TEXT: Star Wars 5e Player's Handbook
  Version 1.0
  This is a definitive guide to playing a Star Wars themed 5e D&D campaign.
  
  Table of Contents
  Table Of Contents
  Chapter 1: Races
  Arkanian
  Bothans
  Chiss
  Dathomirian
  Droid
  Dug
  Duros
  Gammorean
  Geonosian
  Gungan
  Human
  Jawa
  Kel Dor
  Khil
  Lasat
  Miraluka
  Mon Calamari
  Nautolan
  Rodian
  Togruta
  Trandoshan
  Twi'lek
  Weequay
  Wookiee
  Zabrak
  Chapter 2: Non-Force Wielding Classes
  Engineer
  Mercenary
  Pilot
  Scoundrel
  Senator
  Trooper
  Chapter 3: Force Wielding Classes
  Adept
  Consular
  Guardian
  Sentinel
  Chapter 4: The Force
  Force Orders
  Force Talents
  Force Disciplines
  Chapter 5: Personality and Background
  Chapter 6: Equipment
  Chapter 7: Factions
  Black Sun
  Chiss Ascendancy
  Republic
  Jedi
  Mando'ade
  Sith
  Chapter 8: Starships and Dogfighting
  Chapter 9: Feats
  Feats
  Skill Feats
  Credits
  Appendix I: Gadgets
  Appendix II: Weapon Mods
  2
  
  Chapter 1: Races
  Arkanian
  Arkanians considered themselves the pinnacle of evolution,
  and as such many were distinctly arrogant. Arkanian
  scientists had been experts in genetic manipulation for
  millennia, and by the time of the Mandalorian Wars the
  species had been split into many sub-species, making it hard
  to determine exactly what a baseline Arkanian was. Most
  could pass for Human, though the most pure of blood had
  pure white eyes and four clawed digits on each hand.
  Arkanians were capable of seeing into the infrared
  spectrum, and their eyes were sensitive to sources of extreme
  heat. This was helpful on their dark and frigid homeworld,
  but when traveling offworld, many were forced to wear
  blinders on planets with hotter, younger suns. It was also not
  unusual for an Arkanian to enhance themselves with internal
  and/or external cybernetics. It was also standard practice for
  Arkanians to undergo genetic manipulation of their own
  bodies, enhancing themselves so as to be better than "lesser"
  species.
  Arrogant and Proud
  The most defining trait of the Arkanian species was their
  arrogance which stemmed from their belief that they were
  the pinnacle of evolution. This led to them often appearing
  arrogant and aloof to others as they saw themselves as being
  superior to all other species. Even those with a more
  moderate viewpoint tended to see themselves as being
  amongst the most intelligent beings in the galaxy. As such,
  they were highly confident of their abilities.
  Arkanian Names
  Names
  Male Names: Arca, Arkoh, Dias, Gorman, Hyrim, Zeta
  Female Names: Elizie, Jarael, Nasdra, Shenna
  Arkanian Traits
  Your arkanian character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Intelligence +2.
  Age. Arkanians mature at the same rate as humans, but
  live far longer.
  Alignment. Most Arkanians are good-natured, but tend to
  be outside of the law given their proclivity towards doing
  illegal genetic mutations.
  Size. Arkanians stand around 5-6 feet tall and tend to be
  no more than 170 pounds. Your size is Medium.
  Speed. Your base movement speed is 30 feet.
  Tool Proficiency. Engineer's tools.
  Languages. Arkanian, Basic.
  Subrace. Two main subraces of arkanians exist in the Star
  Wars Universe: pure-bloods and offshoots. Choose one of
  these subraces.
  Pureblood
  The arkanians were native to the Colonies planet, Arkania, a
  world of frozen tundra and intense cold. The rich gem mines
  on their planet led to its great development and the
  construction of elaborate trade cities established by
  offworlders from the Galactic Republic. This influx of
  commerce allowed Arkanian culture to flourish and the
  species quickly became well known throughout the galaxy for
  their extremely reclusive scientists.
  Ability Score Increase. Intelligence +1, Charisma +1.
  Darkvision. 60ft.
  Innate Casting. The pureblood arkanian can cast the
  psychic speech force ability once per day.
  Offshoot
  The Arkanian Offshoots were a sub-species of the Arkanian
  race, genetically engineered by the famed Arkanian scientists
  and genetic researchers of the Old Republic era.
  Ability Score Increase. You can choose between
  increasing your Dexterity or Wisdom score by 1.
  Hybrid. As a genetic hybrid, you have the skills of both
  arkanians and another race such as human or sephi. You are
  proficient with two skills of your choice.
  3
  
