5th-level dark side power
  Prerequisite: Force Scream
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Instantaneous
  You emit a violent scream imbued with the power of
  the Force. Each creature you choose within 30 feet of
  you must succeed on a Constitution saving throw. On a
  failed save, a creature take 5d6 psychic damage, 5d6
  sonic damage, is deafened, and is knocked prone. On a
  successful save, it takes half as much damage and isn’t
  deafened or knocked prone.
  IMPROVED HEAL
  5th-level light side power
  Prerequisite: Heal
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  A wave of healing energy washes out from a point of
  your choice within range. Choose up to six creatures in
  a 30-foot-radius sphere centered on that point. Each
  target regains hit points equal to 3d8 + your
  forcecasting ability modi�er. This power has no e�ect
  on droids or constructs.
  Force Potency. When you cast this power using a
  force slot of 6th level or higher, the healing increases by
  1d8 for each slot level above 5th.
  IMPROVED PHASESTRIKE
  5th-level universal power
  Prerequisite: Phasestrike
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Choose up to �ve creatures you can see within range.
  Make a melee force attack against each one. On hit, a
  target takes 6d10 force damage. You can then teleport
  to an unoccupied space you can see within 5 feet of one
  of the creatures you chose.
  IMPROVED PHASEWALK
  5th-level universal power
  Prerequisite: Phasewalk
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  You teleport up to 60 feet to an unoccupied space
  you can see. On each of your turns before the power
  ends, you can use a bonus action to teleport in this way
  again.
  IMPROVED RESTORATION
  5th-level light side power
  Prerequisite: Restoration
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You imbue a creature you touch with positive energy
  to undo a debilitating e�ect. You can reduce the target’s
  exhaustion level by one, or end one of the following
  e�ects on the target:
  One e�ect that charmed the target.
  One curse, including the target’s attunement to a cursed
  item.
  Any reduction to one of the target’s ability scores.
  One e�ect reducing the target’s hit point maximum.
  IMPROVED REVITALIZE
  7th-level light side power
  Prerequisite: Revitalize
  Casting Time: 10 minutes
  Range: Touch
  Duration: Instantaneous
  You return a dead creature you touch to life, provided
  that it has been dead no longer than 1 hour. If the
  creature’s soul is both willing and at liberty to rejoin the
  body, the creature returns to life with all its hit points.
  This power also neutralizes any poisons and cures
  diseases that a�ected the creature at the time it died.
  This power closes all mortal wounds and restores any
  missing body parts.
  Coming back from the dead is an ordeal. The target
  takes a -4 penalty to all attack rolls, saving throws, and
  ability checks. Every time the target �nishes a long rest,
  the penalty is reduced by 1 until it disappears.
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  INSANITY
  5th-level dark side power
  Prerequisite: Horror
  Casting Time: 1 action
  Range: Self (30-foot sphere)
  Duration: Concentration, up to 1 minute
  This power assaults and twists creatures' minds,
  spawning delusions and provoking uncontrolled action.
  Each creature in a 30-foot-radius sphere centered on
  you must succeed on a Wisdom saving throw when you
  cast this power or be a�ected by it.
  An a�ected target can't take reactions and must roll a
  d8 at the start of each of its turns to determine its
  behavior for that turn. This power has no e�ect on
  constructs or droids.
  d8   Behavior
  1
  The creature uses all its movement to move in a random
  direction. To determine the direction, roll a d8 and
  assign a direction to each die face. The creature doesn't
  take an action this turn.
  2-6 The creature doesn't move or take actions this turn.
  7-8
  The creature uses its action to make a melee attack
  against a randomly determined creature within its reach.
  If there is no creature within its reach, the creature does
  nothing this turn.
  At the end of each of its turns, an a�ected target can
  make a Wisdom saving throw. If it succeeds, this e�ect
  ends for that target.
  Force Potency. When you cast this power using a
  power slot of 6th level or higher, the radius of the
  sphere increases by 5 feet for each force slot level
  above 5th.
  KILL
  9th-level dark side power
  Prerequisite: Ruin
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You compel one creature you can see within range to
  die instantly. If the creature you choose has 100 hit
  points or fewer, it dies. Otherwise, the power has no
  e�ect.
  KNIGHT SPEED
  3rd-level universal power
  Prerequisite: Burst of Speed
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a willing creature that you can see within
  range. Until the power ends, the target's speed is
  doubled, it gains a +2 bonus to AC, it has advantage on
  Dexterity saving throws, and it gains an additional
  action on each of its turns. That action can be used only
  to take the Attack (one weapon attack only), Dash,
  Disengage, Hide, or Use an Object action.
  When the power ends, the target can't move or take
  actions until after its next turn, as a wave of lethargy
  sweeps over it.
  LIGHTNING CHARGE
  At-will dark side power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  You imbue your weapon with debilitating force
  lightning. As part of the action used to cast this power,
  you must make a melee attack with a weapon against
  one creature within the power's range, otherwise the
  power fails. On a hit, the target su�ers the attack's
  normal e�ects, and the lightning leaps from the target
  to a di�erent creature of your choice that you can see
  within 5 feet of it. The second creature takes lightning
  damage equal to your forcecasting ability modi�er.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 lightning damage to the target, and the
  lightning damage to the second creature increases to
  1d8 + your forcecasting ability modi�er. Both damage
  rolls increase by 1d8 at 11th level and 17th level.
  LOCATE CREATURE
  4nd-level universal power
  Prerequisite: Locate Object
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Describe or name a creature familiar to you. You
  sense the direction to the creature's location, as long as
  its within 1000 feet of you. If the creature is in motion,
  you know the direction of its movement. The power can
  locate a speci�c creature known to you or the nearest
  of a speci�c kind, as long as you have seen it while
  within 30 feet of it. If the creature is in a di�erent form,
  the power doesn't work. This power can't locate a
  creature if running water at least 10 feet wide blocks a
  direct path between you and the creature.
  LOCATE OBJECT
  2nd-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Describe or name an object. You sense the direction
  to the object's location, as long as its within 1000 feet of
  you. If the object is in motion, you know the direction of
  its movement. The power can locate a speci�c object
  known to you, as long as you have seen it while within
  30 feet of it. Alternatively, the power can locate the
  nearest object of a particular kind. This power can't
  locate an object if any thickness of lead blocks a direct
  path between you and the object.
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  MADDENING DARKNESS
  8th-level dark side power
  Prerequisite: Shroud of Darkness
  Casting Time: 1 action
  Range: 150 feet
  Duration: Concentration, up to 10 minutes
  Terrifying darkness spreads from a point you choose
  within range to �ll a 60-foot-radius sphere until the
  power ends. The darkness spreads around corners. A
  creature with darkvision can’t see through this
  darkness. Unenhanced light, as well as light created by
  powers of 8th level or lower, can’t illuminate the area.
  Shrieks, gibbering, and mad laughter can be heard
  within the sphere. Whenever a creature starts its turn in
  the sphere, it must make a Wisdom saving throw, taking
  8d8 psychic damage on a failed save, or half as much
  damage on a successful one.
  MASS ANIMATION
  5th-level universal power
  Prerequisite: Animate Weapon
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You snag several objects using the force and whip
  them into the air around you, controlling them to attack
  at your command. Choose up to ten unenhanced
  objects within range that are not being worn or carried.
  Medium targets count as two objects, Large targets
  count as four objects, Huge targets count as eight
  objects. You can't control any object larger than Huge.
  Each object animates and hovers near you, remaining
  within 100 feet of you for the duration. An animated
  object behaves as though it is was a construct, with AC,
  hit points, and attacks determined by its size, and a
  �ying speed of 30 feet.
  As a bonus action, you can mentally direct any object
  controlled by this power. If you control multiple objects,
  you can command any or all of them at the same time.
  You decide what action the object will take and where it
  will move. The objects act at the end of your turn. If you
  command an object to attack, it can make a single
  melee attack against a creature within 5 feet of it. It
  makes a slam attack with an attack bonus and kinetic
  damage determined by its size.
  Size
  HP
  AC
  Attack
  Tiny
  20
  16
  +6 to hit, 1d4 + 3 damage
  Small
  25
  15
  +6 to hit, 1d8 + 2 damage
  Medium
  40
  13
  +5 to hit, 2d6 + 1 damage
  Large
  50
  10
  +6 to hit, 2d10 + 2 damage
  Huge
  80
  10
  +8 to hit, 2d12 + 4 damage
  Force Potency. If you cast this power using a force
  slot of 6th level or higher, you can animate two
  additional objects for each slot level above 5th.
  MASS COERCE MIND
  6th-level universal power
  Prerequisite: Coerce Mind
  Casting Time: 1 action
  Range: 60 feet
  Duration: 24 hours
  You suggest a course of activity (limited to a sentence
  or two) and in�uence with the Force up to twelve
  creatures of your choice that you can see within range
  and that can hear and understand you. Creatures that
  can’t be charmed are immune to this e�ect. The
  suggestion must be worded in such a manner as to
  make the course of action sound reasonable. Asking
  the creature to harm itself automatically negates the
  e�ect of the power.
  Each target must make a Wisdom saving throw. On a
  failed save, it pursues the course of action you
  described to the best of its ability. The suggested
  course of action can continue for the entire duration. If
  the suggested activity can be completed in a shorter
  time, the power ends when the subject �nishes what it
  was asked to do.
  You can also specify conditions that will trigger a
  special activity during the duration. For example, you
  might suggest that a group of soldiers give all their
  money to the �rst beggar they meet. If the condition
  isn’t met before the power ends, the activity isn’t
  performed. If you or any of your companions damage a
  creature a�ected by this power, the power ends for that
  creature. This power has no e�ect on droids or
  constructs.
  Force Potency. When you cast this power using a
  7th-level force slot, the duration is 10 days. When you
  use an 8th-level force slot, the duration is 30 days.
  When you use a 9th-level force slot, the duration is a
  year and a day.
  MASS HYSTERIA
  9th-level dark side power
  Prerequisite: Hysteria
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  Drawing on the deepest fears of a group of creatures,
  you create illusory creatures in their minds, manifesting
  their worst nightmares as an implacable threat visible
  only to them. Each creature in a 30-foot-radius sphere
  is frightened for the duration of the power. At the end
  of each of the frightened creature's turns, it must
  succeed on a Wisdom saving throw or take 5d10
  psychic damage. On a successful save, the power ends
  for that creature. This power has no e�ect on droids or
  constructs.
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  MASTER BATTLE MEDITATION
  9th-level universal power
  Prerequisite: Improved Battle Meditation
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  You exude an aura out to 15 feet that boosts the
  morale and overall battle prowess you and your allies
  while simultaneously reducing the opposition's combat-
  e�ectiveness by eroding their will to �ght.
  Whenever you or a friendly creature within your
  meditation makes an attack roll or a saving throw, they
  can roll a d8 and add the number rolled to the attack
  roll or saving throw.
  Whenever a hostile creature starts enters your
  meditation or starts its turn there, it must make a
  Charisma saving throw. On a failed save, it must roll a
  d8 and subtract the number rolled from each attack roll
  or saving throw it makes before the end of your next
  turn. On a successful save, it is immune to this power
  for 1 day.
  MASTER FEEDBACK
  9th-level dark side power
  Prerequisite: Greater Feedback
  Casting Time: 1 action
  Range: 90 feet
  Duration: Instantaneous
  You unleash the power of your mind to blast the
  intellect of up to ten creatures of your choice that you
  can see within range. Creatures that have an
  Intelligence score of 2 or lower are una�ected.
  Each target must make an Intelligence saving throw.
  On a failed save, a target takes 14d6 psychic damage
  and is stunned. On a successful save, a target takes half
  as much damage and isn't stunned.
  A stunned target can make a Wisdom saving throw at
  the end of each of its turns. On a successful save, the
  stunning e�ect ends.
  MASTER FORCE BARRIER
  8th-level light side power
  Prerequisite: Improved Force Barrier
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  This power massively bolsters your allies with
  toughness and resolve. Creatures of your choice in a
  30-foot radius around you when you cast this power
  gain the following bene�ts:
  The creature sheds dim light in a 5-foot radius.
  The creature has advantage on all saving throws
  Other creatures have disadvantage on attack rolls
  against them.
  When a dark side creature hits them with a melee
  attack, that creature must make a Constitution saving
  throw or be blinded until the power ends.
  MASTER FORCE IMMUNITY
  8th-level universal power
  Prerequisite: Improved Force Immunity
  Casting Time: 1 action
  Range: Self (10-foot-radius sphere)
  Duration: Concentration, up to 1 hour
  A 10-foot-radius faintly shimmering barrier surrounds
  you. Within the sphere, powers can't be cast and
  enhanced items become mundane. Until the power
  ends, the sphere moves with you, centered on you.
  Powers and other enhanced e�ects are suppressed
  in the sphere and can't protrude into it. A slot expended
  to cast a suppressed power is consumed. While an
  e�ect is suppressed, it doesn't function, but the time it
  spends suppressed counts against its duration.
  Targeted Effects. Powers and other enhanced e�ects
  that target a creature or an object in the sphere have
  no e�ect on that target.
  Enhanced Areas. The area of another power or
  enhanced e�ect, such as force storm, can't extend into
  the sphere. If the sphere overlaps an enhanced area,
  the part of the area that is covered by the sphere is
  suppressed.
  Powers. Any active power or other enhanced e�ect
  on a creature or an object in the sphere is suppressed
  while the creature or object is in it.
  Enhanced Items. The properties and powers of
  enhanced items are suppressed in the sphere. For
  example, a +1 vibrosword in the sphere functions as an
  unenhanced vibrosword.
  An enhanced weapon's properties and powers are
  suppressed if it is used against a target in the sphere or
  wielded by an attacker in the sphere. If an enhanced
  weapon or a piece of enhanced ammunition fully leaves
  the sphere (for example, if you �re an enhanced shot or
  throw an enhanced saberspear at a target outside the
  sphere), the enhancement of the item ceases to be
  suppressed as soon as it exits.
  Enhanced Travel. Teleportation fails to work in the
  sphere, whether the sphere is the destination or the
  departure point for such enhanced travel. A portal to
  another location temporarily closes while in the sphere.
  Creatures and Objects. A creature or object
  summoned or created by powers temporarily winks out
  of existence in the sphere. Such a creature instantly
  reappears once the space the creature occupied is no
  longer within the sphere.
  Tech Override/Sever Force. Powers and enhanced
  e�ects such as sever force have no e�ect on the
  sphere. Likewise, the spheres created by di�erent
  scrambling �eld powers don't nullify each other.
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  MASTER FORCE SCREAM
  8th-level dark side power
  Prerequisite: Improved Force Scream
  Casting Time: 1 action
  Range: Self (60-foot radius)
  Duration: Instantaneous
  You emit a cacophonous scream imbued with the
  power of the Force. Each creature you choose within 60
  feet of you must succeed on a Constitution saving
  throw. On a failed save, a creature takes 6d6 psychic
  damage, 6d6 sonic damage, is deafened, knocked
  prone, and blinded for 1 minute. On a successful save,
  it takes half as much damage and isn’t deafened,
  knocked prone, or blinded by this power.
  A creature blinded by this power makes another
  Constitution saving throw at the end of each of its
  turns. On a successful save, it is no longer blinded.
  MASTER HEAL
  9th-level light side power
  Prerequisite: Greater Heal
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  A wave of healing energy washes over the creature
  you touch. The target regains all its hit points. If the
  creature is charmed, frightened, paralyzed, or stunned,
  the condition ends. If the creature is prone, it can use
  its reaction to stand up. This power has no e�ect on
  droids or constructs.
  MASTER REVITALIZE
  9th-level light side power
  Prerequisite: Improved Revitalize
  Casting Time: 1 hour
  Range: Touch
  Duration: Instantaneous
  You return a dead creature you touch to life, provided
  that it has been dead no longer than 1 day. If the
  creature’s soul is both willing and at liberty to rejoin the
  body, the creature returns to life with all its hit points.
  This power closes all wounds, neutralizes any poison,
  cures all diseases, and lifts any curses a�ecting the
  creature when it died. The power replaces damaged or
  missing organs and limbs.
  MASTER SPEED
  7th-level universal power
  Prerequisite: Knight Speed
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose up to two willing creatures that you can see
  within range. Until the power ends, each targets' speed
  is doubled, they gain a +2 bonus to AC, they have
  advantage on Dexterity saving throws, and they gain an
  additional action on each of their turns. That action can
  be used only to take the Attack (one weapon attack
  only), Dash, Disengage, Hide, or the Use an Object
  Action.
  When the power ends, each target can't move or take
  actions until after its next turn, as a wave of lethargy
  sweeps over it.
  Force Potency. When you cast this power using a
  force slot of 8th-level or higher, you can target one
  additional creature for each slot level above 7th.
  MIND BLANK
  8th-level universal power
  Prerequisite: Mind Trap
  Casting Time: 1 action
  Range: Touch
  Duration: 24 hours
  Until the power ends, one willing creature you touch
  is immune to psychic and sonic damage, any e�ect that
  would sense its emotions or read its thoughts, and the
  charmed condition. The power foils powers or e�ects of
  similar power used to a�ect the target’s mind or to gain
  information about the target.
  MIND SPIKE
  2nd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  Choose one creature you can see. The target must
  make a Wisdom saving throw. A creature takes 3d8
  psychic damage on a failed save, or half as much
  damage on a successful one. Additionally, on a failed
  save, you always know the target's location, but only
  while the two of you are on the same planet. The target
  can't become hidden from you, and if it's invisible, it
  gains no bene�ts from this condition against you. This
  power has no e�ect on droids or constructs.
  MIND TRAP
  4th-level universal power
  Prerequisite: Force Confusion
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to trap the mind of your target in a
  psychic cage. The target must make a Charisma saving
  throw. On a failed save, the creature's mind is trapped.
  It can think, but it can't have any contact with or
  perceive the outside world. If the creature takes
  damage, it makes another Charisma save. On a success,
  the power ends. This power has no e�ect on droids or
  constructs.
  Force Potency. When you cast this power using a
  force slot of 6th level or higher, after 1 minute of
  concentration the power's duration becomes 24 hours
  and it no longer requires your concentration.
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  MIND TRICK
  At-will universal power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a target within range that isn't hostile toward
  you. The target must make a Wisdom saving throw. On
  a failed save, the target has disadvantage on Wisdom
  (Perception) and Intelligence (Investigation) checks.
  On a successful save, the creature realizes that you
  tried to use the Force to in�uence its awareness and
  becomes hostile toward you. A creature prone to
  violence might attack you. Another creature might seek
  retribution in other ways (at the DM's discretion),
  depending on the nature of your interaction with it. This
  power has no e�ect on droids or constructs.
  NECROTIC CHARGE
  At-will dark side power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and you can choose to deal up to 1d8 of
  necrotic damage, which you su�er as well. This damage
  can't be reduced or negated in any way.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 necrotic damage to the target, and you can
  increase the secondary damage to 2d8. Both damage
  rolls increase by 1d8 at 11th level and 17th level.
  PHASESTRIKE
  1st-level universal power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  Until the power ends, your movement doesn't
  provoke opportunity attacks.
  Once before the power ends, you can give yourself
  advantage on one weapon attack roll on your turn. That
  attack deals an extra 1d8 force damage on a hit.
  Whether you hit or miss, your walking speed increases
  by 30 feet until the end of that turn.
  PHASEWALK
  2nd-level universal power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Instantaneous
  You teleport up to 30 feet to an unoccupied space
  that you can see.
  PLAGUE
  3rd-level dark side power
  Prerequisite: A�iction
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose up to six creatures of your choice in a 40-foot
  cube within range. Each target must succeed on a
  Constitution saving throw or be a�ected by this power
  for the duration.
  An a�ected target's speed is halved, it takes a -2
  penalty to AC and Dexterity saving throws, and it can't
  use reactions. On its turn, it can use either an action or
  a bonus action, not both. Regardless of the creature's
  abilities or items, it can't make more than one melee or
  ranged attack during its turn.