    
  Credit: Chris Trevas - Bothan
  Bothan
  To the Bothans, information is the galaxy's most valuable
  currency, as well as its most potent weapon. As a culture, they
  believe that direct confrontation with foes — whether
  economic, political, or martial — is pointless. In an open
  conflict, the object both sides desire is often damaged or
  destroyed. This attitude has made espionage a natural line of
  work for Bothans. Information and spies are their greatest
  exports. The famed Bothan spynet is the largest independent
  intelligence-gathering organization the galaxy has ever
  known. Beings of power everywhere find Bothans irritating
  because they have a tendency to use every bit of information
  they can to acquire leverage or money, but no one wants to be
  the only person without access to the spynet, so everyone
  continues to deal with the Bothans.
  Slim and Shady
  Bothans hail from the industrial Mid Rim planet of Bothawui,
  though they also populate various colony worlds like Kothlis
  and Torolis. Most Bothans stand about 5–6 ft. tall. They have
  tapered pointed ears, elongated heads, and a very few from
  both sexes have beards. They are manipulative, crafty,
  suspicious, curious by nature, loyal, brave, and very smart.
  They developed their technology to travel among the stars
  millennia ago and are longstanding members of the galactic
  civilization.
  Bothan Names
  Names
  Male Names: Borsk, Eramuth, Hosk, Kai, Knol, Koth,
  Narsk, Nek, Traest, Utric
  Female Names: Asyr, Glynn-Beti, Kolir, Oryon, Yantahar,
  Yaqeel
  Clan Names: Bwua'tu, Fey'lya, Hu'lya, Hudorra, Ka'hane,
  Kre'fey,, Melan, Saav'etu, Sandov, Sei'lar, Trey'lis, Ven'nari
  Bothan Traits
  Your bothan character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Dexterity +1, Intelligence +2.
  Age. Bothans mature and age at the same rate as humans.
  Alignment. Bothans tend to be outside the law but not
  without personal rules, generally aligning most with neutral,
  but tend to be morally good.
  Size. Bothans stand around 4-5 feet tall and tend to be no
  more than 200 pounds. Your size is Medium.
  Speed. Your base movement speed is 40 feet.
  Darkvision. 60ft.
  Proficiency. As a Bothan, you are proficient with two of the
  following abilities: deception, persuasion, security.
  Languages. Basic, Bothan
  4
  