  If the creature attempts to cast a power with a casting
  time of 1 action, roll a d20. On an 11 or higher, the
  power doesn't take e�ect until the creature's next turn,
  and the creature must use its action on that turn to
  complete the power. If it can't, the power is wasted.
  A creature a�ected by this power makes another
  Wisdom saving throw at the end of its turn. On a
  successful save, the e�ect ends for it.
  PLANT SURGE
  3rd-level light side power
  Casting Time: 1 action or 8 hours
  Range: 150 feet
  Duration: Instantaneous
  If you cast this power using 1 action, all normal plants
  in a 100-foot radius centered on a point become
  overgrown. Moving through the area spends 4 feet of
  movement for every 1 foot moved. You can exclude
  areas of any size within the power's area from being
  a�ected.
  If you cast this power over 8 hours, all plants in a half-
  mile radius centered on a point yield twice the normal
  amount of food when harvested for 1 year.
  PRECOGNITION
  9th-level universal power
  Prerequisite: Danger Sense
  Casting Time: 1 minute
  Range: Self
  Duration: 8 hours
  Your mastery of the force gives you a limited ability to
  see into the immediate future. For the duration, you
  can't be surprised and you have advantage on attack
  rolls, ability checks, and saving throws. Additionally,
  other creatures have disadvantage on attack rolls
  against you for the duration.
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  PROJECT
  1st-level light side power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You lift three piles of debris or small objects from the
  ground and hurl them. Each pile hits a creature of your
  choice that you can see within range. The pile deals
  1d4+1 force damage to its target. The piles all strike
  simultaneously and you can direct them to hit one
  creature or several.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, you lift and throw an
  additional pile of debris for each slot level above 1st.
  PSYCHIC CHARGE
  At-will dark side power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and its mouth is covered by a violet veil until the
  start of your next turn. If the target willingly speaks
  before then, it immediately takes 1d8 psychic damage,
  and the power ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 psychic damage to the target, and the
  damage the target takes for speaking increases to 2d8.
  Both damage rolls increase by 1d8 at 11th level and
  17th level.
  RAGE
  6th-level dark side power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You endow yourself with endurance and martial
  prowess fueled by the Force. Until the power ends, you
  can't cast powers, and you gain the following bene�ts:
  You gain 50 temporary hit points. If any of these remain
  when the power ends, they are lost.
  You have advantage on attack rolls that you make with
  lightweapons and vibroweapons.
  When you hit a target with a weapon attack, that target
  takes an extra 2d12 force damage.
  You have pro�ciency with all armor, lightweapons, and
  vibroweapons.
  You have pro�ciency in Strength and Constitution
  saving throws.
  You can attack twice, instead of once, when you take the
  Attack action on your turn. You ignore this bene�t if you
  already have a feature, like Extra Attack, that gives you
  extra attacks.
  Immediately after the power ends, you must succeed
  on a DC 15 Constitution saving throw or su�er one level
  of exhaustion.
  REMOVE CURSE
  3rd-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  At your touch, all curses a�ecting one creature or
  object end. If the object is a cursed enhanced item, its
  curse remains, but the power breaks its owner's
  attunement to the object so it can be removed or
  discarded.
  RESCUE
  2nd-level universal power
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: Instantaneous
  You pull one willing ally you can see within 30 feet of
  you to an unoccupied space within 5 feet of you. The
  target must use their reaction to accept the pull.
  RESISTANCE
  At-will universal power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You touch one willing creature. Once before the
  power ends, the target can roll a d4 and add the
  number rolled to one saving throw of its choice. It can
  roll the die before or after the saving throw. The power
  then ends.
  RESTORATION
  2nd-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You touch a creature and end either one disease or
  one condition a�icting it. The condition can be blinded,
  deafened, paralyzed, or poisoned.
  REVITALIZE
  5th-level light side power
  Prerequisite: Spare the Dying
  Casting Time: 1 minute
  Range: Touch
  Duration: Instantaneous
  You return a dead creature you touch to life, provided
  that it has been dead no longer than 10 minutes. If the
  creature's soul is both willing and at liberty to rejoin the
  body, the creature returns to life with 1 hit point.
  This power also neutralizes any poisons and cures
  diseases that a�ected the creature at the time it died.
  This power closes all mortal wounds, but it doesn't
  restore missing body parts. If the creature is lacking
  body parts or organs integral for its survival—its head,
  for instance—the power automatically fails.
  Coming back from the dead is an ordeal. The target
  takes a -4 penalty to all attack rolls, saving throws, and
  ability checks. Every time the target �nishes a long rest,
  the penalty is reduced by 1 until it disappears.
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  RUIN
  7th-level dark side power
  Prerequisite: Wound
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You channel the dark side of the Force to desecrate a
  creature you can see within range, causing waves of
  intense pain to assail it. If the target has 100 hit points
  or fewer, it is subject to crippling pain. Otherwise, the
  power has no e�ect on it.
  While the target is a�ected by crippling pain, any
  speed it has can be no higher than 10 feet. The target
  also has disadvantage on attack rolls, ability checks, and
  saving throws, other than Constitution saving throws.
  Finally, if the target tries to cast a power, it must �rst
  succeed on a Constitution saving throw, or the casting
  fails and the power is wasted.
  A target su�ering this pain can make a Constitution
  saving throw at the end of each of its turns. On a
  successful save, the pain ends.
  SABER REFLECT
  At-will universal power
  Casting Time: 1 reaction, which you take in response to
  being hit by a ranged attack
  Range: Self
  Duration: Instantaneous
  In response to being attacked, you raise your weapon
  to attempt to de�ect. When you you use this power, the
  damage you take from the attack is reduced by 1d6. If
  you reduce the damage to 0, you're wielding a
  lightweapon or vibroweapon, and the damage is energy
  or ion, you can re�ect the attack at a target within range
  as part of the same reaction. Make a ranged force
  attack at a target you can see. The attack has a normal
  range of 20 feet and a long range of 60 feet. On a hit,
  the target takes the triggering attack's normal damage.
  The power's damage reduction increases by 1d6
  when you reach 5th level (2d6), 11th level (3d6), and
  17th level (4d6).
  SABER THROW
  At-will universal power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  As a part of the action used to cast this power, you
  must make a ranged force attack with a lightweapon or
  vibroweapon against one target within the power's
  range, otherwise the power fails. On a hit, the target
  takes 1d8 damage of the same type as the weapon's
  damage. The weapon then immediately returns to your
  hand.
  This power can hit multiple targets when you reach
  higher levels: two targets at 5th level, three targets at
  11th level, and four targets at 17th level. Each target
  must be within 30 feet of the previous target, you must
  make a separate attack roll for each target, and the last
  target must be no further than 30 feet away from you.
  You can not hit the same target twice in succession.
  SABER WARD
  At-will universal power
  Casting Time: 1 action
  Range: Self
  Duration: Instantaneous
  You take a defensive stance. Until the end of your
  next turn, you have resistance against kinetic and
  energy damage dealt by weapons.
  SANCTUARY
  1st-level light side power
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: 1 minute
  Until the power ends, any creature who targets the
  warded creature with an attack, a harmful power, or a
  hostile action must �rst make a Wisdom saving throw.
  On a failed save, the creature must choose a new target
  or lose the attack or power. This power doesn't protect
  the warded creature from area e�ects.
  If the warded creature makes an attack, casts a
  power that a�ects an enemy creature, or takes a hostile
  action this power ends.
  SAP VITALITY
  1st-level dark side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  Make a melee force attack against a creature you can
  reach. On a hit, the target takes 3d10 necrotic damage.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, the damage increases
  by 1d10 for each slot level above 1st.
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  SCOURGE
  6th-level dark side power
  Prerequisite: Plague
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  For the power’s duration, your eyes become an inky
  void imbued with dread power. One creature of your
  choice within 60 feet of you that you can see must
  succeed on a Constitution saving throw or be a�ected
  by one of the following e�ects of your choice for the
  duration. On each of your turns until the power ends,
  you can use your action to target another creature but
  can’t target a creature again if it has succeeded on a
  saving throw against this casting of scourge.
  Asleep. The target falls unconscious. It wakes up if it
  takes any damage or if another creature uses its action
  to shake the sleeper awake.
  Panicked. The target is frightened of you. On each of
  its turns, the frightened creature must take the Dash
  action and move away from you by the safest and
  shortest available route, unless there is nowhere to
  move. If the target moves to a place at least 60 feet
  away from you where it can no longer see you, this
  e�ect ends.
  Sickened. The target has disadvantage on attack rolls
  and ability checks. At the end of each of its turns, it can
  make another Wisdom saving throw. If it succeeds, the
  e�ect ends.
  SENSE EMOTION
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You attune your senses to pick up the emotions of
  others for the duration. When you cast the power, and
  as your action on each turn until the power ends, you
  can focus your senses on one humanoid you can see
  within 30 feet of you. You instantly learn the target’s
  prevailing emotion, whether it’s love, anger, pain, fear,
  calm, or something else. If the target isn’t actually
  humanoid or it is immune to being charmed, you sense
  that it is calm.
  SENSE FORCE
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  For the duration, you sense the use of the Force, or
  its presence in an inanimate object within 30 feet of
  you. If you sense the Force in this way, you can use your
  action to determine the direction from which it
  originates and, if it's in line of sight, you see a faint aura
  around the person or object from which the Force
  emanates.
  Force Potency. When you cast this power using a
  3rd-level force slot, the range increases to 60 feet.
  When you use a 5th-level force slot, the range increases
  to 500 feet. When you use a 7th-level force slot, the
  range increases to 1 mile. When you use a 9th-level
  force slot, the range increases to 10 miles.
  SEVER FORCE
  3rd-level universal power
  Casting Time: 1 reaction
  Range: 60 feet
  Duration: Instantaneous
  You attempt to interrupt a creature in the process of
  casting a force power. If the creature is casting a power
  of 3rd level or lower, its power fails and has no e�ect. If
  it is casting a power of 4th level or higher, make an
  ability check using your forcecasting ability. The DC
  equals 10 + the power’s level. On a success, the
  creature’s power fails and has no e�ect.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, the interrupted power
  has no e�ect if its level is less than or equal to the level
  of the force slot you used.
  SHARE LIFE
  3rd-level light side power
  Prerequisite: Give Life
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  You sacri�ce some of your health to mend another
  creature’s injuries. You take 4d8 necrotic damage, and
  one creature of your choice that you can see within
  range regains a number of hit points equal to twice the
  necrotic damage you take. This power has no e�ect on
  droids or constructs.
  Force Potency. When you cast this power using a
  force slot of 4th level or higher, the damage increases
  by 1d8 for each slot level above 3rd.
  SHOCK
  At-will dark side power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You hurl a bolt of lightning at a target within range,
  making a ranged power attack. On a hit, the target
  takes 1d10 lightning damage. The lightning ignites
  �ammable objects in the area that aren’t being worn or
  carried.
  This power's damage increases by 1d10 when you
  reach 5th level (2d10), 11th level (3d10), and 17th level
  (4d10).
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  SHOCKING SHIELD
  4th-level dark side power
  Prerequisite: Shock
  Casting Time: 1 action
  Range: Self
  Duration: 10 minutes
  Lightning courses in a sphere surrounding your body,
  shedding bright light in a 10-foot radius and dim light
  for an additional 10 feet. You can use your action to end
  the power early.
  Whenever a creature within 5 feet of you hits you
  with a melee attack, it takes 2d8 lightning damage.
  SHROUD OF DARKNESS
  4th-level dark side power
  Prerequisite: Darkness
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You become heavily obscured to others. Dim light
  within 10 feet of you becomes darkness, and bright
  light becomes dim light.
  Until the power ends, you have resistance to force
  damage. In addition, whenever a creature within 10 feet
  of you hits you with an attack, it takes 2d8 necrotic
  damage.
  SIPHON LIFE
  5th-level dark side power
  Prerequisite: Drain Life
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  A tendril of inky darkness reaches out from you,
  touching a creature you can see within range to drain
  life from it. The target must make a Dexterity saving
  throw. On a successful save, the target takes 2d8
  necrotic damage, and the power ends. On a failed save,
  the target takes 4d8 necrotic damage, and until the
  power ends, you can use your action on each of your
  turns to automatically deal 4d8 necrotic damage to the
  target. The power ends if you use your action to do
  anything else, if the target is ever outside the power's
  range, or if the target has total cover from you.
  Whenever the power deals damage to a target, you
  regain hit points equal to half the amount of necrotic
  damage the target takes.
  Force Potency. When you cast this power using a
  force slot of 6th level or higher, the damage increases
  by 1d8 for each slot level above 5th.
  SKILL EMPOWERMENT
  5th-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  Your power with the Force deepens a creature's
  understanding of its own talent. You touch one willing
  creature and give it expertise in one skill of your choice;
  until the power ends, the creature doubles its
  pro�ciency bonus for ability checks it makes that use
  the chosen skill.
  You must choose a skill in which the target is
  pro�cient and that isn't already bene�ting from an
  e�ect, such as Expertise, that doubles its pro�ciency
  bonus.
  SLOW
  At-will dark side power
  Casting Time: 1 action
  Range: 15 feet
  Duration: 1 hour
  A hostile creature of your choice must make a
  Constitution saving throw. On a failed save, the target's
  speed decreases by 10 feet until the power ends.
  The target's speed decreases by 5 more feet when
  you reach 5th level (15 feet), 11th level (20 feet), and
  17th level (25 feet).
  SLOW DESCENT
  1st-level universal power
  Casting Time: 1 reaction, which you take when you or a
  creature within 60 feet of you falls
  Range: 60 feet
  Duration: 1 minute
  Choose up to �ve falling creatures within range. A
  falling creature's rate of descent slows to 60 feet per
  round until the power ends. If the creature lands before
  the power ends, it takes no falling damage and can land
  on its feet, and the power ends for that creature.
  SONIC CHARGE
  At-will universal power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and you begin to emanate a disturbing hum
  until the start of your next turn. If a hostile creature
  ends its turn within 5 feet of you, it takes 1d4 sonic
  damage.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 sonic damage to the target, and the
  secondary damage increases by 1d4. Both damage rolls
  increase by 1d8 and 1d4, respectively, at 11th level and
  17th level.
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  SPARE THE DYING
  At-will light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You touch a living creature that has 0 hit points. The
  creature becomes stable. This power has no e�ect on
  droids or constructs.
  STASIS
  5th-level light side power
  Prerequisite: Stun
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  Choose up to 3 creatures that you can see within
  range. Each target must succeed on a Wisdom saving
  throw or be paralyzed for the duration. This power has
  no e�ect on droids or constructs. At the end of each of
  its turns, a target can make another Wisdom saving
  throw. On a success, the power ends on the target.
  Force Potency. When you cast this power using a
  force slot of 6th level or higher, you can target an
  additional creature for each slot level above 5th.
  STASIS FIELD
  8th-level light side power
  Prerequisite: Stasis
  Casting Time: 1 action
  Range: 120 feet (30-foot cube)
  Duration: Concentration, up to 1 minute
  Choose a target that you can see within range. Each
  creature must succeed on a Wisdom saving throw or be
  paralyzed for the duration. This power has no e�ect on
  droids or constructs. At the end of each of a target's
  turns, it can make another Wisdom saving throw. On a
  success, the power ends on the target.
  Force Potency. When you cast this power using a
  force slot of 9th level, the size of the cube increases to
  40 feet.
  STUN
  2nd-level light side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within range. The
  target must succeed on a Wisdom saving throw or be
  paralyzed for the duration. At the end of each of its
  turns, the target can make another Wisdom saving
  throw. On a success, the power ends on the target.
  STUN DROID
  2nd-level light side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Choose a droid that you can see within range. The
  target must succeed on a Constitution saving throw or
  be paralyzed for the duration. At the beginning of each
  of its turns, the droid takes energy damage equal to
  your forcecasting ability modi�er. At the end of each of
  its turns, the target can make another Wisdom saving
  throw. On a success, the power ends on the target.
  TELEKINESIS
  5th-level universal power
  Prerequisite: Force Throw
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 10 minutes
  You gain the ability to move or manipulate creatures
  and objects with the Force. When you cast this power,
  and as your action each round for the duration, you can
  exert your will on one creature or object that you can
  see within range, causing the appropriate e�ect below.
  You can a�ect the same target round after round, or
  choose a new one at any time. If you switch targets, the
  prior target is no longer a�ected by the power.
  Creature. You can try to move a Huge or smaller
  creature. The target must make a Strength saving
  throw. On a failed save, you move the creature up to 30
  feet in any direction, including upward but not beyond
  the range of this power. Until the end of your next turn,
  the creature is restrained in your telekinetic grip. A
  creature lifted upward is suspended in mid-air.
  On subsequent rounds, you can use your action to
  attempt to maintain your telekinetic grip on the
  creature by repeating the contest.
  Object. You move an object that isn't being worn or
  carried and weighs up to 1,000 lbs up to 30 feet in any
  direction, but not beyond the range of this power.
  You can exert �ne control on objects with your
  telekinetic grip, such as manipulating a simple tool,
  opening a door or a container, stowing or retrieving an
  item from an open container, or pouring the contents
  from a vial.
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  TELEKINETIC BURST
  6th-level light side power
  Prerequisite: Telekinetic Storm
  Casting Time: 1 action
  Range: Self (60-foot line)
  Duration: Concentration, up to 1 minute
  A beam of Force energy �ashes out from your hand
  in a 5-foot-wide, 60-foot-long line. Each creature in the
  line must make a Constitution saving throw. On a failed
  save, a creature takes 8d6 force damage and is knocked
  prone. On a successful save, it takes half as much
  damage and isn't knocked prone.
  You can create a new telekinetic gust as your action
  on your turn until the power ends.
  Force Potency. When you cast this power using a
  force slot of 7th level or higher, the damage increases
  by 2d6 for each slot level above 6th.
  TELEKINETIC STORM
  3rd-level light side power
  Prerequisite: Turbulence
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Concentration, up to 1 minute
  You stir the force around you, creating a turbulent
  �eld of telekinetic energy that bu�ets enemies around
  you. The �eld extends out to a distance of 15 feet
  around you for the duration.
  When you cast this power, you can designate any
  number of creatures you can see to be una�ected by it.
  An a�ected creature's speed is halved in the area, and
  when the creature enters the area for the �rst time on a
  turn or starts its turn there, it must make a Constitution
  saving throw. On a failed save, the creature takes 3d8
  force damage. On a successful save, the creature takes
  half as much damage.
  Force Potency. When you cast this power using a
  force power slot of 4th level or higher, the damage
  increases by 1d8 for each slot level above 3rd.
  TELEKINETIC WAVE
  8th-level light side power
  Prerequisite: Telekinetic Burst
  Casting Time: 1 action
  Range: 150 feet
  Duration: Instantaneous
  You manipulate the Force in a 60-foot radius
  centered on a point you choose within range. Each
  creature in that area must make a Constitution saving
  throw. On a failed save, a creature takes 12d6 force
  damage, is knocked prone, and moved 5 feet in a
  direction of your choice. On a successful save, it takes
  half as much damage and isn't knocked prone or
  moved.
  Force Potency. When you cast this power using a
  force slot of 9th level, the damage increases by 2d6.
  TREMOR
  1st-level universal power
  Prerequisite: Burst
  Casting Time: 1 action
  Range: 10 feet
  Duration: Instantaneous
  You cause a tremor in the ground within range. Each
  creature other than you in a 5-foot-radius sphere
  centered on that point must make a Dexterity saving
  throw. On a failed save, a creature takes 1d6 kinetic
  damage and is knocked prone. If the ground in that
  area is loose earth or stone, it becomes di�cult terrain
  until cleared, with each 5-foot-diameter portion
  requiring at least 1 minute to clear by hand.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, the damage increases
  by 1d6 for each slot level above 1st.
  TRUE SIGHT
  6th-level universal power
  Prerequisite: Force Sight
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  You shift your vision to see through use of the Force,
  giving you the ability to see things as they actually are.
  For the duration, you have truesight and notice secret
  doors hidden by powers, all out to a range of 120 feet.
  TURBULENCE
  At-will light side power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  Choose one creature, or choose two creatures that
  are within 5 feet of each other, within range. A target
  must succeed on a Dexterity saving throw or take 1d6
  force damage.
  This power's damage increases by 1d6 when you
  reach 5th, 11th, and 17th level.
  VALOR
  1st-level light side power
  Prerequisite: Guidance
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You bless up to three creatures of your choice within
  range. Whenever a target makes an attack roll or a
  saving throw before the power ends, the target can roll
  a d4 and add the number rolled to the attack roll or
  saving throw.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, you can target one
  additional creature for each slot level above 1st.
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  WALL OF LIGHT
  6th-level light side power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 10 minutes
  You conjure an immense manifestation of destructive
  light side Force energy. The wall appears within range
  and lasts for the duration. You can make a straight wall
  up to 100 feet long, 20 feet high, and 5 feet thick, or a
  ringed wall up to 60 feet in diameter, 20 feet high, and 5
  feet thick. The wall provides three-quarters cover and
  its space is di�cult terrain.
  When a creature enters the wall's area for the �rst
  time on a turn or starts its turn there, it must make a
  Dexterity saving throw. On a failed save, the creature
  takes 6d10 force damage, or half as much on a success.
  WHIRLWIND
  7th-level universal power
  Casting Time: 1 action
  Range: 300 feet
  Duration: Concentration, up to 1 minute
  A whirlwind howls down to a point that you can see
  on the ground within range. The whirlwind is a 10-foot-
  radius, 30-foot-high cylinder centered on that point.
  Until the power ends, you can use your action to move
  the whirlwind up to 30 feet in any direction along the
  ground. The whirlwind sucks up any Medium or smaller
  objects that aren’t secured to anything and that aren’t
  worn or carried by anyone.
  A creature must make a Dexterity saving throw the
  �rst time on a turn that it enters the whirlwind or that
  the whirlwind enters its space, including when the
  whirlwind �rst appears. A creature takes 10d6 kinetic
  damage on a failed save, or half as much damage on a
  successful one. In addition, a Large or smaller creature
  that fails the save must succeed on a Strength saving
  throw or become restrained in the whirlwind until the
  power ends. When a creature starts its turn restrained
  by the whirlwind, the creature is pulled 5 feet higher
  inside it, unless the creature is at the top. A restrained
  creature moves with the whirlwind and falls when the
  power ends, unless the creature has some means to
  stay aloft.
  A restrained creature can use an action to make a
  Strength or Dexterity check against your force save DC.
  If successful, the creature is no longer restrained by the
  whirlwind and is hurled 3d6x10 feet away from it in a
  random direction.
  WOUND
  1st-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You make a piercing gesture at a creature within
  range. Make a ranged force attack against the target.
  On a hit, the target takes 2d8 necrotic damage and
  must make a Constitution saving throw. On a failed
  save, it is also poisoned until the end of your next turn.
  Force Potency. When you cast this power using a
  force slot of 2nd level or higher, the damage increases
  by 1d8 for each slot level above 1st.
  WRACK
  6th-level dark side power
  Prerequisite: Plague
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You wrack the body of a creature that you can see
  with a virulent, disease-like condition. The target must
  make a Constitution saving throw. On a failed save, it
  takes 14d6 necrotic damage, or half as much damage
  on a successful save. The damage can't reduce the
  target's hit points below 1. If the target fails the saving
  throw, its hit point maximum is reduced for 1 hour by
  an amount equal to the necrotic damage it took. Any
  e�ect that removes a disease allows a creature's hit
  point maximum to return to normal before that time
  passes.
  Force Potency. If you cast this power using a force
  slot of 7th level or higher, the power deals an extra 2d6
  damage for each slot level above 6th.
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  CHAPTER 12: TECH POWERS
  AT-WILL
  Acid Splash
  Acidic Strike*
  Assess the Situation
  Combustive Shot*
  Cryogenic Burst
  Electrical Burst
  Electroshock
  Encrypted Message
  Illusory Strike*
  Ion Blast
  Ionic Strike*
  Jet of Flame
  Light
  Mending
  Minor Hologram
  Mobile Lights
  On/O�*
  Poison Spray
  Rime Shot
  Rime Strike*
  Sonic Shot*
  Sonic Strike*
  Storming Shot
  Targeting Shot*
  Temporary Boost
  Venomous Strike*
  Vortex Shot
  Ward
  Warding Shot*
  1ST-LEVEL
  Absorb Energy
  Alarm
  Analyze
  Condense/Vaporize*
  Cryogenic Blast
  Decryption Program*
  Detect Enhancement
  Element of Surprise
  Energy Shield
  Expeditious Retreat
  Flame Sweep
  Flash*
  Gleaming Outline
  Hologram
  Holographic Disguise*
  Homing Rockets
  Ionic Bond
  Kolto Pack
  Oil Slick
  Overload
  Poison Dart*
  Repair Droid
  Ring of Fire
  Smoke Cloud*
  Spot the Weakness
  Stack the Deck
  Tactical Barrier
  Target Lock
  Toxin Scan
  Tracer Bolt
  Tracker Droid Interface
  Tranquilizer
  Translation Program*
  2ND-LEVEL
  Acid Dart
  Charge Power Cell
  Cryogenic Volley
  Concealed Caltrops*
  Darkvision
  Detect Invisibility
  Detect Traps
  Electromesh
  Hold Droid
  Implant Message
  In�ltrate
  Lock
  Magnetic Hold*
  Magnetic Field*
  Mirror Image
  Motivator Boost*
  Overheat
  Paralyze Humanoid
  Pyrotechnics
  Release
  Scorching Ray
  Shared Shielding
  Shatter
  Smuggle
  Toxin Purge
  Translocate
  Truth Serum*
  3RD-LEVEL
  Cryogenic Suspension
  Debilitating Gas
  Diminish Tech
  Enhance Weapon
  Explosion
  Fabricate Trap*
  Flaming Shots
  Greater Hologram
  Greater Light
  Invisibility to Cameras
  Kolto Cloud
  Protection from Energy
  Scramble Interface*
  Sabotage Charges
  Sending
  Slow-release Medpac
  Tactical Advantage
  Tech Override
  4TH-LEVEL
  Ballistic Shield
  Cloaking Screen
  Corrosive Sphere
  Cryogenic Storm
  De�brillate*
  Elemental Accelerant
  Holding Cell*
  Illusory Terrain*
  Kolto Reserve
  Salvo
  Scan Area*
  Sensor Probe
  Synchronicity
  5TH-LEVEL
  Cryogenic Spray
  Friendly Fire*
  Greater Analyze*
  Group Hologram
  Immolate
  Mass Repair Droid
  Mislead
  Override Interface*
  Paralyze Creature
  Greater Translocate
  Shutdown
  Toxic Cloud
  6TH-LEVEL
  Carbon Fog*
  Carbonite
  Contingency
  Disperse Energy
  Disintegrate
  Find the Path
  Firestorm
  Kolto Infusion
  Programmed Illusion
  Scrambling Shield
  Security Protocols
  7TH-LEVEL
  Cage
  Delayed Explosion
  Greater Sabotage Charges
  Neurotoxin
  Project Hologram
  Tactical Superiority
  8TH-LEVEL
  Antipathy/Sympathy
  Energizing Aura
  Incendiary Cloud
  Scrambling Field
  Stun
  9TH-LEVEL
  Carbonite Explosion*
  Greater Explosion
  Greater Salvo
  Invulnerability
  Kolto Waves
  Preparedness
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  ABSORB ENERGY
  1st-level tech power
  Casting Time: 1 reaction, which you take when you take
  acid, cold, energy, �re, ion, kinetic, lightning, or sonic
  damage
  Range: Self
  Duration: 1 round
  The power captures some of the incoming energy,
  lessening its e�ect on you and storing it for your next
  melee attack. You have resistance to the triggering
  damage type until the start of your next turn. Also, the
  �rst time you hit with a melee attack on your next turn,
  the target takes an extra 1d6 damage of the triggering
  type, and the power ends.
  Overcharge Tech. When you cast this power using a
  power slot of 2nd level or higher, the extra damage
  increases by 1d6 for each slot level above 1st.
  ACID DART
  2nd-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Instantaneous
  A shimmering green dart streaks toward a target
  within range and bursts in a spray of acid. Make a
  ranged tech attack against the target. On a hit, the
  target takes 4d4 acid damage immediately and 2d4 acid
  damage at the end of its next turn. On a miss, the dart
  splashes the target with acid for half as much of the
  initial damage and no damage at the end of its next
  turn.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, the damage (both initial
  and later) increases by 1d4 for each slot level above
  2nd.
  ACID SPLASH
  At-will tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You emit a burst of acid. Choose one creature within
  range, or choose two creatures within range that are
  within 5 feet of each other. A target must succeed on a
  Dexterity saving throw or take 1d6 acid damage.
  This power's damage increases by 1d6 when you
  reach 5th level (2d6), 11th level (3d6), and 17th level
  (4d6).
  ACIDIC STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and it becomes sheathed in a thick acidic slime
  until the start of your next turn. Until the start of your
  next turn, if the target succeeds in grappling or
  maintaining a grapple, the slime is pressed into its
  body, causing it to immediately take 1d8 acid damage.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 acid damage to the target, and the damage
  the target takes for taking grappling or maintaining a
  grapple increases to 2d8. Both damage rolls increase by
  1d8 at 11th level and 17th level.
  ALARM
  1st-level tech power
  Casting Time: 1 minute
  Range: 30 feet
  Duration: 8 hours
  You set an alarm against unwanted intrusion. Choose
  a door, a window, or an area within range that is no
  larger than a 20-foot cube. Until the power ends, an
  alarm alerts you whenever a Tiny or larger creature
  touches or enters the warded area. When you cast the
  power, you can designate creatures that won't set o�
  the alarm. You also choose whether the alarm is mental
  or audible.
  A silent alarm alerts you with a ping in your mind if
  you are within 1 mile of the warded area. This ping
  awakens you if you are sleeping.
  An audible alarm produces the sound of a hand bell
  for 10 seconds within 60 feet.
  ANALYZE
  1st-level tech power
  Casting Time: 1 minute
  Range: Touch
  Duration: Instantaneous
  You choose one object that you must touch
  throughout the casting of the power. If it is an
  enhanced or modi�ed item, you learn its properties and
  how to use them, whether it requires attunement to
  use, and how many charges it has, if any. You learn
  whether any powers are a�ecting the item and what
  they are. If the item was created by a power, you learn
  which power created it.
  If you instead touch a creature throughout the
  casting, you learn what tech powers, if any, are
  currently a�ecting it.
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  ANTIPATHY/SYMPATHY
  8th-level tech power
  Casting Time: 1 hour
  Range: 60 feet
  Duration: 10 days
  This power attracts or repels creatures of your
  choice. You target something within range, either a
  Huge or smaller object or creature or an area that is no
  larger than a 200-foot cube. Then specify a kind of
  intelligent creature, such as rancors, kath hounds, or
  twi'leks. You invest the target with an aura that either
  attracts or repels the speci�ed creatures for the
  duration. Choose antipathy or sympathy as the aura's
  e�ect.
  Antipathy. The enchantment causes creatures of the
  kind you designated to feel an intense urge to leave the
  area and avoid the target. When such a creature can
  see the target or comes within 60 feet of it, the creature
  must succeed on a Wisdom saving throw or become
  frightened. The creature remains frightened while it can
  see the target or is within 60 feet of it. While frightened
  by the target, the creature must use its movement to
  move to the nearest safe spot from which it can't see
  the target. If the creature moves more than 60 feet
  from the target and can't see it, the creature is no
  longer frightened, but the creature becomes frightened
  again if it regains sight of the target or moves within 60
  feet of it.
  Sympathy. The enchantment causes the speci�ed
  creatures to feel an intense urge to approach the target
  while within 60 feet of it or able to see it. When such a
  creature can see the target or comes within 60 feet of it,
  the creature must succeed on a Wisdom saving throw
  or use its movement on each of its turns to enter the
  area or move within reach of the target. When the
  creature has done so, it can't willingly move away from
  the target.
  If the target damages or otherwise harms an a�ected
  creature, the a�ected creature can make a Wisdom
  saving throw to end the e�ect, as described below.
  Ending the Effect. If an a�ected creature ends its
  turn while not within 60 feet of the target or able to see
  it, the creature makes a Wisdom saving throw. On a
  successful save, the creature is no longer a�ected by
  the target and recognizes the feeling of repugnance or
  attraction as unnatural. In addition, a creature a�ected
  by the power is allowed another Wisdom saving throw
  every 24 hours while the power persists.
  A creature that successfully saves against this e�ect is
  immune to it for 1 minute, after which time it can be
  a�ected again.
  ASSESS THE SITUATION
  At-will tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  You take a sensory snapshot of a target within range.
  Your tech grants you a brief insight into the target's
  defenses. You have advantage on the next attack roll
  you make against the target before the end of your next
  turn.
  BALLISTIC SHIELD
  4th-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  A �ickering blue shield surrounds your body. Until the
  power ends, you have resistance to kinetic and energy
  damage.
  CAGE
  7th-level tech power
  Casting Time: 1 action
  Range: 100 feet
  Duration: 1 hour
  An immobile, Invisible, cube-shaped prison
  composed of energy springs into existence around an
  area you choose within range. The prison can be a cage
  or a solid box as you choose.
  A prison in the shape of a cage can be up to 20 feet
  on a side and is made from 1/2-inch diameter bars
  spaced 1/2 inch apart.
  A prison in the shape of a box can be up to 10 feet on
  a side, creating a solid barrier that prevents any matter
  from passing through it and blocking any powers cast
  into or out of the area.
  When you cast the power, any creature that is
  completely inside the cage's area is trapped. Creatures
  only partially within the area, or those too large to �t
  inside the area, are pushed away from the center of the
  area until they are completely outside the area.
  A creature inside the cage can't leave it by
  unenhanced means. If the creature tries to teleport to
  leave the cage, it must �rst make a Charisma saving
  throw. On a success, the creature can use that power to
  exit the cage. On a failure, the creature can't exit the
  cage and wastes the use of the power or e�ect.
  This power can't be dispelled.
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  CARBON FOG
  6th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You create a cloud of icy fog in a 20-foot-radius
  sphere centered on a point you can see. The sphere
  extends around corners, and its area is heavily
  obscured. The fog is semi-solid, and its area is
  considered di�cult terrain. Each creature that enters
  the power's area for the �rst time on a turn or starts its
  turn there takes 4d6 cold damage and has its speed is
  reduced by 10 feet until the end of its turn. The fog lasts
  for the duration of the power or until it's dispersed by a
  wind of moderate or greater speed (at least 10 mph).
  CARBONITE
  6th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to freeze one creature that you can see
  within range into carbonite. The creature must make a
  Constitution saving throw. On a failed save, it is
  restrained as its �esh begins to harden. On a successful
  save, the creature isn't a�ected.
  A creature restrained by this power must make
  another Constitution saving throw at the end of each of
  its turns. If it successfully saves against this power three
  times, the power ends. If it fails its saves three times, it
  is turned to stone and subjected to the petri�ed
  condition for the duration. The successes and failures
  don't need to be consecutive; keep track of both until
  the target collects three of a kind.
  If the creature is physically broken while frozen in
  carbonite, it su�ers from similar deformities if it reverts
  to its original state.
  If you maintain your concentration on this power for
  the entire possible duration, the creature is frozen in
  carbonite until the e�ect is removed.
  CARBONITE EXPLOSION
  9th-level tech power
  Casting Time: 1 action
  Range: 250 feet
  Duration: Instantaneous
  You generate an explosion of cryogenic energy in a
  60-foot sphere centered on a point you can see within
  range. Each creature in the a�ected area must make a
  Constitution saving throw. On a failed save, the
  creature takes 8d6 + 20 cold damage and is restrained
  for 1 minute as it is encased in carbonite. On a
  successful save, the creature takes half damage and is
  restrained until the end of its next turn.
  As an action, a restrained creature can make a
  Strength check against your tech save DC, ending this
  e�ect on itself on a success.
  A creature reduced to 0 hit points by this power dies
  instantly, as its body shatters into frozen chunks.
  CHARGE POWER CELL
  2nd-level tech power
  Casting Time: 1 bonus action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You empower and then load a power cell in your
  weapon. For the duration, when you make a ranged
  attack with the weapon, it consumes no ammunition,
  and as a bonus action on each of your turns you can
  use a make one attack with the weapon loaded with the
  power cell.
  Overcharge Tech. When you cast this power using a
  tech slot of 5th level or higher, you can make two
  attacks with your bonus action, instead of one.
  CLOAKING SCREEN
  4th-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You or a creature you touch becomes invisible until
  the power ends. Anything the target is wearing or
  carrying is invisible as long as it is on the target's
  person.
  COMBUSTIVE SHOT
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a ranged attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and it ignites in �ame. At the start of your next
  turn, the creature takes �re damage equal to your
  techcasting ability modi�er. If the target or a creature
  within 5 feet of it uses an action to put out the �ames,
  or if some other e�ect douses the �ames, the e�ect
  ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the ranged attack deals an
  extra 1d6 �re damage to the target, and the damage at
  the start of your next turn increases to 1d4 + your tech
  casting ability modi�er. Both damage rolls increase by
  1d6 and 1d4, respectively, at 11th level and 17th level.
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  CONCEALED CALTROPS
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You scatter a large number of caltrops across ground
  in a 20-foot radius centered on a point within range.
  These caltrops pierce deep into the feet and boots of
  anyone who walks upon them. The area becomes
  di�cult terrain for the duration. When a creature
  moves into or within the area, it takes 2d4 kinetic
  damage for every 5 feet it travels.
  The caltrops are nearly invisible to the naked eye. Any
  creature that can't see the area at the time the power is
  cast must make a Wisdom (Perception) check against
  your tech save DC to notice the caltrops before entering
  the area.
  CONDENSE/VAPORIZE
  1st-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  In an open container, you can create up to 10 gallons
  of drinkable water. You may also produce a rain that
  falls within a 30-foot cube and extinguishes open-air
  �ames. You can destroy the same amount of water in
  an open container, or destroy a 30-foot cube of fog.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the amount of water
  you can create increases by 10 gallons, or the size of
  the cube increases by 5 feet, for each slot level above
  1st.
  CONTINGENCY
  6th-level tech power
  Casting Time: 10 minutes
  Range: Self
  Duration: 10 days
  Choose a tech power of 5th-level or lower that you
  can cast, that has a casting time of 1 action, and that
  can target you. You cast that power, called the
  contingent power, as part of casting contingency,
  expending tech points for both, but the contingent
  power doesn't come into e�ect. Instead, it takes e�ect
  when a certain circumstance occurs. You describe that
  circumstance when you cast the two powers.
  The contingent power takes e�ect immediately after
  the circumstance is met for the �rst time, whether or
  not you want it to, and then contingency ends.
  The contingent power takes e�ect only on you, even
  if it can normally target others. You can use only one
  contingency power at a time. If you cast this power
  again, the e�ect of another contingency power on you
  ends. Also, contingency ends on you if your tech focus
  is ever not on your person.
  CORROSIVE SPHERE
  4th-level tech power
  Casting Time: 1 action
  Range: 150 feet
  Duration: Instantaneous
  You create a globule of acid and hurl it at a point
  within range, where it explodes in a 20-foot-radius
  sphere. Each creature in that area must make a
  Dexterity saving throw. On a failed save, a creature
  takes 10d4 acid damage and another 5d4 acid damage
  at the end of its next turn. On a successful save, a
  creature takes half the initial damage and no damage at
  the end of its next turn.
  CRYOGENIC BLAST
  1st-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You release a shard of cryogenic energy at one
  creature within range. Make a ranged tech attack
  against the target. On a hit, the target takes 1d10 kinetic
  damage. Hit or miss, the shard then explodes. The
  target and each creature within 5 feet of it must
  succeed on a Dexterity saving throw or take 2d6 cold
  damage.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the cold damage
  increases by 1d6 for each slot level above 1st.
  CRYOGENIC BURST
  At-will tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  A emit a burst of cold energy at a creature within
  range. Make a ranged tech attack against the target. On
  a hit, it takes 1d8 cold damage, and its speed is reduced
  by 10 feet until the start of your next turn.