  Chiss
  The Chiss were a tall, blue-skinned Near-Human civilization
  from the planet Csilla in the Unknown Regions, best known
  to most Humans as the people to which Grand Admiral
  Thrawn belonged. Due to the remote position of their home
  territory in the Chiss Ascendancy they remained largely an
  enigma to the rest of the galaxy, and contact with outsiders
  was limited even in the days of the Galactic Alliance.
  Highly Evolved
  The origins of the Chiss were largely unknown, even to the
  Chiss themselves, though some scientists thought that they
  were the result of a long forgotten Human colony that had
  been lost to time. This was the leading theory held by not
  only Chiss historians but scientists within the New Republic
  who held the view that this colony predated the formation of
  the Old Republic. A report by the University of Sanbra
  indicated that very little was known of Chiss history due to
  their own records being carefully guarded on their
  homeworld. However, scattered reports from many intrepid
  scholars suggested the Chiss were a forgotten colonization
  attempt; this theory was mostly based on their resemblance
  to Humanity. Genetic analysis later confirmed that the Chiss
  were indeed an offshoot of the Human species' earliest
  attempts at colonization. It was believed that sometime
  before 27,000 BBY, a lost colony of Humans settled in the
  Unknown Regions on the planet Csilla.
  Chiss Names
  Names: Chaf'orm'bintrano, Fehlaaur'aitel'loro,
  Kthira'shi'ktarloo, Kung'urama'nuruodo, Mitth'raw'nuruodo,
  Prard'ras'kleoni
  Chiss Traits
  Your chiss character has many different attributes that might
  be useful:
  Ability Score Inrease. Increase three ability scores by
  one, but they cannot be stacked.
  Age. Chiss mature and age at the same rate as humans.
  Alignment. Chiss generally align most with neutral, but
  tend to be morally good.
  Galactic Alignments. Chiss Ascendancy.
  Size. Chiss stand around 4-5 feet tall and tend to be no
  more than 200 pounds due to the nature of their home planet
  of Csilla. Your size is Medium.
  Speed. Your base movement speed is 30 feet.
  Darkvision. Due to the dark nature of Csilla, Chiss have
  abnormally good darkvision. You can see 60ft clearly in the
  dark.
  Resistances. Due to the frozen planet of Csilla being your
  home, you are resistant to cold damage.
  Languages. Cheunh, Basic
  5
  
  Dathomirian
  "But during your time away, you must not forget what
  Dathomir has given you. Although space is cold and empty,
  Dathomir's wilderness is lush and rich. It may be years before
  you return, so never forget the place that birthed and
  nurtured you—you will always be a Nightsister." ― Mother
  Talzin
  Witches of Dathomir
  Dathomirians, or Dathomiri, were a sentient near-Human
  species native to the Outer Rim world of Dathomir. The
  creation of the Dathomirian species was the result of
  hybridization between Human females and male Zabrak.
  They constituted a small percentage of the Nightsister
  society—a sect of witches using dark magicks—but rose to
  preeminence under the leadership of Clan Mother Talzin, a
  Dathomirian herself. At some point during the Clone Wars,
  the Kaleesh General Grievous, leader of the Separatist Droid
  Army, attacked the Dathomirians, who took refuge in the
  Nightsister fortress. Grievous wiped out every Dathomirian of
  the clan, except for Asajj Ventress and Mother Talzin.
  Dathomirian Names
  Names: Asajj, Daka, Gethzerion, Kaminne, Karis, Luce,
  Naa'leth, Saato, Silri, Talia, Talzin, Zalem
  Dathomirian Traits
  Your Dathomirian character has many different attributes
  that might be useful in the field:
  Ability Score Inrease. Your Intelligence score increases
  by 2 and your Dexterity score increases by 1.
  Age. Up to 90 years.
  Alignment. Generally chaotic.
  Size. Medium
  Speed. 40ft.
  Proficiency. Choose between nature and survival.
  Weapon Proficiency. As a Dathomirian you are proficient
  with the force bow.
  Force Attuned. As a force wielder, when you activate your
  focus you may choose to focus on two different disciplines at
  the same time. Changing or losing your discipline causes you
  to lose focus on your extra discipline, and you cannot use this
  feature again until you have completed a short rest.
  Languages. Basic, Dathomiri
  6
  
  Droid
  Droids, short for androids, were mechanical beings, often
  possessing artificial intelligence. They were used in a variety
  of roles and environments, often those considered too menial
  or too dangerous for humans and other species. Droids were
  also used in fields that required extensive specialization and
  knowledge, such as medical droids and astromech droids.
  Droids designed for combat were battle droids.
  Smart or too smart?
  Depending on the model and its corresponding purpose,
  droids were totally obedient, rugged, expendable, capable of
  vast memory recall, and mathematically precise. These
  characteristics made them well suited for many jobs, though
  the lack of independent thought in the cheaper, less advanced
  models limited their capability. This lack of autonomy was
  simultaneously a vast asset and a glaring weakness—an asset
  in terms of obedience and control but a massive drawback in
  terms of effectiveness. Designers faced a fundamental
  paradox—make the droids overly intelligent, and they might
  rebel; yet make the droids not intelligent enough and they
  would be ineffectual.
  Droid Names
  Droid names typically involve a combination of letters,
  numbers, and hyphens, usually no longer than five
  characters.
  Names: 4-L0M, C-3PO, HK-47, IG-88, R2-D2
  Droid Traits
  Your Droid character has many different attributes that might
  be useful in the field:
  Ability Score Inrease. Your Intelligence score is increased
  by 2.
  Machine Heart. You are a man-made construct. You are
  immune to disease. You do not need to eat or breathe.
  Instead of sleeping, you enter an inactive state for 4 hours
  each day. You do not dream in this state; you are fully aware
  of your surroundings and notice approaching enemies and
  other events as normal.
  Size. The player character droids are all around human
  size, but of course weighing between three to four-hundred
  pounds. Your size is Medium.
  Subrace. There are many different types of droids, the
  following of which a player can use as their character. There
  are other droids which can be used as familiars, which will be
  detailed later.
  Assassin
  Assassin droids were used by assassins to eliminate their
  targets. Assassin droids were the only droids built specifically
  to kill organics.
  Alternate Ability Score As an assassin droid you were
  built for causing death. Because of that increase your
  Dexterity score by 1
  Alignment. Assassin droids, when fully sentient, tend to
  align with the chaotic evil alignment. When they are not fully
  sentient, like HK-47, they do the bidding of their master
  whole-heartedly, but still tend to be rather chaotic.
  Natural Plating Because you were built for battle you have
  plating built all over you. You have a natural armor bonus of 2.
  When unarmored, your AC is equal to 10 + your natural
  armor bonus + your dexterity modifier.
  Speed. 35ft.
  Proficiency.
  Tool Proficiency.
  Languages. Basic and Binary
  Security
  Alternate Ability Score As a security droid, you were
  designed to be rugged and strong. Increase either your
  Strength or Constitution score by 1.
  Alignment. Security droids tend to work for someone and
  take on that person's alignment. If they do not work for
  someone, their alignment can be anything.
  Mechanical Strength. If you chose to increase your
  Strength score, you have advantage on all Strength contests,
  such as grappling and shoving, as long as you initiate the
  contest.
  Durasteel Plating. If you chose to increase your
  Constitution score, your hit point maximum increases by 1,
  and it increases by 1 every time you gain a level.
  Speed. 30ft.
  Proficiency.
  Tool Proficiency.
  Languages. Basic and Binary
  7
  
  Protocol
  Protocol droids were programmed for diplomacy, often with
  the knowledge of millions of different languages and cultures.
  They were mainly used by ambassadors and diplomats.
  Human-Cyborg Relations. You were created for the
  express purpose of translation and diplomacy. As such
  increase your Charisma score by 1.
  Alignment.
  Speed. 25ft.
  Proficiency. You gain proficiency in persuasion and
  insight.
  6 Million forms of Communications. What kind of
  protocol droid would be if you didn't know how to
  communicate properly? You know every language spoken by
  whatever faction you belong to.
  Dug
  Dugs were slender, powerfully built beings with a somewhat
  humanoid build and a unique method of walking that hailed
  from the high gravity world Malastare. Their primary means
  of locomotion were their strong arms, and their lower limbs
  and feet were used for grappling and other fine motor
  manipulation. They hardly ever walked on their lower limbs.
  Sebulba was only once seen standing on his legs. Although
  most Dugs may walk on all four limbs, others liked to use
  their strong arms as legs and their feet as hands like they
  would normally do.
  Cruel and Crafty
  Due to their oppression under their Gran rulers who
  colonized Malastare, many Dugs often felt the need to throw
  around their strength in bids to establish dominance. As a
  result, they were known for their ill-tempered demeanor, and
  many were bullying thugs.
  Dug Names
  Names
  Names: Andurgo, Bog'Ruhx, Darnada, Dewanga, Nakha,
  Preigo, Pugwis, Sebolto, Sebulba
  Dug Traits
  Your Dug character has many different attributes that might
  be useful in the field:
  Ability Score Inrease. Add +1 to Constitution and +2 to
  Strength.
  Age. Up to 75 years.
  Alignment. Usually chaotic.
  Size. Up to ~3 feet. Your size is Small.
  Speed. Because they use their upper limbs for locomotion,
  a dug's base movement speed is 25 feet.
  Darkvision. Due to Malastare's atmosphere, the planet is
  in a near constant state of darkness. Therefore, the Dug have
  evolved to be able to see clearly in the dark up to 60ft.
  Proficiency. Athletics.
  Tool Proficiency. Engineer's tools.
  Vehicle Proficiency. As a base character, you can be
  proficient with one additional vehicle.
  Languages. Basic, Dug.
  8
  