  The power's damage increases by 1d8 when you
  reach 5th level (2d8), 11th level (3d8), and 17th level
  (4d8).
  CRYOGENIC SPRAY
  5th-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Instantaneous
  A blast of cold air erupts from you. Each creature in a
  60-foot cone must make a Constitution saving throw.
  On a failed save, a creature takes 8d8 cold damage, and
  its speed is reduced by 10 feet until the start of your
  next turn. On a successful save, a creature takes half as
  much damage and isn't slowed.
  A creature killed by this power becomes frozen in
  carbonite.
  Overcharge Tech. When you cast this power using a
  tech slot of 6th level or higher, the damage increases by
  1d8 for each slot level above 5th.
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  CRYOGENIC STORM
  4th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  A storm of cryogenic energy encompasses the ground
  in a 20-foot-radius, 40-foot-high cylinder centered on a
  point within range. Each creature in the cylinder must
  make a Dexterity saving throw. A creature takes 2d8
  kinetic damage and 4d6 cold damage on a failed save,
  or half as much damage on a successful one.
  The storm's area of e�ect becomes di�cult terrain
  until the end of your next turn.
  Overcharge Tech. When you cast this power using a
  tech slot of 5th level or higher, the kinetic damage
  increases by 1d8 for each slot level above 4th.
  CRYOGENIC SUSPENSION
  3rd-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose up to six creatures of your choice in a 40-foot
  cube within range. Each target must succeed on a
  Dexterity saving throw or be a�ected by this power for
  the duration.
  An a�ected target's speed is halved, it takes a -2
  penalty to AC and Dexterity saving throws, and it can't
  use reactions. On its turn, it can use either an action or
  a bonus action, not both. Regardless of the creature's
  abilities or items, it can't make more than one melee or
  ranged attack during its turn.
  If the creature attempts to cast a power with a casting
  time of 1 action, roll a d20. On an 11 or higher, the
  power doesn't take e�ect until the creature's next turn,
  and the creature must use its action on that turn to
  complete the power. If it can't, the power is wasted.
  A creature a�ected by this power makes another
  Dexterity saving throw at the end of its turn. On a
  successful save, the e�ect ends for it.
  CRYOGENIC VOLLEY
  2nd-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Instantaneous
  An explosion of cold energy erupts from a point you
  choose within range. Each creature in a 5-foot-radius
  sphere centered on that point must make a Dexterity
  saving throw. On a failed save, a creature takes 3d6
  cold damage, and its speed is reduced by 10 feet until
  the start of your next turn. On a successful save, a
  creature takes half as much damage and isn't slowed.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, the damage increases by
  1d6 for each slot level above 2nd.
  DARKVISION
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: 8 hours
  You touch a willing creature to grant it the ability to
  see in the dark. For the duration, that creature has
  darkvision out to a range of 60 feet.
  DEBILITATING GAS
  3rd-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You create a 20-foot-radius sphere of gas centered on
  a point. The cloud spreads around corners and its area
  is heavily obscured. It lingers in the air for the duration.
  Each creature completely in the cloud at the start of
  its turn must make a Constitution save against poison.
  On a failure, the creature does nothing that turn.
  Creatures that don't need to breathe or are immune to
  poison automatically succeed.
  A wind of 10mph disperses the cloud after 4 rounds.
  A wind of 20mph disperses it after 1 round.
  DECRYPTION PROGRAM
  1st-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 hour
  You gain insight into an encrypted message you are
  holding when you cast this power, granting you
  advantage on ability checks you make to decipher the
  document.
  DEFIBRILLATE
  4th-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You touch a creature that has died within the last
  minute and administer a shock to restore it to life. That
  creature returns to life with 1 hit point. This power can't
  return to life a creature that has died of old age, nor
  can it restore any missing body parts. If the creature is
  lacking body parts or organs integral for its survival—its
  head, for instance—the power automatically fails. Once
  this power has restored a creature to life, it cannot
  bene�t from this power again until it �nishes a short or
  long rest.
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  DELAYED EXPLOSION
  7th-level tech power
  Casting Time: 1 action
  Range: 150 feet
  Duration: Concentration, up to 1 minute
  You create a delayed explosion at a point within
  range. When the power ends, either because your
  concentration is broken or because you decide to end
  it, the explosion occurs. Each creature in a 20-foot-
  radius sphere centered on that point must make a
  Dexterity saving throw. A creature takes �re damage
  equal to the total accumulated damage on a failed save,
  or half as much damage on a successful one.
  The power's base damage is 12d6. If at the end of
  your turn the explosion has not yet occurred, the
  damage increases by 1d6.
  If the explosion is touched before the interval has
  expired, the creature touching it must make a Dexterity
  saving throw. On a failed save, the power ends
  immediately, causing the explosion.
  The �re spreads around corners. It ignites �ammable
  objects in the area that aren't being worn or carried.
  Overcharge Tech. When you cast this power using a
  tech slot of 8th level or higher, the base damage
  increases by 1d6 for each slot level above 7th.
  DETECT ENHANCEMENT
  1st-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  For the duration, you sense the presence of any
  enhancements within 30 feet of you. If you sense an
  enhancement in this way, you can use your action to
  see a faint aura around any visible creature or object in
  the area that bears an enhancement.
  The power is blocked by 1 foot of stone, 1 inch of
  common metal, a thin sheet of lead, or 3 feet of wood
  or dirt.
  DETECT INVISIBILITY
  2nd-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  For the duration, you see invisible creatures and
  objects as if they were visible.
  DETECT TRAPS
  2nd-level tech power
  Casting Time: 1 action
  Range: 120
  Duration: Concentration, up to 1 minute
  You sense the presence, general location, and nature
  of any trap within range that is within line of sight. A
  trap, for this power, includes anything that would in�ict
  a sudden or unexpected e�ect you consider harmful or
  undesirable, which was speci�cally intended by its
  creator.
  While the power is active, you have advantage on
  Wisdom (Perception) and Intelligence (Investigation)
  checks to �nd any traps that ar within line of sight
  DIMINISH TECH
  3rd-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  Choose one creature, object, or tech e�ect within
  range. Any tech power of 3rd level or lower on the
  target ends. For each tech power of 4th level or higher
  on the target, make an ability check using your
  techcasting ability. The DC equals 10 + the power's
  level. On a success, the power ends.
  Overcharge Tech. When you cast this power using a
  tech slot of 4th level or higher, you automatically end
  the e�ects of a tech power on the target if the power's
  level is equal to or less than the level of the tech slot
  you used.
  DISINTEGRATE
  6th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  A blast of corrosive energy emits from you. Choose a
  target within range.
  A creature targeted by this power must make a
  Dexterity saving throw. On a failed save, the target
  takes 10d6 + 40 acid damage. If this damage reduces
  the target to 0 hit points, it is disintegrated.
  A disintegrated creature and everything it is wearing
  and carrying are reduced to a pile of �ne gray dust. A
  creature destroyed in this way can not be revitalized.
  This power automatically disintegrates a Large or
  smaller object. If the target is a Huge or larger object,
  this power disintegrates a 10-foot-cube portion of it.
  Overcharge Tech. When you cast this power using a
  tech slot of 7th level or higher, the damage increases by
  3d6 for each slot level above 6th.
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  DISPERSE ENERGY
  6th-Ievel tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You have resistance to acid, cold, �re, lightning, and
  sonic damage for the power's duration.
  When you take damage of one of those types, you
  can use your reaction to gain immunity to that type of
  damage, including against the triggering damage. If you
  do so, the resistances end, and you have the immunity
  until the end of your next turn, at which time the power
  ends.
  ELECTRICAL BURST
  At-will tech power
  Casting Time: 1 action
  Range: Self (5-foot sphere)
  Duration: Instantaneous
  You emit a burst of electricity. Each creature within
  range, other than you, must succeed on a Constitution
  saving throw or take 1d6 lightning damage.
  This power's damage increases by 1d6 when you
  reach 5th level (2d6), 11th level (3d6), and 17th level
  (4d6).
  ELECTROMESH
  2nd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  You expel a mass of thick, adhesive mesh at a point
  of your choice within range. The mesh �ll a 20-foot cube
  from that point for the duration. The mesh is di�cult
  terrain and lightly obscures their area.
  If the mesh isn't anchored between two solid masses
  (such as walls) or layered across a �oor, wall, or ceiling,
  the electromesh collapses on itself, and the power ends
  at the start of your next turn. Mesh layered over a �at
  surface has a depth of 5 feet.
  Each creature that starts its turn in the mesh or that
  enters it during its turn must make a Dexterity saving
  throw. On a failed save, the creature is restrained as
  long as it remains in the mesh or until it breaks free.
  A creature restrained by the mesh can use its action
  to make a Strength check against your tech save DC. If it
  succeeds, it is no longer restrained.
  The mesh is �ammable. Any 5-foot cube of
  electromesh exposed to �re burns away in 1 round,
  dealing 2d4 �re damage to any creature that starts its
  turn in the �re.
  ELECTROSHOCK
  At-will tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  Lightning springs from you to deliver a shock to a
  creature you try to touch. Make a melee tech attack
  against the target. You have advantage on the attack
  roll if the target is wearing armor made of metal. On a
  hit, the target takes 1d8 lightning damage, and it can't
  take reactions until the start of its next turn.
  This power's damage increases by 1d8 when you
  reach 5th level (2d8), 11th level (3d8), and 17th level
  (4d8).
  ELEMENT OF SURPRISE
  1st-level tech power
  Casting Time: 1 reaction, which you take in response to
  being damaged by a creature within 60 feet of you that
  you can see
  Range: 60 feet
  Duration: Instantaneous
  You expel a sabotage charge at the creature that
  attacked you. The creature must make a Dexterity
  saving throw. It takes 2d10 �re damage on a failed save,
  or half as much damage on a successful one.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the damage increases
  by 1d10 for each slot level above 1st.
  ELEMENTAL ACCELERANT
  4th-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  Choose one creature you can see and one damage
  type: acid, cold, �re, lightning, or sonic. The target must
  make a Constitution saving throw. If it fails, the �rst
  time on each turn when it takes damage of the chosen
  type, it takes an extra 2d6 damage of it. The target also
  loses resistance to the type until the power ends.
  Overcharge Tech. You can target one additional
  creature for each slot level above 4th. The creatures
  must be within 30 feet of each other when you target
  them.
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  ENCRYPTED MESSAGE
  At-will tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: 1 round
  You point your �nger toward a creature within range
  that possesses a commlink and whisper a message. The
  target (and only the target) hears the message and can
  send an encrypted reply that only you can hear. These
  messages cannot be intercepted or decrypted by
  unenhanced means.
  You can cast this power through solid objects if you
  are familiar with the target and know it is beyond the
  barrier. 1 foot of stone, 1 inch of common metal, a thin
  sheet of lead, or 3 feet of wood blocks the power. The
  power doesn't have to follow a straight line and can
  travel freely around corners or through openings.
  ENERGIZING AURA
  8th-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Energizing light radiates out from you in a 30-foot
  radius. Creatures of your choice in that radius when
  you cast this power have advantage on all saving
  throws, and other creatures have disadvantage on
  attack rolls against them until the power ends.
  ENERGY SHIELD
  1st-level tech power
  Casting Time: 1 reaction, which you take when you are hit
  by an attack
  Range: Self
  Duration: 1 round
  You quickly create an energy shield. Until the start of
  your next turn, you have a +5 bonus to AC. This
  includes the triggering attack.
  ENHANCE WEAPON
  3rd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  An unenhanced weapon you touch becomes an
  enhanced weapon. Choose one of these damage types:
  acid, cold, energy, �re, ion, kinetic, or lightning. For the
  duration, an unenhanced weapon you touch has a +1 to
  attack rolls and deals an extra 1d4 damage of the
  chosen type.
  Overcharge Tech. When you cast this power using a
  5th or 6th level tech slot, the bonus to attack rolls
  increases to +2 and the extra damage increases to 2d4.
  When you use a slot of 7th level or higher, the bonus
  increases to +3 and the extra damage increases to 3d4.
  EXPEDITIOUS RETREAT
  1st-level tech power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 10 minutes
  This power gives you a burst of adrenaline that allows
  you to move at an incredible pace. When you cast this
  power, and then as a bonus action on each of your
  turns until the power ends, you can take the Dash
  action.
  EXPLOSION
  3rd-level tech power
  Casting Time: 1 action
  Range: 150 feet
  Duration: Instantaneous
  You create an explosion at a point within range. Each
  creature in a 20-foot-radius sphere centered on that
  point must make a Dexterity saving throw. A target
  takes 8d6 �re damage on a failed save, or half as much
  damage on a successful one.
  The �re spreads around corners. It ignites �ammable
  objects in the area that aren't being worn or carried.
  Overcharge Tech. When you cast this power using a
  tech slot of 4th level or higher, the damage increases by
  1d6 for each slot level above 3rd.
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  FABRICATE TRAP
  3rd-level tech power
  Casting Time: 1 hour
  Range: Touch
  Duration: Until dispelled or triggered
  When you cast this power, you create a trap that will
  later trigger in response to a certain condition. You
  must attach it either to a surface (such as a table or a
  section of �oor or wall) or within an object that can be
  closed or turned on (such as a book, door, or computer
  terminal) to conceal the trap. The trap can cover an
  area no larger than 10 feet in diameter. At the GM's
  discretion, certain actions may cause the trap to break
  or be rendered inoperative.
  The trap is well disguised, and generally and requires
  a successful Intelligence (Investigation) check against
  your tech save DC to be found.
  You decide what triggers the trap when you cast the
  power, such as entering a certain area or powering on
  the object. You can further re�ne the trigger so the trap
  activates only under certain circumstances or according
  to physical characteristics (such as height or weight) or
  creature kind (for example, the trap could be set to go
  o� only droids or gungans). You can also set conditions
  for creatures that don't trigger the glyph, such as those
  who say a certain password.
  You may only have one instance of this trap active at
  a time. If you cast another trap before the previous one
  is triggered, the other trap becomes inert.
  When you create the trap, choose an explosive trap
  or a power trap:
  Explosive Trap. When triggered, the trap erupts in a
  20-foot-radius sphere centered on the trap. The
  explosion spreads around corners. Each creature in the
  area must make a Dexterity saving throw. A creature
  takes 5d8 acid, cold, �re, lightning, or sonic damage on
  a failed saving throw (your choice when you create the
  trap), or half as much damage on a successful one.
  Power Trap. You can store a prepared tech power of
  3rd level or lower in the trap by casting it as part of
  creating the trap. The trap must target a single creature
  or an area. The power being stored has no immediate
  e�ect when cast in this way. When the trap is triggered,
  the stored power is cast. If the trap has a target, it
  targets the creature that triggered the trap. If the power
  a�ects an area, the area is centered on that creature. If
  the power requires concentration, it lasts until the end
  of its full duration.
  Overcharge Tech. When you cast this power using a
  tech slot of 4th level or higher, the damage of an
  explosive trap increases by 1d8 for each slot level above
  3rd. If you create a power trap, you can store any power
  of up to the same level as the slot you use for this
  power.
  FIND THE PATH
  6th-level tech power
  Casting Time: 1 minute
  Range: Self
  Duration: Concentration, up to 1 day
  This power calculates out the shortest, most direct
  physical route to a speci�c �xed location that you are
  familiar with on the same planet. If you name a
  destination that moves (such as a mobile fortress), or a
  destination that isn't speci�c (such as “a Black Sun lair”),
  the power fails.
  For the duration, as long as you are on the same
  planet as the destination, you know how far it is and in
  what direction it lies. While you are traveling there,
  whenever you are presented with a choice of paths
  along the way, you automatically determine which path
  is the shortest and most direct route (but not
  necessarily the safest route) to the destination.
  FIRESTORM
  6th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose a point on the ground within range,
  incinerating everything in a 15-foot radius. All creatures
  must make a Dexterity saving throw, taking 8d8 �re
  damage on a failure or half as much on a success. All
  large or smaller creatures are pushed to the edge of the
  power's radius. You may choose one creature to be at
  the very center of the �restorm, if you do so that
  creature has disadvantage on its saving throw and is
  knocked prone on a failure.
  Overcharge Tech. When you cast this power using a
  tech slot of 7th level or higher, the damage increases by
  1d8 and the radius increases by 5 feet for each slot
  level above 6th.
  FLAME SWEEP
  1st-level tech power
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Duration: Instantaneous
  A thin sheet of �ames shoots forth from you. Each
  creature in a 15-foot cone must make a Dexterity saving
  throw. A creature takes 3d6 �re damage on a failed
  save, or half as much damage on a successful one.
  The �re ignites any �ammable objects in the area that
  aren't being worn or carried.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the damage increases
  by 1d6 for each slot level above 1st.
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  FLAMING SHOTS
  3rd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You channel tech power through a blaster weapon
  you are wielding. When a target takes damage from the
  chosen weapon, the target takes an extra 1d6 �re
  damage. The power ends when twelve shots have been
  �red.
  Overcharge Tech. When you cast this power using a
  tech slot of 4th level or higher, the number of shots you
  can take with this power increases by two for each slot
  level above 3rd.
  The target can also spend 5 feet of movement to
  automatically escape from restraints, such as manacles
  or a creature that has it grappled. Finally, being
  underwater imposes no penalties on the target's
  movement or attacks.
  FLASH
  1st-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: 1 round
  You create a massive �ash of light and explosion of
  sound at a point within range. Roll 6d10; the total is
  how many hit points of creatures this power can a�ect.
  Creatures within 20 feet of the point are a�ected in
  ascending order of their current hit points (ignoring
  unconscious creatures).
  Starting with the creature that has the lowest current
  hit points, each creature a�ected by this power is
  blinded until the end of your next turn. Subtract each
  creature's hit points from the total before moving on to
  the creature with the next lowest hit points. A creature's
  hit points must be equal to or less than the remaining
  total for that creature to be a�ected.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, roll an additional 2d10
  for each slot level above 1st.
  FRIENDLY FIRE
  5th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You scramble the targeting protocols of nearby
  machines. Each droid or construct in a 30-foot-radius
  sphere centered on a point you choose within range
  must make an Intelligence saving throw. If a construct
  has the 'Piloted' trait, and has a pilot controlling it that
  is not incapacitated, it gains a bonus to the saving
  throw equal to the pilot's Intelligence modi�er. On a
  failed save, the target loses the ability to distinguish
  friend from foe, regarding all creatures it can see as
  enemies until the power ends. Each time the target
  takes damage, it can repeat the saving throw, ending
  the e�ect on itself on a success.
  Whenever the a�ected creature chooses another
  creature as a target, it must choose the target at
  random from among the creatures it can see within
  range of the attack, power, or other ability it’s using. If
  an enemy provokes an opportunity attack from the
  a�ected creature, the creature must make that attack if
  it is able to.
  GLEAMING OUTLINE
  1st-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Each object in a 20-foot cube within range is outlined
  in blue, green, or violet light (your choice). Any creature
  in the area when the power is cast is also outlined in
  light if it fails a Dexterity saving throw. For the duration,
  objects and a�ected creatures shed dim light in a 10-
  foot radius.
  Any attack roll against an a�ected creature or object
  has advantage if the attacker can see it, and the
  a�ected creature or object can't bene�t from being
  invisible.
  GREATER ANALYZE
  5th-level tech power
  Casting Time: 10 minutes
  Range: Self
  Duration: Instantaneous
  Name or describe a person, place, or object. This
  power gives you a summary of signi�cant lore about it.
  If the thing you named isn't known outside of one
  planetary system, you gain no information. The more
  information you already have, the more detailed the
  information you receive is.
  GREATER EXPLOSION
  9th-level tech power
  Casting Time: 1 action
  Range: 150 feet
  Duration: Instantaneous
  You expell a massive explosion at a point within
  range. Each creature in a 40-foot-radius sphere
  centered on that point must make a Dexterity saving
  throw. A target takes 40d6 �re damage and is knocked
  prone on a failed save, or half as much damage on a
  successful one but remain standing.
  The �re spreads around corners. It ignites �ammable
  objects in the area that aren't being worn or carried.