  Duros
  Your Duros character has many different attributes that might
  be useful in the field:
  Ability Score Inrease. +1 Charisma, +2 Intelligence
  Age. Up to 100 years.
  Alignment. Proclivity to good.
  Size. Medium
  Speed. 30ft.
  Darkvision. 30ft.
  Proficiency. Perception and Security
  Photographic Memory. Can recall anything ever told to
  them or read. This gives proficiency with the history skill and
  advantage on history checks.
  Languages. Basic, Durese
  Gamorrean
  Your Gamorrean character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Your Strength and Constitution
  scores increase by 2.
  Age. Up to 75 years.
  Alignment. Any.
  Size. Medium.
  Speed. 30ft.
  Savage Attacks. When you score a critical hit with a melee
  weapon attack, you can roll one of the weapon’s damage dice
  one additional time and add it to the extra damage of the
  critical hit.
  Languages. Basic, Gamorrese. Gamorreans can only
  speak Gamorrese.
  9
  
  Geonosian
  Your Geonosian character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Dexterity +2, Wisdom +1
  Age. Around 50-60 years.
  Alignment. Neutral, very protective of species.
  Size. Medium.
  Speed. 25ft walking, 50ft flying.
  Darkvision. 60ft.
  Exoskeleton. Your AC is increased by 1.
  Tool Proficiency. Engineer's tools
  Languages. Basic (understands), Geonosian. Geonosians
  can only speak Geonosian
  Gungan
  The Gungans were a sentient, amphibious humanoid race
  native to the terrestrial planet known as Naboo. Prior to the
  Invasion of Naboo, an event that took place in 32 BBY, the
  Gungans were a largely isolationist society. They were able to
  combine machinery with biology. They lived in large bubble-
  like domes under water. Gungans had strong leg muscles for
  swimming and were aided by their long fin-like ears. Their
  somewhat lanky arms ended in four-fingered hands, and their
  feet had three stubby toes each. Females tended to be slightly
  smaller with sleeker faces. They often tied their long ears
  back.
  Divided
  The Gungans were separated into two races: the lanky
  orange, yellow or red-skinned Otolla race, and the heavier
  green-skinned Ankura race. However, they all exhibited many
  of the same basic physical traits.
  Starting life as tadpoles, Gungans developed into tall
  beings with extremely flexible cartilaginous skeletons. Strong
  leg muscles allowed for powerful and quick frog-kick style
  swimming through water as well as a remarkable jumping
  ability while on land. Fin-like ears (called haillu) also aided
  them in swimming, as well as expressing emotions like
  aggression, friendship, and fear. They had partially
  retractable eyestalks with nictitating membranes when
  underwater. Green eyes were unusual amongst Gungans.
  Gungan Traits
  Your Gungan character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. +2 Dexterity, +1 Strength
  Age. Up to 70.
  Alignment. Good.
  Size. Medium.
  Speed. 40ft walking and swimming.
  Powerful Legs. Your jump height and distance is doubled.
  Unnatural Luck. If you roll a 1 on an attack roll, ability
  check, or saving throw, you may choose to reroll, but you must
  take the second roll.
  Languages. Basic, Gungan
  Human
  See traditional Player's Handbook.
  10
  
  Jawa
  Your Jawa character has many different attributes that might
  be useful in the field:
  Ability Score Inrease. +2 Dex, +1 Int
  Age. Up to 80 years
  Alignment. Neutral.
  Size. Small.
  Speed. 25ft.
  Darkvision. 30ft.
  Expertise. Jawa have expertise in the Repair and Security
  skills.
  Tool Proficiency. All.
  Languages. Basic, Jawaese. Jawas can only speak Jawaese.
  Kel Dor
  The Kel Dors, sometimes referred to as Kel Dorians, were a
  species hailing from the technological planet Dorin. They
  required masks to protect them when in oxygen-rich
  atmospheres. They were also known for the unique Force-
  using traditions of the Baran Do Sages. One notable Kel Dor
  was the Jedi Master Plo Koon, who was a member of a
  famous Kel Dor Jedi family. Sha Koon, a Jedi Knight, was Plo
  Koon's niece.
  Exoskeletal
  The Kel Dors were a tall race, typically of the same height
  and weight as Humans. Their skin ranged in color from
  peach to a crimson red. Most had dark, black eyes, although
  some were born with silver irises, a mark that was often seen
  as an affinity for the Force.
  Kel Dors were, as a whole, were considered an unattractive
  species due to their strange facial structure. Their noses
  were described as falling short of becoming a beak, with a
  gaping opening that descended to the mouth, a toothless
  chasm with drooping fleshy strands. In place of teeth, Kel Dor
  had an upper and lower hard-palate, visible only when they
  pulled their lips back. Framing their head were extrasensory
  organs which terminated in small black tusks.
  Kel Dor Names
  Names
  Male Names: Gnost-Dural, Hetchkee, Plo Koon, Pol
  Temm, Tol Braga, Zym
  Female Names: Charsae Saal, Kara Ziil, Sha Koon, Tila
  Mong, Till'in
  Kel Dor Traits
  Your Kel Dor character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. +1 Dexterity, +2 Wisdom
  Age. Up to 70
  Alignment. Good
  Size. Medium
  Speed. 30ft
  Atmospheric Difficulties. Kel Dor do not perform well in
  oxygen-rich environments, effectively being blind. Therefore,
  they almost constantly wear a mask when not on their home
  planet. This mask allows them to survive without oxygen far
  longer than a normal humanoid could. You can survive
  without oxygen for a number of minutes equal to 1 +
  (Constitution Modifier x 2).
  Languages. Basic, Kel Dorian
  11
  
  Khil
  Your Khil character has many different attributes that might
  be useful in the field:
  Ability Score Inrease. +2 Strength, +2 Wisdom
  Age. Up to 90 years.
  Alignment. Good.
  Size. Medium.
  Speed. 30ft.
  Darkvision. 60ft.
  Proficiency. Perception, Persuasion.
  Languages. Basic, Khilese
  Lasat
  Your Lasat character has many different attributes that might
  be useful in the field:
  Ability Score Inrease. +1 Constitution, +2 Strength
  Age. Up to 80 years.
  Alignment. Good.
  Size. Medium.
  Speed. 35ft.
  Darkvision. 30ft.
  Proficiency. Athletics, Perception.
  Heightened Senses. Your Lasat character has advantage
  on Perception checks unless you are deafened.
  Languages. Basic, Lasat
  Miraluka
  The Miraluka were a Near-Human species that differed from
  Humans in that they lacked eyes, only retaining vestigial eye
  sockets, and perceived the environment around them through
  Force sight instead of regular vision. This vision was so
  strong that if a Miraluka looked upon a Jedi or Sith, they
  could "see" Force radiating off them. The strength of a
  Miraluka's connection to the Force varied by individual.
  Miraluka, as Near-Humans, could interbreed with baseline
  humanity. Humans with Miraluka blood included Krynda and
  Lucien Draay. It was said that such mating would result in
  difficulties for the offspring.
  Miraluka Traits
  Your Miraluka character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. +1 Dexterity, +2 Wisdom
  Age. Up to 100 years
  Alignment. Good
  Galactic Alignment. Neutral
  Size. Medium
  Speed. 30ft
  Force Sight. Miraluka have no eyes, they rely on the force
  to see. They can perceive the environment and people at the
  same distances humans can, but in addition they can sense
  the force energy in any creature, so much so they can
  determine whether someone is a Jedi or Sith.
  Telepathy. Miraluka can use their connection to the force
  to speak telepathically to any willing creature they can see
  with their force sight.
  Languages. Basic, Miralukese.
  12
  