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  GREATER HOLOGRAM
  3rd-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  You create an image no larger than a 20 foot cube. It
  appears at a spot you can see and lasts for the
  duration. It seems completely real, sounds and other
  sensory e�ects included. You can't create a sensory
  e�ect strong enough to cause damage or a condition.
  As long as you are within range of the illusion, you
  can use your action to make the image to move to any
  other spot within range. As the image changes location,
  you can alter it so that its movements appear natural
  for the image.
  Physical interaction with the image reveals it as an
  illusion. A creature can use its action to determine that
  it's an illusion with a successful Investigation check. If a
  creature learns it's an illusion, it can see through the
  image, and the other sensory qualities become faint to
  it.
  Overcharge Tech. The power lasts until dispelled
  without requiring concentration if cast at 6th-level or
  higher.
  GREATER LIGHT
  3rd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: 1 hour
  A 60-foot-radius sphere of light spreads from a point
  you choose. The sphere is bright light and sheds dim
  light for an additional 60 feet.
  If you chose an object you are holding or one that
  isn't being worn or carried, the light shines from and
  moves with the object. Completely covering the object
  with something opaque blocks the light.
  If any of this power's area overlaps with enhanced
  darkness made by a power of 3rd level or lower, the
  darkness is dispelled.
  GREATER SABOTAGE CHARGES
  7th-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You create six medium sabotage charges that last for
  the power's duration. When you cast the power, and as
  a bonus action on subsequent turns, you can hurl up to
  two of the charges to points you choose within 120 feet.
  Each charge explodes if it reaches the point or hits a
  solid surface. Each creature within 10 feet of the
  explosion must make a Dexterity save. The explosion
  deals 4d6 �re damage on a failure, or half damage on a
  success.
  Overcharge Tech. The number of charges created
  increases by two for each slot level above 7th.
  GREATER SALVO
  9th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You launch four projectiles at points you can see
  within range. Each creature within a 20-foot radius
  sphere of each point must make a Dexterity saving
  throw. A creature takes 15d6 �re damage and 15d6
  kinetic damage on a failed save, or half as much
  damage on a successful one. A creature in the area of
  more than one �ery burst is a�ected only once.
  The power damages objects in the area and ignites
  �ammable objects that aren't being worn or carried.
  GREATER TRANSLOCATE
  5th-level tech power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  Your form shimmers in a holographic con�guration,
  and then collapses. You teleport up to 60 feet to an
  unoccupied space that you can see. On each of your
  turns before the power ends, you can use a bonus
  action to teleport in this way again.
  GROUP HOLOGRAM
  5th-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 8 hours
  This power allows you to change the appearance of
  any number of creatures that you can see within range.
  You give each target you choose a new, illusory
  appearance. An unwilling target can make a Charisma
  saving throw, and if it succeeds, it is una�ected by this
  power.
  The power disguises physical appearance as well as
  clothing, armor, weapons, and equipment. You can
  make each creature seem 1 foot shorter or taller and
  appear thin, fat, or in between. You can't change a
  target's body type, so you must choose a form that has
  the same basic arrangement of limbs. Otherwise, the
  extent of the illusion is up to you. The power lasts for
  the duration, unless you use your action to dismiss it
  sooner.
  The changes wrought by this power fail to hold up to
  physical inspection. For example, if you use this power
  to add a hat to a creature's out�t, objects pass through
  the hat, and anyone who touches it would feel nothing
  or would feel the creature's head and hair. If you use
  this power to appear thinner than you are, the hand of
  someone who reaches out to touch you would bump
  into you while it was seemingly still in midair.
  A creature can use its action to inspect a target and
  make an Intelligence (Investigation) check against your
  tech save DC. If it succeeds, it becomes aware that the
  target is disguised.
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  HOLD DROID
  2nd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You emit a paralyzing dart at a droid or construct that
  you can see within range. The target must succeed on a
  Constitution saving throw or be paralyzed for the
  duration. At the end of each of its turns, the target can
  make another Constitution saving throw. On a success,
  the power ends on the target.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, you can target one
  additional droid or construct for each slot level above
  2nd. The targets must be within 30 feet of each other
  when you target them.
  HOLDING CELL
  4th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  A sphere of shimmering energy springs into being
  and encloses a creature or object of Large size or
  smaller within range. An unwilling creature must make
  a Dexterity saving throw. On a failed save, the creature
  is enclosed for the duration.
  Nothing—not physical objects, energy, or other
  power e�ects—can pass through the barrier, in or out,
  though a creature in the sphere can breathe. The
  sphere is immune to all damage, and a creature or
  object inside can't be damaged by attacks or e�ects
  originating from outside, nor can a creature inside the
  sphere damage anything outside it.
  The sphere is weightless and just large enough to
  contain the creature or object inside. An enclosed
  creature can use its action to push against the sphere's
  walls and thus roll the sphere at up to half the
  creature's speed. Similarly, the globe can be picked up
  and moved by other creatures.
  A disintegrate power targeting the globe destroys it
  without harming anything inside it.
  HOLOGRAPHIC DISGUISE
  1st-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  Until the power ends or you use an action to dismiss
  it, you can disguise yourself through the use of a
  hologram emitter. You can appear to be shorter or
  taller by about a foot and change the appearance of
  your body weight, but you cannot change the basic
  structure of your body. The hologram can include your
  clothes, armor, weapons, and other belongings on your
  person.
  The illusion is only visual, so any sort of physical
  contact will only interact with the real size and shape of
  you. Someone may also use an action to make an
  Investigation check against your techcasting save DC,
  seeing through the hologram on a success.
  HOLOGRAM
  1st-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You create an image that is no larger than a 15-foot
  cube. The image appears at a spot within range and
  lasts for the duration. The image is purely visual. If
  anything passes through it, it is revealed to be an
  illusion.
  You can use your action to cause the image to move
  to any spot within range. As the image changes
  location, you can alter its appearance so that its
  movements appear natural for the image.
  A creature that uses its action to examine the image
  can determine that it is an illusion with a successful
  Intelligence (Investigation) check against your tech save
  DC. If a creature discerns the illusion for what it is, the
  creature can see through the image.
  HOMING ROCKETS
  1st-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You lock on to a target within range and expel a
  series of three small explosives. Each explosive hits a
  creature of your choice that you can see within range.
  An explosive deals 1d4 + 1 �re damage to its target. The
  explosives all strike simultaneously, and you can direct
  them to hit one creature or several.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the power creates one
  more explosive for each slot level above 1st.
  ILLUSORY STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and you create an illusory duplicate of yourself
  in your space that only the target can see. The target
  has disadvantage on the next attack roll it makes
  against you before the start of your next turn.
  This power creates multiple duplicates when you
  reach higher levels. At 5th level, you create a second
  illusory duplicate, and the target has disadvantage on
  the next two attacks it makes against you before the
  start of your next turn. The number of duplicates and
  attacks with disadvantage increases to three at 11th
  level and four at 17th level.
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  ILLUSORY TERRAIN
  4th-level tech power
  Casting Time: 10 minutes
  Range: 300 feet
  Duration: 24 hours
  You make natural terrain in a 150-foot cube in range
  look, sound, and smell like some other sort of natural
  terrain. Manufactured structures, equipment, and
  creatures within the area aren't changed in appearance.
  The tactile characteristics of the terrain are
  unchanged, so creatures entering the area are likely to
  see through the illusion. If the di�erence isn't obvious
  by touch, a creature carefully examining the illusion can
  attempt an Intelligence (Investigation) check against
  your tech save DC to disbelieve it. A creature who
  discerns the illusion for what it is, sees it as a vague
  image superimposed on the terrain.
  IMMOLATE
  5th-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  Flames wreathe one creature you can see within
  range. The target must make a Dexterity saving throw.
  It takes 8d6 �re damage on a failed save, or half as
  much damage on a successful one. On a failed save, the
  target also burns for the power's duration. The burning
  target sheds bright light in a 30-foot radius and dim
  light for an additional 30 feet. At the end of each of its
  turns, the target repeats the saving throw. It takes 4d6
  �re damage on a failed save, and the power ends on a
  successful one. These enhanced �ames can't be
  extinguished by unenhanced means.
  If damage from this power kills a target, the target is
  turned to ash.
  IMPLANT MESSAGE
  2nd-level tech power
  Casting Time: 1 minute
  Range: 30 feet
  Duration: Until dispelled
  You implant a message within an object in range, a
  message that is uttered when a trigger condition is met.
  Choose an object that you can see and that isn't being
  worn or carried by another creature. Then speak the
  message, which must be 25 words or less, though it can
  be delivered over as long as 10 minutes. Finally,
  determine the circumstance that will trigger the power
  to deliver your message.
  When that circumstance occurs, the message is
  recited in your voice and at the same volume you
  spoke. When you cast this power, you can have the
  power end after it delivers its message, or it can remain
  and repeat its message whenever the trigger occurs.
  The triggering circumstance can be as general or as
  detailed as you like, though it must be based on visual
  or audible conditions that occur within 30 feet of the
  object. For example, you could instruct the message to
  play when any creature moves within 30 feet of the
  object or when a bell rings within 30 feet of it.
  INCENDIARY CLOUD
  8th-level tech power
  Casting Time: 1 action
  Range: 150 feet
  Duration: Concentration, up to 1 minute
  You create a swirling cloud of smoke shot through
  with white-hot embers in a 20-foot-radius sphere
  centered on a point within range. The cloud spreads
  around corners and is heavily obscured. It lasts for the
  duration or until a wind of moderate or greater speed
  (at least 10 miles per hour) disperses it.
  When the cloud appears, each creature in it must
  make a Dexterity saving throw. A creature takes 10d8
  �re damage on a failed save, or half as much damage
  on a successful one. A creature must also make this
  saving throw when it enters the power's area for the
  �rst time on a turn or ends its turn there.
  The cloud moves 10 feet directly away from you in a
  direction that you choose at the start of each of your
  turns.
  INFILTRATE
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  A creature you touch becomes invisible. Anything the
  target is carrying is invisible as long as it is on the
  target. The power ends if the target that attacks or casts
  a power.
  Overcharge Tech. You can target one additional
  creature for each slot level above 2nd.
  INVISIBILITY TO CAMERAS
  3rd-level tech power
  Casting Time: 1 action
  Range: 10 feet
  Duration: Concentration, up to 1 minute
  Up to four creatures of your choice become
  undetectable to electronic sensors and cameras.
  Anything the target is wearing or carrying is also
  undetectable, so long as it's on the target's person. The
  target is still visible to regular vision.
  INVULNERABILITY
  9th-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  A �ickering blue aura shimmers into being around
  you. Until the power ends, you are immune to all
  damage.
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  ION BLAST
  At-will tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  You create a blast of ion energy. Choose one creature
  within range, or choose two creatures within range that
  are within 5 feet of each other. A target must succeed
  on a Dexterity saving throw or take 1d4 ion damage.
  Droids and constructs have disadvantage on this saving
  throw.
  This power's damage increases by 1d4 when you
  reach 5th level (2d4), 11th level (3d4), and 17th level
  (4d4).
  IONIC BOND
  1st-level tech power
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  A beam of ion energy lances out toward a creature
  within range, forming a sustained line between you and
  the target. Make a ranged tech attack against that
  creature. On a hit, the target takes 1d8 ion damage, and
  on each of your turns for the duration, you can use a
  bonus action to deal 1d8 ion damage to the target
  automatically. The power ends if you use your bonus
  action to do anything else. The power also ends if the
  target is ever outside the power's range or if it has total
  cover from you.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the initial damage
  increases by 1d8 for each slot level above 1st.
  IONIC STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and it becomes wreathed in an ionic discharge.
  If the target willingly takes a reaction before the start of
  your next turn, it immediately takes 1d6 ion damage,
  and the power ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d6 ion damage to the target, and the damage
  the target takes for taking reactions increases to 2d6.
  Both damage rolls increase by 1d6 at 11th level and
  17th level.
  JET OF FLAME
  At-will tech power
  Casting Time: 1 action
  Range: Self (30-foot sphere)
  Duration: 10 minutes
  A �ickering �ame appears in your hand. The �ame
  remains there for the duration and harms neither you
  nor your equipment. The �ame sheds bright light in a
  10-foot radius and dim light for an additional 10 feet.
  The power ends if you dismiss it as an action or if you
  cast it again.
  You can also attack with the �ame, although doing so
  ends the power. When you cast this power, or as an
  action on a later turn, you can hurl the �ame at a
  creature within 30 feet of you. Make a ranged tech
  attack. On a hit, the target takes 1d8 �re damage.
  This power's damage increases by 1d8 when you
  reach 5th level (2d8), 11th level (3d8), and 17th level
  (4d8).
  KOLTO CLOUD
  3rd-level tech power
  Casting Time: 1 bonus action
  Range: 60 feet
  Duration: Instantaneous
  As you expel kolto, up to six creatures of your choice
  that you can see within range regain hit points equal to
  1d4 + your techcasting ability modi�er. This power has
  no e�ect on droids or constructs.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, the healing increases by
  1d4 for each slot level above 2nd.
  KOLTO INFUSION
  6th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose a creature that you can see within range. A
  surge of kolto energy washes over the creature, causing
  it to regain 70 hit points. This power also ends
  blindness, deafness, and any diseases a�ecting the
  target. This power has no e�ect on droids or constructs.
  Overcharge Tech. When you cast this power using a
  tech slot of 7th level or higher, the amount of healing
  increases by 10 for each slot level above 6th.
  KOLTO PACK
  1st-level tech power
  Casting Time: 1 bonus action
  Range: 60 feet
  Duration: Instantaneous
  A creature of your choice that you can see within
  range regains hit points equal to 1d4 + your techcasting
  ability modi�er. This power has no e�ect on droids or
  constructs.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the healing increases by
  1d4 for each slot level above 1st.
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  KOLTO RESERVE
  4th-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: 8 hours
  You touch a creature and grant it a small reserve of
  kolto. The �rst time the target would drop to 0 hit
  points as a result of taking damage, the target instead
  drops to 1 hit point, and the power ends. If the power is
  still in e�ect when the target is subjected to an e�ect
  that would kill it instantaneously without dealing
  damage, that e�ect is instead negated against the
  target, and the powers ends.
  KOLTO WAVES
  9th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  A �ood of kolto energy �ows from you into injured
  creatures around you. You restore up to 700 hit points,
  divided as you choose among any number of creatures
  that you can see within range. Creatures healed by this
  power are also cured of all diseases and any e�ect
  making them blinded or deafened. This power has no
  e�ect on droids or constructs.
  LIGHT
  At-will tech power
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour
  You touch one object that is no larger than 10 feet in
  any dimension. Until the power ends, the object sheds
  bright light in a 20-foot radius and dim light for an
  additional 20 feet. The light can be colored as you like.
  Completely covering the object with something opaque
  blocks the light. The power ends if you cast it again or
  dismiss it as an action.
  If you target an object held or worn by a hostile
  creature, that creature must succeed on a Dexterity
  saving throw to avoid the power.
  LOCK
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Until dispelled
  You touch a closed door, window, gate, chest, or
  other entryway, and it becomes locked for the duration.
  You and the creatures you designate when you cast this
  power can open the object normally. You can also set a
  password that, when spoken within 5 feet of the object,
  suppresses this power for 1 minute. Otherwise, it is
  impassable until it is broken or the power is dispelled or
  suppressed. Casting release on the object suppresses
  lock for 10 minutes.
  While a�ected by this power, the object is more
  di�cult to break or force open; the DC to break it or
  pick any locks on it increases by 10.
  MAGNETIC FIELD
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You create a strong magnetic �eld around you in a
  10-foot radius which moves with you, remaining
  centered on you. The �eld lasts for the power's
  duration.
  The �eld has the following e�ects:
  The area is di�cult terrain for creatures other than you.
  The attack rolls of ranged weapon attacks which deal
  kinetic, energy, or ion damage have disadvantage if the
  attacks pass in or out of the �eld.
  Communications equipment cannot communicate into
  or out of the �eld.
  MAGNETIC HOLD
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  Until the power ends, one willing creature you touch
  gains the ability a�x itself to and move along any
  metallic surface. It can move up, down, and across
  vertical surfaces and upside down along ceilings, all
  while leaving its hands free, at its normal walking
  speed.
  MASS REPAIR DROID
  5th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose up to six droids or constructs in a 30-foot-
  radius sphere centered on a point. Each target regains
  hit points equal to 3d8 + your techcasting ability
  modi�er. This power only e�ects droids and constructs.
  Overcharge Tech. When you cast this power using a
  tech slot of 6th level or higher, the healing increases by
  1d8 for each slot level above 5th.
  MENDING
  At-will tech power
  Casting Time: 1 minute
  Range: Touch
  Duration: Instantaneous
  This ability repairs a single break or tear in an object
  you touch, such as broken chain link, two halves of a
  broken key, a torn strap, or a leaking cup. As long as the
  break or tear is no larger than 1 foot in any dimension,
  you mend it, leaving no trace of the former damage.
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  MINOR HOLOGRAM
  At-will tech power
  Casting Time: 1 action
  Range: 10 feet
  Duration: Up to 1 hour
  This ability is a minor tech trick that creates one of
  the following e�ects within range.
  You create an instantaneous, harmless sensory e�ect,
  such as a shower of sparks, a pu� of wind, faint musical
  notes, or an odd odor.
  You instantaneously light or snu� out a source of light.
  You instantaneously clean or soil an object no larger
  than 1 cubic foot.
  You chill, warm, or �avor up to 1 cubic foot of nonliving
  material for 1 hour.
  You make a color, a small mark, or a symbol appear on
  an object or a surface for 1 hour.
  You create a trinket or an illusory image that can �t in
  your hand and that lasts until the end of your next turn.
  If you use this power multiple times, you can have up
  to three of its non-instantaneous e�ects active at a
  time, and you can dismiss such an e�ect as an action.
  MIRROR IMAGE
  2nd-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: 1 minute
  Three illusory duplicates of yourself appear in your
  space. Until the power ends, the duplicates move with
  you and mimic your actions, shifting position so it's
  impossible to track which image is real. You can use
  your action to dismiss the illusory duplicates.
  Each time a creature targets you with an attack
  during the power's duration, roll a d20 to determine
  whether the attack instead targets one of your
  duplicates.
  If you have three duplicates, you must roll a 6 or
  higher to change the attack's target to a duplicate. With
  two duplicates, you must roll an 8 or higher. With one
  duplicate, you must roll an 11 or higher.
  A duplicate's AC equals 10 + your Dexterity modi�er.
  If an attack hits a duplicate, the duplicate is destroyed.
  A duplicate can be destroyed only by an attack that hits
  it. It ignores all other damage and e�ects. The power
  ends when all three duplicates are destroyed.
  A creature is una�ected by this power if it can't see, if
  it relies on senses other than sight, such as blindsight,
  or if it can perceive illusions as false, as with truesight.
  MISLEAD
  5th-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You become invisible at the same time that an
  illusory double of you appears where you are standing.
  The double lasts for the duration, but the invisibility
  ends if you attack or cast a power.
  You can use your action to move your illusory double
  up to twice your speed and make it gesture, speak, and
  behave in whatever way you choose.
  You can see through its eyes and hear through its
  ears as if you were located where it is. On each of your
  turns as a bonus action, you can switch from using its
  senses to using your own, or back again. While you are
  using its senses, you are blinded and deafened in
  regard to your own surroundings.
  MOBILE LIGHTS
  At-will tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You create up to four orbs of light within range that
  hover in the air for the duration. You can also combine
  the four lights into one glowing vaguely humanoid form
  of Medium size. Whichever form you choose, each light
  sheds dim light in a 10-foot radius.
  As a bonus action on your turn, you can move the
  lights up to 60 feet to a new spot within range. A light
  must be within 20 feet of another light created by this
  power, and a light winks out if it exceeds the power's
  range.
  MOTIVATOR BOOST
  2nd-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You imbue a willing droid or construct with
  heightened speed and maneuverability. Until the power
  ends, the target's speed is doubled, it gains a +2 bonus
  to AC, and it has advantage on Dexterity saving throws.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, you can target one
  additional droid or construct for each slot level above
  2nd.
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  NEUROTOXIN
  7th-level tech power
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: Instantaneous
  You release a series of darts �lled with neurotoxin.
  Choose any number of creatures you can see within
  range. Each creature must make a Constitution saving
  throw. On a failed save, a creature su�ers an e�ect
  based on its current hit points:
  60 hit points or fewer: poisoned for 1 minute
  50 hit points or fewer: poisoned and deafened for 1
  minute
  40 hit points or fewer: poisoned, deafened, and blinded
  for 10 minutes
  30 hit points or fewer: poisoned, blinded, deafened, and
  stunned for 1 hour
  20 hit points or fewer: killed instantly
  This power has no e�ect on droids or constructs.
  OIL SLICK
  1st-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: 1 minute
  You cover the ground in a 10-foot square within
  range in oil. For the duration, it is di�cult terrain.
  When the oil appears, each creature standing in its
  area must succeed on a Dexterity saving throw or fall
  prone. A creature that enters the area or ends its turn
  there must also succeed on a Dexterity saving throw.
  The oil is �ammable. Any 5 foot square of the oil
  exposed to �re burns away in one round. Each creature
  who enters the �re or starts it turn there must make a
  Dexterity saving throw, taking 3d6 �re damage on a
  failed save, or half as much on a successful one. The
  �re ignites any �ammable objects in the area that aren't
  being worn or carried.
  ON/OFF
  At-will tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  This power allows you to activate or deactivate any
  electronic device within range, as long as the device is
  not being wielded by a creature, and has a clearly
  de�ned on or o� function that can be easily accessed
  from the outside of the device. Any device that requires
  a software-based shutdown sequence to activate or
  deactivate cannot be a�ected by on/o�.
  OVERHEAT
  2nd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Choose a manufactured metal object, such as a
  blaster or a suit of heavy or medium metal armor, that
  you can see within range. You cause the object to glow
  red-hot. Any creature in physical contact with the object
  takes 2d8 �re damage when you cast the power. Until
  the power ends, you can use a bonus action on each of
  your subsequent turns to cause this damage again.
  If an object is held, worn, or integrated, and a
  creature takes the damage from it, the creature must
  succeed on a Constitution saving throw or drop the
  object if it can. If it doesn't—or can't—drop the object, it
  has disadvantage on attack rolls and ability checks until
  the start of your next turn.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, the damage increases by
  1d8 for each slot level above 2nd.
  OVERLOAD
  1st-level tech power
  Casting Time: 1 action
  Range: Self (15-foot cube)
  Duration: Instantaneous
  You expel a burst of power. Each creature in a 15-foot
  cube originating from you must make a Dexterity saving
  throw. On a failed save, a creature takes 2d6 ion
  damage and is pushed 10 feet away from you. On a
  successful save, the creature takes half as much
  damage and isn't pushed.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the damage increases
  by 1d8 for each slot level above 1st.
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  OVERRIDE INTERFACE
  5th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You choose one droid or construct you can see within
  range and attempt to remotely override its controls.
  The target must make an Intelligence saving throw. If
  the construct has the 'Piloted' trait, and has a pilot
  controlling it that is not incapacitated, it gains a bonus
  to the saving throw equal to the pilot's Intelligence
  modi�er. If you or creatures that are friendly to you are
  �ghting it, it has advantage on the saving throw.
  While the droid is charmed, you have a wireless link
  with it as long as the two of you are on the same planet.
  Via your tech focus, you can use this link to issue
  commands to the creature while you are conscious (no
  action required), which it does its best to obey. You can
  specify a simple and general course of action, such as
  “Attack that creature,” “Move over there,” or “Fetch that
  object.” If the droid completes the order and doesn't
  receive further direction from you, it defends and
  preserves itself to the best of its ability.
  You can use your action to take total and precise
  control of the target. Until the end of your next turn,
  the droid takes only the actions you choose, and
  doesn't do anything that you don't allow it to do. During
  this time, you can also cause the creature to use a
  reaction, but this requires you to use your own reaction
  as well.
  Each time the target takes damage, it makes a new
  Constitution saving throw against the power. If the
  saving throw succeeds, the power ends.
  Overcharge Tech. When you cast this power using a
  6th-level tech slot, the duration is 10 minutes. When
  you use a 7th-level tech slot, the duration is 1 hour.
  When you use a tech slot of 8th level or higher, the
  duration is 8 hours.
  PARALYZE CREATURE
  5th-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You emit a paralyzing dart at a creature that you can
  see within range. The target must succeed on a
  Constitution saving throw or be poisoned for the
  duration. While poisoned in this way, the target is
  paralyzed. At the end of each of its turns, the target can
  make another Constitution saving throw. On a success,
  the power ends on the target.
  Overcharge Tech. When you cast this power using a
  tech slot of 6th level or higher, you can target one
  additional creature for each slot level above 5th. The
  creatures must be within 30 feet of each other when
  you target them.
  PARALYZE HUMANOID
  2nd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You emit a paralyzing dart at a humanoid that you
  can see within range. TheThe target must succeed on a
  Constitution saving throw or be poisoned for the
  duration. While poisoned in this way, the target is
  paralyzed. At the end of each of its turns, the target can
  make another Constitution saving throw. On a success,
  the power ends on the target.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, you can target one
  additional humanoid for each slot level above 2nd. The
  humanoids must be within 30 feet of each other when
  you target them.
  POISON DART
  1st-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Make a ranged tech attack against a creature within
  range. On hit, the target takes 2d8 poison damage and
  must make a Constitution save. On a failed save, it is
  also poisoned until the end of your next turn.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the damage increases
  by 1d8 for each slot level above 1st.
  POISON SPRAY
  At-will tech power
  Casting Time: 1 action
  Range: 10 feet
  Duration: Instantaneous
  You extend your hand toward a creature you can see
  within range and project a pu� of noxious gas. The
  creature must succeed on a Constitution saving throw
  or take 1d12 poison damage.
  This power's damage increases by 1d12 when you
  reach 5th level (2d12), 11th level (3d12), and 17th level
  (4d12).
  PREDICTIVE AI
  9th-level tech power
  Casting Time: 1 minute
  Range: Touch
  Duration: 8 hours
  You touch a willing creature, granting them a limited
  AI companion that can predict the world around them.
  For the duration, the target can't be surprised and has
  advantage on attack rolls, ability checks, and saving
  throws. Additionally, other creatures have disadvantage
  on attack rolls against the target for the duration.
  This power immediately ends if you cast it again
  before its duration ends.
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  PROGRAMMED ILLUSION
  6th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Until dispelled
  You create an illusion of an object, a creature, or
  some other visible phenomenon within range that
  activates when a speci�c condition occurs. The illusion
  is imperceptible until then. It must be no larger than a
  30-foot cube, and you decide when you cast the power
  how the illusion behaves and what sounds it makes.
  This scripted performance can last up to 5 minutes.
  When the condition you specify occurs, the illusion
  springs into existence and performs in the manner you
  described. Once the illusion �nishes performing, it
  disappears and remains dormant for 10 minutes. After
  this time, the illusion can be activated again.
  The triggering condition can be as general or as
  detailed as you like, though it must be based on visual
  or audible conditions that occur within 30 feet of the
  area. For example, you could create an illusion of
  yourself to appear and warn o� others who attempt to
  open a trapped door, or you could set the illusion to
  trigger only when a creature says the correct word or
  phrase.
  Physical interaction with the image reveals it to be an
  illusion, because things can pass through it. A creature
  that uses its action to examine the image can
  determine that it is an illusion with a successful
  Intelligence (Investigation) check against your tech save
  DC. If a creature discerns the illusion for what it is, the
  creature can see through the image, and any noise it
  makes sounds hollow to the creature.
  PROJECT HOLOGRAM
  7th-level tech power
  Casting Time: 1 action
  Range: 500 miles
  Duration: Concentration, up to 24 hours
  You create an illusory copy of yourself that lasts for
  the duration. The copy can appear at any location
  within range that you have seen before, regardless of
  intervening obstacles. The illusion looks and sounds like
  you but is intangible. If the illusion takes any damage, it
  disappears, and the power ends.
  You can use your action to move this illusion up to
  twice your speed, and make it gesture, speak, and
  behave in whatever way you choose. It mimics your
  mannerisms perfectly.
  You can see through its eyes and hear through its
  ears as if you were in its space. On your turn as a bonus
  action, you can switch from using its senses to using
  your own, or back again. While you are using its senses,
  you are blinded and deafened in regard to your own
  surroundings.
  Physical interaction with the image reveals it to be an
  illusion, because things can pass through it. A creature
  that uses its action to examine the image can
  determine that it is an illusion with a successful
  Intelligence (Investigation) check against your tech save
  DC. If a creature discerns the illusion for what it is, the
  creature can see through the image, and any noise it
  makes sounds hollow to the creature.
  PROTECTION FROM ENERGY
  3rd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  For the duration, the willing creature you touch has
  resistance to one damage type of your choice: acid,
  cold, �re, lightning, or sonic.
  PYROTECHNICS
  2nd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose an area of unenhanced �ame that you can
  see and that �ts within a 5-foot cube within range. You
  can extinguish the �re in that area, and you create
  either �reworks or smoke when you do so.
  Fireworks. The target explodes with a dazzling
  display of colors. Each creature within 10 feet of the
  target must succeed on a Constitution saving throw or
  become blinded until the end of your next turn.
  Smoke. Thick black smoke spreads out from the
  target in a 20-foot radius, moving around corners. The
  area of the smoke is heavily obscured. The smoke
  persists for 1 minute or until a strong wind disperses it.
  RELEASE
  2nd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose an object that you can see within range. The
  object can be a door, a box, a chest, a set of binders, a
  lock, or another object that contains a mundane or
  enhanced means that prevents access.
  A target that is held shut by a mundane lock or that is
  stuck or barred becomes unlocked, unstuck, or
  unbarred. If the object has multiple locks, only one of
  them is unlocked.
  If you choose a target that is held shut with lock, that
  power is suppressed for 10 minutes, during which time
  the target can be opened and shut normally.
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  REPAIR DROID
  1st-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  A droid or construct you touch regains a number of
  hit points equal to 1d8 + your techcasting ability
  modi�er. This power only e�ects droids and constructs.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the healing increases by
  1d8 for each slot level above 1st.
  RIME SHOT
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a ranged attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and the creature's movement speed is halved
  until the end of its turn as the air around it turns frigid.
  This power deals additional damage when you reach
  higher levels. At 5th level the ranged attack deals an
  extra 1d6 cold damage. This damage increases by 1d6
  again at 11th level and 17th level.
  RIME STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and its speed is reduced by 10 feet until the
  start of your next turn, as the cold energy seeps into its
  being. Additionally, if the target doesn't move at least 5
  feet before the start of your next turn, it immediately
  takes 1d8 cold damage, and the power ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 cold damage to the target, and the damage
  the target takes for not moving increases to 2d8. Both
  damage rolls increase by 1d8 at 11th level and 17th
  level.
  RING OF FIRE
  1st-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  A wall of �ames erupts out of the ground in a ring
  around you with a radius of 15 feet and a height of 10
  feet. Creatures who start their turn in the ring of �re or
  pass through it on their turn take 1d6 �re damage.
  Creatures within the ring of �re who willingly try to
  move through the �re to escape must succeed on a
  Wisdom saving throw to do so. Creatures who are
  immune to fear or �re automatically succeed on this
  saving throw.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the damage of the ring
  of �re increases by 1d6 for each slot level above 1st.
  SABOTAGE CHARGES
  3rd-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You create six tiny sabotage charges that last for the
  power's duration. When you cast the power, and as a
  bonus action on subsequent turns, you can hurl up to
  two of the charges to points you choose within 120 feet.
  Each charge explodes if it reaches the point or hits a
  solid surface. Each creature within 5 feet of the
  explosion must make a Dexterity save. The explosion
  deals 2d6 �re damage on a failure, or half damage on a
  success.
  Overcharge Tech. The number of charges created
  increases by two for each slot level above 3rd.
  SALVO
  4th-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You launch three projectiles at points you can see
  within range. Each creature within a 10-foot radius
  sphere of each point must make a Dexterity saving
  throw. A creature takes 3d6 �re and 3d6 kinetic damage
  on a failed save, or half as much damage on a
  successful one. A creature in the area of more than one
  sphere is a�ected only once.
  The power damages objects in the area and ignites
  �ammable objects that aren't being worn or carried.
  Overcharge Tech. When you cast this power using a
  tech slot of 6th level or higher, you create four
  projectiles. When you cast this power using a tech slot
  of 8th level or higher, you create �ve projectiles.
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  SCAN AREA
  4th-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  Program a creature or object that you are familiar
  with into your tech focus. Using a sonar scan, the tech
  focus attempts to �nd a path to the creature's or
  objects location, as long as that creature or object is
  within 1,000 feet of you. If the creature or object is
  moving, you know the direction of its movement.
  The power can locate a speci�c creature or object
  known to you, or the nearest creature/object of a
  speci�c kind (such as a droid or a bothan), so long as
  you have seen such a creature up close—within 30 feet
  —at least once.
  SCORCHING RAY
  2nd-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You create three ionic rays and hurl them at targets
  within range. You can hurl them at one target or
  several. Make a ranged tech attack for each ray. On a
  hit, the target takes 2d6 ion damage.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, you create one
  additional ion for each slot level above 2nd.
  SCRAMBLE INTERFACE
  3rd-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You choose one droid or construct you can see within
  range and scramble its ability to di�erentiate targets.
  The target must make an Intelligence saving throw. If
  the construct has the 'Piloted' trait, and has a pilot
  controlling it that is not incapacitated, it gains a bonus
  to the saving throw equal to the pilot's Intelligence
  modi�er. On a failed save, the target loses the ability to
  distinguish friend from foe, regarding all creatures it
  can see as enemies until the power ends. Each time the
  target takes damage, it can repeat the saving throw,
  ending the e�ect on itself on a success.
  Whenever the a�ected creature chooses another
  creature as a target, it must choose the target at
  random from among the creatures it can see within
  range of the attack, power, or other ability it's using. If
  an enemy provokes an opportunity attack from the
  a�ected creature, the creature must make that attack if
  it is able to.
  SCRAMBLING FIELD
  8th-level tech power
  Casting Time: 1 acion
  Range: Self (10-foot-radius sphere)
  Duration: Concentration, up to 1 hour
  A 10-foot-radius shimmering sphere of power
  suppression surrounds you. Within the sphere, powers
  can't be cast and enhanced items become mundane.
  Until the power ends, the sphere moves with you,
  centered on you.
  Powers and other enhanced e�ects are suppressed
  in the sphere and can't protrude into it. A slot expended
  to cast a suppressed power is consumed. While an
  e�ect is suppressed, it doesn't function, but the time it
  spends suppressed counts against its duration.
  Targeted Effects. Powers and other enhanced e�ects
  that target a creature or an object in the sphere have
  no e�ect on that target.
  Enhanced Areas. The area of another power or
  enhanced e�ect, such as explosion, can't extend into
  the sphere. If the sphere overlaps an enhanced area,
  the part of the area that is covered by the sphere is
  suppressed.
  Powers. Any active power or other enhanced e�ect
  on a creature or an object in the sphere is suppressed
  while the creature or object is in it.
  Enhanced Items. The properties and powers of
  enhanced items are suppressed in the sphere. For
  example, a +1 lightsaber in the sphere functions as an
  unenhanced lightsaber.
  An enhanced weapon's properties and powers are
  suppressed if it is used against a target in the sphere or
  wielded by an attacker in the sphere. If an enhanced
  weapon or a piece of enhanced ammunition fully leaves
  the sphere (for example, if you �re an enhanced shot or
  throw an enhanced vibrospear at a target outside the
  sphere), the enhancement of the item ceases to be
  suppressed as soon as it exits.
  Enhanced Travel. Teleportation fails to work in the
  sphere, whether the sphere is the destination or the
  departure point for such enhanced travel. A portal to
  another location temporarily closes while in the sphere.
  Creatures and Objects. A creature or object
  summoned or created by powers temporarily winks out
  of existence in the sphere. Such a creature instantly
  reappears once the space the creature occupied is no
  longer within the sphere.
  Tech Override/Sever Force. Powers and enhanced
  e�ects such as tech override have no e�ect on the
  sphere. Likewise, the spheres created by di�erent
  scrambling �eld powers don't nullify each other.
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  SCRAMBLING SHIELD
  6th-level tech power
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Duration: Concentration, up to 1 minute
  An immobile, faintly shimmering barrier springs into
  existence in a 10-foot radius around you and remains
  for the duration.
  Any tech power of 5th level or lower cast from
  outside the barrier can't a�ect creatures or objects
  within it, even if the power is cast using a higher level
  tech slot. Such a power can target creatures and objects
  within the barrier, but the power has no e�ect on them.
  Similarly, the area within the barrier is excluded from
  the areas a�ected by such powers.
  Overcharge Tech. When you cast this power using a
  tech slot of 7th level or higher, the barrier blocks
  powers of one level higher for each slot level above 6th.
  SECURITY PROTOCOLS
  6th-level tech power
  Casting Time: 10 minutes
  Range: Touch
  Duration: 24 hours
  You create a ward that protects up to 2,500 square
  feet of �oor space (an area 50 feet square, or one
  hundred 5-foot squares or twenty-�ve 10-foot squares).
  The secured area can be up to 20 feet tall, and shaped
  as you desire. You can ward several stories of a
  stronghold by dividing the area among them, as long as
  you can walk into each contiguous area while you are
  casting the power.
  When you cast this power, you can specify individuals
  that are una�ected by any or all of the e�ects that you
  choose. You can also specify a password that, when
  spoken aloud, makes the speaker immune to these
  e�ects.
  When commanded (no action required), security
  protocols creates the following e�ects within the
  secured area.
  Corridors. Fog �lls all the secured corridors, making
  them heavily obscured. In addition, at each intersection
  or branching passage o�ering a choice of direction,
  there is a 50 percent chance that a creature other than
  you will believe it is going in the opposite direction from
  the one it chooses.
  Doors. All doors in the secured area are locked, as if
  sealed by the lock power. In addition, you can cover up
  to ten doors with an image (equivalent to the illusory
  object function of the minor hologram power) to make
  them appear as plain sections of wall.
  Stairs. Electromesh �lls all stairs in the secured area
  from top to bottom, as the electromesh power. This
  mesh regrows in 10 minutes if it is burned or torn away
  while security protocols lasts.
  Other power effect. You can place your choice of
  one of the following enhanced e�ects within the
  secured area of the stronghold.
  Place mobile lights in four corridors. You can designate
  a simple program that the lights repeat as long as
  security protocols lasts.
  Place implant message in two locations.
  Place debilitating gas in two locations. The vapors
  appear in the places you designate; they return within
  10 minutes if dispersed by wind while security protocols
  lasts.
  The whole secured area radiates power. A dimish
  tech cast on a speci�c e�ect, if successful, removes only
  that e�ect.
  You can create a permanently guarded and secured
  structure by casting this power there every day for one
  year.
  SENDING
  3rd-level tech power
  Casting Time: 1 action
  Range: Unlimited
  Duration: 1 round
  You send a short message of twenty-�ve words or
  less to a creature with which you are familiar that
  possesses a commlink. The creature hears the
  message, recognizes you as the sender if it knows you,
  and can answer in a like manner immediately.
  You can send the message across any distance and
  even to other planets, but if the target is on a di�erent
  planet than you, there is a 5 percent chance that the
  message doesn't arrive.
  SENSOR PROBE
  4th-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 hour
  You create a small, temporary, invisible probe that
  hovers in the air for the duration. You mentally receive
  visual information from the probe. It has darkvision out
  to 30 feet. The eye can look in every direction.
  As an action, you can move the probe up to 30 feet in
  any direction. There's no limit on how far away from
  you it can be. A solid barrier blocks the probe's
  movement, but it can pass through an opening at least
  1 inch in diameter.
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  SHARED SHIELDING
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour
  This power wards a willing creature you touch and
  creates an energy link between you and the target until
  the power ends. While the target is within 60 feet of
  you, it gains a +1 bonus to AC and saving throws, and it
  has resistance to all damage. Also, each time it takes
  damage, you take the same amount of damage.
  The power ends if you drop to 0 hit points or if you
  and the target become separated by more than 60 feet.
  It also ends if the power is cast again on either of the
  connected creatures. You can also dismiss the power as
  an action.
  SHATTER
  2nd-level tech power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  A sudden loud ringing noise, painfully intense, erupts
  from a point of your choice within range. Each creature
  in a 10-foot-radius sphere centered on that point must
  make a Constitution saving throw. A creature takes 3d8
  sonic damage on a failed save, or half as much damage
  on a successful one. A creature made of inorganic
  material such as stone, crystal, or metal has
  disadvantage on this saving throw.
  An unenhanced object that isn't being worn or
  carried also takes the damage if it's in the power's area.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, the damage increases by
  1d8 for each slot level above 2nd.
  SHUTDOWN
  5th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You emits an EMP, shutting down all electronic
  devices, with the exception of your tech focus, that are
  not held by or under the direct control of a creature. If
  it is, the creature must succeed on an Intelligence
  saving throw to stop the device from being shut down.
  While the power is active, no electronic device in range
  can be started or restarted.
  SLOW-RELEASE MEDPAC
  3rd-level tech power
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  Kolto energy radiates from you in an aura with a 30-
  foot radius. Until the power ends, the aura moves with
  you, centered on you. You can use a bonus action to
  cause one creature in the aura (including you) to regain
  2d6 hit points.
  SMOKE CLOUD
  1st-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 hour
  You cause thick smoke to erupt from a point within
  range, �lling a 20-foot-radius sphere. The sphere
  spreads around corners, and its area is heavily
  obscured. It lasts for the duration or until a wind of
  moderate or greater speed (at least 10 miles per hour)
  disperses it.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the radius of the smoke
  cloud increases by 20 feet for each slot level above 1st.
  SMUGGLE
  2nd-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You dampen sound and light and dull the scent from
  creatures in your vicinity. For the duration, each
  creature you choose within 30 feet of you has a +10
  bonus to Dexterity (Stealth) checks and can't be tracked
  except by enhanced means. You can choose yourself as
  well. A creature that receives this bonus leaves behind
  no traces of its passage.
  SONIC SHOT
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a ranged attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and it becomes wreathed in a sonic barrier until
  the start of your next turn. If the target willingly moves
  before then, it immediately takes sonic damage equal
  to your techcasting modi�er, becomes deafened until
  the start of your next turn, and the power ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the ranged attack deals an
  extra 1d6 sonic damage to the target, and the damage
  the target takes for moving increases to 1d6 + your
  techcasting ability modi�er. Both damage rolls increase
  by an additional 1d6 at 11th and 17th level.
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  SONIC STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and you begin to emanate a disturbing hum. If a
  hostile creature ends its turn within 5 feet of you before
  the start of your next turn, it takes 1d4 sonic damage.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 sonic damage to the target, and the
  secondary damage increases by 1d4. Both damage rolls
  increase by 1d8 and 1d4, respectively, at 11th level and
  17th level.
  SPOT THE WEAKNESS
  1st-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up 1 minute
  Up to three creatures of your choice that you can see
  within range must make Dexterity saving throws.
  Whenever a target that fails this saving throw makes an
  attack roll or a saving throw before the power ends, the
  target must roll a d4 and subtract the number rolled
  from the attack roll or saving throw.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, you can target one
  additional creature for each slot level above 1st.
  STACK THE DECK
  1st-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You boost up to three creatures of your choice within
  range. Whenever a target makes an attack roll or a
  saving throw before the power ends, the target can roll
  a d4 and add the number rolled to the attack roll or
  saving throw.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, you can target one
  additional creature for each slot level above 1st.
  STORMING SHOT
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As a part of the action used to cast this power, you
  must make a ranged attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects and gains the lightning rod debu� until the end
  of your next turn, as energy begins to course through
  them. When this power hits a target, if there is a
  creature within 30 feet who has the lightning rod
  debu�, then the energy discharges, creating an arc of
  lightning between them which removes the debu� and
  deals 1d6 lightning damage to each of them.
  The power's damage increases when you reach
  higher levels. At 5th level, the e�ects of both the ranged
  weapon attack and discharge deal an extra 1d6
  lightning damage. Both damage rolls increase by an
  additional 1d6 at 11th and 17th level.
  STUN
  8th-level tech power
  Casting Time: 1 ation
  Range: 60 feet
  Duration: Instantaneous
  You emit a tiny crippling dart at a target within range.
  If the target has 150 hit points or fewer, it is stunned.
  Otherwise, the power has no e�ect.
  The stunned target must make a Constitution saving
  throw at the end of each of its turns. On a successful
  save, this stunning e�ect ends.
  SYNCHRONICITY
  4th-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  A creature you touch isn't inconvenienced by
  mundane delays. Tra�c lights are always green, there's
  always a waiting elevator, and a taxi is always around
  the corner. The target can run at full speed through
  dense crowds and attacks of opportunity provoked by
  the target's movement are made with disadvantage.
  The power also grants advantage to stealth checks,
  since cover is always available. Additionally, the target
  has advantage on all ability checks made to drive a
  vehicle.
  If two or more creatures under the e�ect of the
  power are attempting to avoid being inconvenienced by
  each other, the creatures make Charisma checks each
  time the e�ects would oppose each other. The higher
  check of the two's power takes e�ect.
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  TACTICAL ADVANTAGE
  3rd-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a willing creature that you can see within
  range. Until the power ends, the target's speed is
  doubled, it gains a +2 bonus to AC, it has advantage on
  Dexterity saving throws, and it gains an additional
  action on each of its turns. That action can be used only
  to take the Attack (one weapon attack only), Dash,
  Disengage, Hide, or Use an Object action.
  When the power ends, the target can't move or take
  actions until after its next turn, as a wave of lethargy
  sweeps over it.
  TACTICAL BARRIER
  1st-level tech power
  Casting Time: 1 bonus action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  A shimmering �eld appears and surrounds a creature
  of your choice within range, granting it a +2 bonus to AC
  for the duration.
  TACTICAL SUPERIORITY
  7th-level tech power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose up to two willing creatures that you can see
  within range. Until the power ends, each targets' speed
  is doubled, they gain a +2 bonus to AC, they have
  advantage on Dexterity saving throws, and they gain an
  additional action on each of their turns. That action can
  be used only to take the Attack (one weapon attack
  only), Dash, Disengage, Hide, or the Use an Object
  Action.
  When the power ends, each target can't move or take
  actions until after its next turn, as a wave of lethargy
  sweeps over it.
  Overcharge Tech. When you cast this power using a
  tech slot of 8th-level or higher, you can target one
  additional creature for each slot level above 7th.
  TARGET LOCK
  1st-level tech power
  Casting Time: 1 bonus action
  Range: 90 feet
  Duration: Concentration, up to 1 hour
  You choose a creature you can see within range and
  mark it as your quarry. Until the power ends, you deal
  an extra 1d6 damage to the target whenever you hit it
  with a weapon attack, the target gains no bene�t from
  half cover and three-quarters cover against you, and if
  the target is invisible, you can see it as if it were visible.
  If the target drops to 0 hit points before this power
  ends, you can use a bonus action on a subsequent turn
  of yours to mark a new creature.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd or 4th level, you can maintain your
  concentration on the power for up to 8 hours. When
  you use a tech slot of 5th level or higher, you can
  maintain your concentration on the power for up to 24
  hours.
  TARGETING SHOT
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a ranged attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and a small target only visible to you marks it.
  The next attack roll you make against the creature
  before the end of your next turn can't su�er from
  disadvantage.
  This power deals additional damage when you reach
  higher levels. At 5th level, the ranged attack deals an
  extra 1d6 damage. This damage increases by 1d6 again
  at 11th level and 17th level. The damage is the same
  type as the weapon's damage.
  TECH OVERRIDE
  3rd-level tech power
  Casting Time: 1 reaction
  Range: 60 feet
  Duration: Instantaneous
  You attempt to interrupt a creature in the process of
  casting a tech power. If the creature is casting a power
  of 3rd level or lower, its power fails and has no e�ect. If
  it is casting a power of 4th level or higher, make an
  ability check using your techcasting ability. The DC
  equals 10 + the power's level. On a success, the
  creature's power fails and has no e�ect.
  Overcharge Tech. When you cast this power using a
  tech slot of 4th level or higher, the interrupted power
  has no e�ect if its level is less than or equal to the level
  of the force slot you used.
  TEMPORARY BOOST
  At-will tech power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You touch one willing creature. Once before the
  power ends, the target can roll a d4 and add the
  number rolled to one ability check of its choice. It can
  roll the die before or after making the ability check. The
  power then ends.
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  TOXIC CLOUD
  5th-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  You create a 20-foot-radius sphere of poisonous,
  yellow-green fog centered on a point you choose within
  range. The fog spreads around corners. It lasts for the
  duration or until strong wind disperses the fog, ending
  the power. Its area is heavily obscured.
  When a creature enters the power's area for the �rst
  time on a turn or starts its turn there, that creature
  must make a Constitution saving throw. The creature
  takes 5d8 poison damage on a failed save, or half as
  much damage on a successful one. Creatures are
  a�ected even if they hold their breath or don't need to
  breathe.
  The fog moves 10 feet away from you at the start of
  each of your turns, rolling along the surface of the
  ground. The vapors, being heavier than air, sink to the
  lowest level of the land, even pouring down openings.
  Overcharge Tech. When you cast this power using a
  tech slot of 6th level or higher, the damage increases by
  1d8 for each slot level above 5th.
  TOXIN PURGE
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour
  You touch a creature. If it is poisoned or diseased,
  you neutralize the poison or disease. If more than one
  poison or disease a�icts the target, you neutralize one
  poison or disease that you know is present, or you
  neutralize one at random.
  For the duration, the target has advantage on saving
  throws against being poisoned or diseased, and it has
  resistance to poison damage.
  TOXIN SCAN
  1st-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  For the duration, you can see the presence and
  location of poisons and diseases within 30 feet of you.
  You also identify the kind of poison or disease in each
  case.
  TRACER BOLT
  1st-level tech power
  Casting Time: 1 action
  Range: 120 feet
  Duration: 1 round
  A �ash of light streaks toward a creature of your
  choice within range. Make a ranged tech attack against
  the target. On a hit, the target takes 4d6 energy
  damage, and the next attack roll made against this
  target before the end of your next turn has advantage.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, the damage increases
  by 1d6 for each slot level above 1st.
  TRACKER DROID INTERFACE
  1st-level tech power
  Casting Time: 1 hour
  Range: 10 feet
  Duration: Instantaneous
  You interface a tracker droid with your tech focus,
  creating a permanent link.
  Your tracker droid acts independently of you, but it
  always obeys your commands. In combat, it rolls its
  own initiative and acts on its own turn. A tracker droid
  can't attack, but it can take other actions as normal.
  While your tracker droid is within 100 feet of you, you
  can communicate with it via your tech focus.
  Additionally, as an action, you can see through your
  droid's vision and hear what it hears until the start of
  your next turn, gaining the bene�ts of any special
  senses that the droid has. During this time, you are
  deaf and blind with regard to your own senses.
  You can't maintain an interface between more than
  one tracker droid and your tech focus at a time.
  Finally, when you cast a tech power with a range of
  touch, your tracker can deliver the power as if it had
  cast it. Your tracker droid must be within 100 feet of
  you, and it must use its reaction to deliver the power
  when you cast it. If the power requires an attack roll,
  you use your attack modi�er for the roll.
  Overcharge Tech. When you cast this power using a
  tech slot of 3rd level or higher, you can maintain a link
  with one more tracker droid for every two slot levels
  above 1st. Multiple tracker droids act on the same
  initiative. You can only see through one droid's vision at
  a time, but you can toggle between droids as a bonus
  action. Each droid must still be within 100 feet of you.
  TRANQUILIZER
  1st-level tech power
  Casting Time: 1 action
  Range: 90 feet
  Duration: 1 minute
  You emit a tranquilizing dart that knocks a creature
  unconscious. Roll 5d8; if the creature's remaining hit
  points are less than the total, the creature falls
  unconscious until the power ends, the sleeper takes
  damage, or someone uses an action to shake or slap
  the sleeper awake. This power has no e�ect on droids
  or constructs.
  Overcharge Tech. When you cast this power using a
  tech slot of 2nd level or higher, you can target an
  additional creature for each slot level above 1st. For
  each target, roll 5d8 separately.
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  TRANSLATION PROGRAM
  1st-level tech power
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  For the duration, you understand the literal meaning
  of any spoken registered language that you hear, as
  long as you have your tech focus. You also understand
  any written language that you see, but you must be
  within reach of the surface on which the words are
  written. It takes about 1 minute to read one page of
  text.
  This power doesn't decode secret messages in a text,
  nor does it interpret a glyph, such as an ancient Sith
  rune, that isn't part of a written language.
  TRANSLOCATE
  2nd-level tech power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Instantaneous
  Your form shimmers in a holographic con�guration,
  and then collapses. You teleport up to 30 feet to an
  unoccupied space that you can see.
  TRUTH SERUM
  2nd-level tech power
  Casting Time: 1 action
  Range: Touch
  Duration: 10 minutes
  You administer a poison to a creature you touched
  that prevents it from telling lies. The creature touched
  must make a Constitution saving throw. On a success,
  nothing happens. On a failure, the creature can't speak
  a deliberate lie until the power ends.
  An a�ected creature is aware of the power and can
  thus avoid answering questions to which it would
  normally respond with a lie. Such a creature can be
  evasive in its answers as long as it remains within the
  boundaries of the truth.
  VENOMOUS STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: Instantaneous
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and if you were hidden from it, it takes an
  additional 1d4 poison damage.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 poison damage to the target, and the damage
  the target takes when you are hidden from it increases
  to 2d4. Both damage rolls increase by 1d8 and 1d4,
  respectively, at 11th level and 17th level.
  VORTEX SHOT
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: Instantaneous
  As part of the action used to cast this power, you
  must make a ranged attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and each Large or smaller creature within 10
  feet of the target must succeed on a Strength saving
  throw or be pulled to the nearest unoccupied space
  adjacent to the target.
  This power deals additional damage when you reach
  higher levels. At 5th level, the ranged attack deals an
  extra 1d6 damage. This damage increases by 1d6 again
  at 11th level and 17th level. The damage is the same
  type as the weapon's damage.
  WARD
  At-will tech power
  Casting Time: 1 action
  Range: Self
  Duration: 1 round
  You emit a powerful force �eld that de�ects incoming
  attacks. Until the end of your next turn, you have
  resistance against kinetic and energy damage dealt by
  weapon attacks.
  WARDING SHOT
  At-will tech power
  Casting Time: 1 action
  Range: Varies
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a ranged attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and a dim barrier surrounds it. The �rst time it
  would deal damage before the start of your next turn,
  that damage is reduced by 1d6.
  This power's damage reduction increases by 1d6
  when you reach 5th level (2d6), 11th level (3d6), and
  17th level (4d6).
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  APPENDIX A: CONDITIONS
           onditions alter a creature's capabilities in a variety 
           of ways and can arise as a result of a power, a
  class feature, a monster's attack, or other e�ect. Most
  conditions, such as blinded, are impairments, but a few,
  such as invisible, can be advantageous.
  A condition lasts either until it is countered (the prone
  condition is countered by standing up, for example) or
  for a duration speci�ed by the e�ect that imposed the
  condition.
  If multiple e�ects impose the same condition on a
  creature, each instance of the condition has its own
  duration, but the condition's e�ects don't get worse. A
  creature either has a condition or doesn't.
  The following de�nitions specify what happens to a
  creature while it is subjected to a condition.
  BLINDED
  A blinded creature can't see and automatically fails any
  ability check that requires sight.
  Attack rolls against the creature have advantage, and
  the creature's attack rolls have disadvantage.
  CHARMED
  A charmed creature can't attack the charmer or target
  the charmer with harmful abilities or enhanced e�ects.
  The charmer has advantage on any ability check to
  interact socially with the creature.
  DEAFENED
  A deafened creature can't hear and automatically fails
  any ability check that requires hearing.
  EXHAUSTION
  Some special abilities and environmental hazards, such
  as and the long-term e�ects of freezing or scorching
  temperatures, can lead to a special condition called
  exhaustion. Exhaustion is measured in six levels. An
  e�ect can give a creature one or more levels of
  exhaustion, as speci�ed in the e�ect's description.
  Level E�ect
  1
  Disadvantage on ability checks
  2
  Speed halved
  3
  Disadvantage on attack rolls and saving throws
  4
  Hit point maximum halved
  5
  Speed reduced to 0
  6
  Death
  If an already exhausted creature su�ers another
  e�ect that causes exhaustion, its current level of
  exhaustion increases by the amount speci�ed in the
  e�ect's description.
  A creature su�ers the e�ect of its current level of
  exhaustion as well as all lower levels. For example, a
  creature su�ering level 2 exhaustion has its speed
  halved and has disadvantage on ability checks.
  An e�ect that removes exhaustion reduces its level as
  speci�ed in the e�ect's description, with all exhaustion
  e�ects ending if a creature's exhaustion level is reduced
  below 1.
  Finishing a long rest reduces a creature's exhaustion
  level by 1, provided that the creature has also ingested
  some food and drink.
  FRIGHTENED
  A frightened creature has disadvantage on ability
  checks and attack rolls while the source of its fear is
  within line of sight.
  The creature can't willingly move closer to the source of
  its fear.
  GRAPPLED
  A grappled creature's speed becomes 0, and it can't
  bene�t from any bonus to its speed.
  The condition ends if the grappler is incapacitated (see
  the condition).
  The condition also ends if an e�ect removes the
  grappled creature from the reach of the grappler or
  grappling e�ect.
  INCAPACITATED
  An incapacitated creature can't take actions or
  reactions.
  INVISIBLE
  An invisible creature is impossible to see without the aid
  of powers or a special sense. For the purpose of hiding,
  the creature is heavily obscured. The creature's location
  can be detected by any noise it makes or any tracks it
  leaves.
  Attack rolls against the creature have disadvantage, and
  the creature's attack rolls have advantage.
  PARALYZED
  A paralyzed creature is incapacitated (see the condition)
  and can't move or speak.
  The creature automatically fails Strength and Dexterity
  saving throws. Attack rolls against the creature have
  advantage.
  Any attack that hits the creature is a critical hit if the
  attacker is within 5 feet of the creature.
  PETRIFIED
  A petri�ed creature is transformed, along with any
  object it is wearing or carrying, into a solid inanimate
  substance (usually stone). Its weight increases by a
  factor of ten, and it ceases aging.
  The creature is incapacitated (see the condition), can't
  move or speak, and is unaware of its surroundings.
  Attack rolls against the creature have advantage.
  The creature automatically fails Strength and Dexterity
  saving throws.
  The creature has resistance to all damage.
  The creature is immune to poison and disease, although
  a poison or disease already in its system is suspended,
  not neutralized.
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  POISONED
  A poisoned creature has disadvantage on attack rolls
  and ability checks.
  PRONE
  A prone creature's only movement option is to crawl,
  unless it stands up and thereby ends the condition.
  The creature has disadvantage on melee attack rolls.
  The creature has disadvantage on ranged attack rolls
  against targets within 30 feet.
  An attack roll against the creature has advantage if the
  attacker is within 5 feet of the creature. Otherwise, the
  attack roll has disadvantage.
  RESTRAINED
  A restrained creature's speed becomes 0, and it can't
  bene�t from any bonus to its speed.
  Attack rolls against the creature have advantage, and
  the creature's attack rolls have disadvantage.
  The creature has disadvantage on Dexterity saving
  throws.
  SHOCKED
  A shocked creature's speed is reduced by half.
  The creature can't take reactions.
  STUNNED
  A stunned creature is incapacitated (see the condition),
  can't move, and can speak only falteringly.
  The creature automatically fails Strength and Dexterity
  saving throws.
  Attack rolls against the creature have advantage.
  UNCONSCIOUS
  An unconscious creature is incapacitated (see the
  condition), can't move or speak, and is unaware of its
  surroundings
  The creature drops whatever it's holding and falls
  prone.
  The creature automatically fails Strength and Dexterity
  saving throws.
  Attack rolls against the creature have advantage.
  Any attack that hits the creature is a critical hit if the
  attacker is within 5 feet of the creature.
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  APPENDIX B: RECOMMENDED VARIANT RULES
           ouse/variant rules are optional additions to each  
           game that in some way enhance or alter game
  play. Generally, they are done to alleviate stress from
  the DM, to improve player engagement, or to help a
  player realize a character goal. This appendix includes a
  number of variant rule options, all of which I o�er at my
  table.
  I would encourage you to become familiar with the
  core content of this conversion before you decide if
  these house rules are right for you.
  DEFENSE ROLLS
  One of the �rst variant rules I added to my games was
  the Defense Rolls, published in the Unearthed Arcana:
  Variant Rules. Essentially, instead of the DM making
  attack rolls against the players' static AC, the players
  make defense rolls against the DM's static attack save
  DC. Implementing this is easy.
  CALCULATING DEFENSE BONUS (DB)
  Armor class is replaced with Defense Bonus. This bonus
  is calculated simply by players taking their AC and
  subtracting 10. If a player had an AC of 16, they would
  have a DB of +6.
  CALCULATING ATTACK SAVE DC
  Attack bonuses you �nd on monster cards are similar
  converted to static values, called the attack save DC. To
  calculate this DC, simply take the listed attack bonus
  and add 12 to it. For instance, a B1 battle droid's blaster
  ri�e attacks with a +4 modi�er. Instead, that droid
  would have an attack save DC of 16.
  MAKING THE ROLL
  Instead of the DM making attack rolls, players make
  defense rolls by rolling a d20 and adding their Defense
  Bonus. If the roll meets or exceeds the attack save DC,
  the player successfully defends. If a character fails the
  the defense roll, the attack hits.
  If the attacker would normally have advantage on the
  attack roll, you instead apply disadvantage to the
  defense roll, and vice versa if the attacker would have
  disadvantage.
  If the defense roll comes up a 1 on the d20, then the
  attack is a critical hit. If the attacker would normally
  score a critical hit on a roll of 19 or 20, then the attack is
  a critical hit on a 1 or 2, and so forth for broader critical
  ranges.
  Similarly, a 20 on the defense roll would
  automatically be a successful dodge, regardless of the
  attack save DC.
  WHY I RECOMMEND THIS RULE
  This is the �rst variant rule I implemented at my table,
  and it has thus far been universally loved. Keeping
  players engaged is very important at the table.
  Additionally, abilities that players have that allow them
  to know your attack rolls are simpler since the player
  rolls the dice in the open.
  While I use this rule, and will continue to do so, when
  my players encounter "boss"-type mobs, I roll attack
  rolls as normal.
  I especially recommend this rule if you utilize the
  Space Combat optional rule set. Since the pilot on many
  larger ships doesn't operate the weapons, using this
  rule keeps them further engaged.
  SAVING THROW CHECKS
  Also published in the Unearthed Arcana: Variant Rules
  was a rule for your players to roll when they use powers
  or abilities that call for a save DC. Instead of the DM
  making saving throws against the players' static save
  DCs, the players roll a saving throw check against the
  DM's defense save DC.
  CALCULATING SAVING THROW CHECK
  If players have their save throw DCs calculated, simply
  subtract 8 from that value. If your consular's force save
  DC is 15, your saving throw check modi�er is +7.
  CALCULATING DEFENSE SAVE DC
  Monster cards also include potential saving throws,
  which can easily be converted to a defense save DC.
  Take the appropriate ability score modi�er and add 14
  to it. If the monster is pro�cient in the saving throw
  (indicated in the saving throw line on the monster card,
  if it exists), instead use that value. For instance, if a B1
  battle droid is forced to make a Dexterity saving throw,
  its defense save DC would be 16 (14+2).
  MAKING THE ROLL
  Instead of the DM rolling saving throws for the
  monsters, players make saving throw checks by rolling
  a d20 and adding their saving throw check modi�er. If
  the roll meets or exceeds the defense save DC, the
  creature fails the saving throw. If a character fails the
  the saving throw check, the creature successfully saves.
  If the defender would normally have advantage on
  the saving roll, you instead apply disadvantage to the
  saving throw check, and vice versa if the defender
  would have disadvantage.
  WHY I RECOMMEND THIS RULE
  For all the same reasons as defense rolls. Players enjoy
  it, and it makes it easier for me to DM. Again, I don't use
  this rule when players encounter bosses.
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  SIMPLIFIED FORCECASTING
  The current version of the SW5e PHB has the player
  using di�erent ability scores depending on the
  alignment of the powers they are trying to cast: Wisdom
  for light side, Charisma for dark side, player's choice for
  universal.
  For new players, this might be too complicated.
  Consider letting them instead choose between using
  Wisdom and Charisma as their forcecasting ability.
  WHY I RECOMMEND THIS RULE
  This is a wonderful simpli�cation for new players. I,
  personally, love the alignment determining the
  forcecasting ability, and I have relatively experienced
  players, so I haven't felt a need to use this.
  ASI AND A FEAT
  This one is simple. At level 4, 8, 12, 16, and 19, when a
  player gets the opportunity to choose between adding 2
  to their ability scores or a feat, I'm letting them add 1 to
  an ability score and choose a feat.
  Now, this is going to create more powerful players,
  which means you need to pit them against more
  powerful monsters. I, personally, love this rule because
  I know it helps experienced players realize the exact
  character they want and helps to di�erentiate 
  di�erent characters of the same class. Then 
  again, I'm a huge proponent of feats in general.
  WHY I RECOMMEND THIS RULE
  I love feats and I love powerful player characters, so 
  this rule works well for me. It's not for everyone.
  MILESTONE LEVELING
  I won't delve too far into this. The simpli�ed version is
  that instead of receiving experience for every encounter
  and leveling up at odd times, the DM chooses when
  they level up. Additionally, there never has the potential
  to be an experience, and consequently level, disparity
  between players.
  WHY I RECOMMEND THIS RULE
  Milestone leveling eliminates unnecessary record-
  keeping, helps maintain narrative signi�cance to
  leveling up, and streamlines the DM controlling the
  game.
  Additionally, if you utilize the Space Combat optional
  rule set, I urge you to use this. The nature of space
  combat is that there is no ship leveling up. Experience
  values relative to the amount required to level up will
  diminish drastically.
  HUNTED
  In some eras of Star Wars history, forcecasters are a
  rarity, and are hunted across the galaxy by the likes of
  Inquisitors, or if they're unlucky, a Dark Lord of the Sith,
  in an attempt to crush any foreseen threats to their
  rule. Should you want your forcecasting players to
  experience this additional level of drama and suspense,
  here is an alternate rule to implement:
  Whenever a player casts a force power, others in the
  Galaxy may detect their presence through ripples in the
  Force. Each player has a pool of Disturbance Points.
  This pool of Disturbance Points increases every time a
  force power is cast by a number of points equal to the
  level of the force power used (at-will powers are treated
  as Level 0).
  After each combat, roll a percentile dice for each
  player that used a Force power. If you roll a number
  equal to or lower than the players Disturbance Pool,
  they are detected by Jedi Hunters of your
  determination, who begin to hunt the player they
  detected.
  During each long rest, decrease each players pool of
  Disturbance points by an amount equal to their level.
  WHY I RECOMMEND THIS RULE
  I actually run a campaign in the Old Republic era, so I
  don't use this rule. It is great, however, for those who
  run in more restricted eras.
  APPENDIX B | RECOMMENDED VARIANT RULES
  251
  
  CHANGELOG
  5/14/2019
  AFFECTED PAGES
  10, 18, 36, 39-57, 87-100, 108, 111-112, 122, 125, 136,
  145, 198, 203, 208, 210, 212-3, 216, 220 and on
  CHAPTER 3
  Consular
  Many changes. See Consular changelog.
  Engineer
  Many changes. See Engineer changelog.
  Scholar
  Many changes. See Scholar changelog.
  CHAPTER 11
  Asterisk removed from new force powers.
  Changed the melee weapon force powers to work with
  weapons with varying reach.
  CHAPTER 12
  There are a whole bunch of new tech powers, and many
  have been reworked. New powers will be indicated with
  an asterisk after their name in the tech powers list at
  the start of the chapter. This will be removed with the
  following update.
  New Powers
  Acidic Strike, Carbon Fog, Carbonite Explosion,
  Combustive Shot, Concealed Caltrops,
  Condense/Vaporize, Decryption Program, De�brillate,
  Fabricate Trap, Flash, Friendly Fire, Greater Analyze,
  Holding Cell, Holographic Disguise, Illusory Strike,
  Illusory Terrain, Ionic Strike, Magnetic Field, Magnetic
  Hold, Motivator Boost, On/O�, Override Interface,
  Poison Dart, Rime Strike, Scan Area, Scramble Interface,
  Smoke Cloud, Sonic Shot, Sonic Strike, Targeting Shot,
  Translation Program, Truth Serum, Venomous Strike,
  Warding Shot
  Reworked Powers
  Coordination removed.
  Detect Traps adjusted and bu�ed.
  Elemental Bane relabeled Elemental Accelerant.
  Freedom of Movement removed.
  Greater Image relabeled Greater Hologram.
  Greater Salvo reworked.
  Group Image relabeled Group Hologram.
  Guards and Wards relabeled Security Protocols and
  slightly adjusted.
  Image relabeled Hologram.
  Minor Image relabeled Minor Hologram.
  Oil Slick bu�ed.
  Overheat interaction with cybernetics clari�ed.
  Paralyze thematically adjusted to a poison.
  Project Image relabeled Project Hologram.
  Rime Strike relabeled Rime Shot.
  Salvo reworked.
  Scorching Ray changed to ion damage.
  Supercharged Gas relabeled Neurotoxin.
  Target Lock relabeled Homing Rockets.
  Vortex Dart relabeled Vortex Shot.
  AND, AS ALWAYS
  Minor text �xes
  CHANGELOG
  
  CLASS CHANGES
  SHIELDED BY THE FORCE
  Renamed Force Shield.
  ARCHETYPE CHANGES
  A number of the archetypes were under-performing
  compared to others. The intent of this rework is to
  bring the archetypes in line and make each more
  desirable. Additionally, those archetypes that keyed o�
  of only one ability score (e.g. only Wisdom or only
  Charisma) now key o� of your choice.
  WAY OF BALANCE
  No changes.
  WAY OF LIGHTNING
  No changes.
  WAY OF THE SAGE
  Reworked to be alignment agnostic.
  PRESERVE LIVE
  Changed to Wisdom uses per long rest, instead of short
  or long.
  WAY OF CORRUPTION
  Renamed "Way of Con�uence." Reworked to be
  alignment agnostic. Now keys predominantly o� of the
  presence of temporary hit points.
  WAY OF ENDURANCE
  UPHELD BY THE FORCE
  Corrected the unarmored defense to use Constitution,
  not Dexterity.
  WAY OF NEGATION
  FORCE DEFLECTION
  Changed to only a�ect saving throws, removed the at-
  will and concentration loss. Made it Wis/Cha uses, short
  or long rest refresh.
  POWER SURGE
  Adjusted to trigger o� of Force Shield.
  ENDURING FOCUS
  Added a caveat that you can use Force De�ection on a
  nearby ally.
  WAY OF THE SEER
  POWERFUL MIND
  Limited to Wis/Cha uses, long rest refresh.
  VISIONS OF THE PAST
  Moved to 10th level.
  SHIELDED THOUGHTS
  Moved to 14th level.
  CLARITY OF VISIONS
  Moved to 18th level.
  WAY OF TELEKINETICS
  MIGHTY BLAST
  Replaced Flowing Force.
  SIZE MATTERS NOT
  Replaced Telekinetic Leap.
  REPULSING WAVE
  Size caveat increased to Huge to place in line with Size
  Matters Not.
  MY ALLY IS THE FORCE
  Replaced Size Matters Not.
  
  ENGINEER CLASS CHANGES
  Engineer, while a very fun class to play, is overtuned a
  bit. Additionally, the class has very little interaction with
  the Modi�able Items ruleset.
  The goal of this overhaul is to bring the class more in
  line with other classes, balance wise, and make it work
  better alongside the Modi�able Items ruleset.
  TOOL PROFICIENCIES
  Added one of your choice to starting pro�ciencies.
  UPGRADES AND UPGRADE SLOTS
  Relabeled Modi�cations and Modi�cation Slots.
  MODIFICATION SLOTS
  Total modi�cation slots reduced to 9 at the highest
  level, progression changed.
  TECHCASTING FOCUS
  Included class tool pro�ciencies in potential techcasting
  foci options.
  TOOL UNDERSTANDING
  Moved to 2nd level.
  ARCHETYPE CHANGES
  The majority of the archetype changes are to bring
  down the class's overwhelming power and versatility.
  Additionally, many upgrades have been renamed to
  match the modi�able ruleset.
  CRAFTING
  Engineers are designed to be the ultimate crafters.
  Consequently, the amount they can craft in an 8 hour
  day (typically 250 credits worth of work) is doubled with
  their chosen tool.
  MODIFICATIONS
  Your modi�ed item is now a valid techcasting focus
  immediately. All "techcasting focus" modi�cations have
  been removed.
  All "enhancement" modi�cations have been replaced
  with modi�cations that more align with the Modi�able
  Items ruleset.
  Each modi�cation installed now reduces your
  maximum tech points by 1.
  ARMORMECH ENGINEERING
  DAMAGE AVOIDANCE
  Replaced with Damage Absorption.
  EXTRA ATTACK
  Replaced with Armormech's Celerity, which is more like
  a cleric's War Priest feature.
  COMBAT TECH
  Replaced with Casting Celerity
  ARMORMECH MODIFICATIONS
  Infiltration Suit
  Limited to light/medium armor.
  Electroshock Shield
  Now uses your reaction, damage increased by
  Intelligence modi�er.
  Resistance
  Energy and kinetic are no longer valid choices for this
  feature, since it was way too good.
  Shock Absorber
  Reworked.
  ARMSTECH ENGINEERING
  EXTRA ATTACK
  Replaced with Armstech's Strike, which is more like a
  cleric's Divine Strike feature.
  COMBAT TECH
  Replaced with Targeting Matrix.
  ELEMENTAL STRIKE
  Replaced with Armstech's Salvo.
  ARMSTECH MODIFICATIONS
  Power Transfer
  Relabeled Power Loop.
  Returning Weapon
  Removed usage limitation.
  Staggering Strike
  Changed to short or long rest.
  Tracker
  Hunter's mark replaced with tracer bolt.
  ASTROTECH ENGINEERING
  DROID COMPANION
  Adjusted the interface portion of your companion. It is
  now assumed you craft your droid, and �nish it over the
  course of a long rest using 500 credits worth of
  materials.
  Class Three Droid
  Speed increased to 25 feet.
  
  ARTIFICER ENGINEERING
  BONUS PROFICIENCIES
  Reduced to only lightsabers.
  KYBER KNOWLEDGE
  Slightly adjusted to not allow at-will powers.
  RESONATING RECOVERY
  Changed to once per turn, so if you reduce a whole
  group to 0 you can't regain all of your Potent Aptitude
  dice.
  MODIFICATIONS
  Pretty much completely reworked.
  AUDIOTECH ENGINEERING
  Some clari�cations added.
  CYBERTECH ENGINEERING
  Cybertech has been retooled to focus on building and
  modifying your own wristpad. Medium armor
  pro�ciency removed.
  MODIFICATIONS
  Jet Boots
  Removed prerequisite.
  Jump Boots
  Removed.
  
  SCHOLAR - CLASS CHANGES
  The following adjustments have been made to the class
  itself.
  SAVING THROW PROFICIENCIES
  Changed to Wisdom and Intelligence, from Dexterity
  and Intelligence.
  CRITICAL ANALYSIS
  First bullet clarifed to only be your weapon attacks.
  Reaction requirement removed from second bullet to
  make it function closer to Bardic Inspiration.
  MULTITASKER
  New 5th-level feature that allows you to take an
  additional reaction each round.
  UNWAVERING MIND
  Removed in conjunction with the change to saving
  throw pro�ciencies and the addition of Multitasker.
  ARCHETYPE CHANGES
  A number of the archetypes are either under-or-over-
  tuned, which isn't all that surprising given how robust
  this class is.
  PHYSICIAN PURSUIT
  MEDICICAL PRACTITIONER
  Changed the latter part of the feature to add your
  Intelligence to Medicine checks, similar to scout's
  Path�nder.
  MANEUVERS
  Adrenaline Hit
  Changed to reduce damage instead of increasing AC.
  Emergency Medicine
  Bu�ed.
  Enhancement Injection
  Reworked.
  FIELD SURGEON
  Reworked.
  PANACEA
  Bu�ed.
  DISCOVERIES
  Experimental Treatments
  Made so you choose when to trigger it.
  Health Advisor
  Bu�ed.
  Mortician
  Replaced with From the Brink.
  Tend the Wounded
  Removed level requirement.
  POLITICIAN PURSUIT
  SILVER TONGUE
  Changed the latter part of the feature to add your
  Intelligence to checks with one Charisma skill of your
  choice, similar to scout's Path�nder.
  MOTIVATING DIPLOMAT
  Radius increased to 10 feet.
  MANEUVERS
  Call the Guards
  Add a reaction component to the feature.
  Encouraging Speech
  Increase the amount by your Intelligence modi�er.
  Rally
  Renamed Incite to di�erentiate from the �ghter
  maneuver.
  FORCE OF PERSONALITY
  Added charmed to the feature, increased number of
  uses.
  DISCOVERIES
  Charming Feint
  Adjusted to half Intelligence modi�er.
  Cold Logic
  Replaced with Social Opportunist.
  Dominating Presence
  Changed to bonus action, refresh on short rest.
  TACTICIAN PURSUIT
  MANEUVERS
  Removed Lunging Attack, added Bolster and Distracting
  Strike.
  FIRE AS ONE
  Added a "once per round" caveat as a result of the new
  5th-level feature.
  DISCOVERIES
  Contingency Plan
  Bu�ed to a�ect any target.
  Studied Commander
  New discovery.
  CHEF PURSUIT
  No changes.
  
  EXPLORER PURSUIT
  SURVEYED AREA
  Removed Opportunity Attack disadvantage, clari�ed
  that it doesn't end for everyone when someone uses
  the Critical Analysis feature on themself.
  MANEUVERS
  Encourage Pace
  Changed to scale o� of the amount on the superiority
  die, limited the number of targets to Intelligence
  modi�er.
  PRECISE MOVEMENTS
  Adjusted to allow nonverbal communication.
  WRESTLE AND DRAG
  Can now target another creature a�ected by your
  Critical Analysis
  FIELD ADVANTAGE
  Added the Opportunity Attack disadvantage back in,
  removed the grappling bonus.
  GAMBLER PURSUIT
  GAMBLER'S APTITUDE
  Replaced Intimidation with Sleight of Hand.
  MANEUVERS
  All In
  Changed to 20 or 23, since 23 is the magic number in
  Sabaac.
  Blind Luck
  Increased the range of the feature.
  Pure Sabaac
  Clari�ed that it only maximizes weapon damage (and
  the superiority die)
  Take A Chance
  Clari�ed that you don't pay for the additional
  maneuvers.
  TELL ME THE ODDS
  Added a caveat about redundant disadvantage.
  DISCOVERIES
  The Magic Number
  Reworked.
  ZOOLOGIST PURSUIT
  WILDERNESS EXPERT
  Changed the latter part of the feature to add your
  Intelligence to Animal Handling checks, similar to
  scout's Path�nder.
  BEAST COMPANION
  Greatly changed. More in line with Astrotech's
  companion, now.
  MANEUVERS
  Beast's Defense
  Removed, since it was redundant with the baseline
  maneuver Heads Up, and replaced with Sic 'Em.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Player's Handbook - 20190514.pdf