  Mon Calamari
  Your Mon Calamari character has many different attributes
  that might be useful in the field:
  Ability Score Inrease. Charisma +1, Dexterity +2
  Age. Up to 70 years.
  Alignment. Tendency to good.
  Size. Medium.
  Speed. 30ft land, 60ft swimming.
  Darkvision. 60ft.
  Waterbreathing. Your Mon Calamari character can breath
  underwater.
  Fish Eyes. You have advantage on Investigation and
  Perception checks because your eyes can focus on two
  different things at once.
  Water-lovers. You have advantage on all Dexterity and
  Strength checks and saving throws, as well as grappling,
  while underwater.
  Languages. Basic
  13
  
  Nautolan
  The Nautolans, sometimes referred to as the Nautiloids, were
  an amphibious humanoid species from the planet Glee
  Anselm. Although they established settlements across their
  aquatic homeworld, most Nautolan civilization was found in
  the Sabilon region. The most well known Nautolan was Jedi
  Master Kit Fisto, a hero of the Clone Wars and member of
  the Jedi Council.
  Water-born
  Nautolans possessed physiology common to amphibious
  species, including low light vision and excellent swimming
  skills. Their bony exoskeleton and dense cartilage made them
  tough and resistant to glancing blows.
  An egg-laying species, Nautolans emerged from their egg as a
  tadpole that developed arms, legs, and head-tails during their
  second year of life. Roughly the same size as a Human infant
  during this time, their limbs were weak and unable to support
  their weight, forcing youthful Nautolans to remain in aquatic
  environments for much of their childhood. They stood an
  average of 1.8 meters, had smooth green, blue, purple, or
  brown skin, and large black or dark maroon eyes with lids
  that were seldom used. They were capable of breathing
  underwater; however, unlike other water-based species,
  Nautolans did not experience difficulties out of water.
  Nautolan Names
  Nautolan names
  Male Names: Bengel Morr, Fong Do, Kit Fisto, Knox, Oric
  Traless, Zatt
  Female Names: Dah'lis Stark, Dossa, Leeha Narezz
  Nautolan Traits
  Your Nautolan character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. +2 to Dexterity, +1 to Constitution
  Age. Up to 70 years old
  Alignment. Usually good
  Size. Medium
  Speed. 30ft land, 60ft underwater
  Darkvision. 30ft
  Exoskeleton. +1 AC.
  Waterborn. Due to being an aquatic race, Nautolan
  characters can breath in water.
  Tendrils. You have tendrils all over your head which allow
  you to sense the presence of certain pheromones. This allows
  you to sense your surroundings fairly well, therefore your
  character has blindsight for up to 30ft.
  Languages. Basic, Nautila
  14
  
  Rodian
  Your Rodian character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Dexterity +2, Intelligence +1.
  Age. Up to 90 years.
  Alignment. Any.
  Size. Medium.
  Speed. 35ft.
  Scaled Skin. Natural armor of 12 + Dexterity modifier
  Infrared Sight. You have darkvision for 120ft and can
  make out life forms perfectly in the dark.
  Proficiency. Acrobatics, Perception
  Languages. Basic, Rodese.
  Togruta
  Your Togruta character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Strength +1, Wisdom +2.
  Age. Up to 94 years.
  Alignment. Tendency to good.
  Size. Medium.
  Speed. 30ft.
  Frightening Presence. You have advantage on
  Intimidation checks.
  Montral. Togrutan's horns on their heads give them
  echolocation up to 60ft unless they are deafened or there is a
  significant amount of background noise, such as in cities or
  near loud vehicles or waterfalls.
  Proficiency. Persuasion, Intimidation.
  Languages. Basic, Togruti.
  15
  
  Trandoshan
  Your Trandoshan character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Constitution +2, Strength +1.
  Age. Up to 70 years.
  Alignment. Tendency towards chaotic.
  Size. Medium.
  Speed. 30ft.
  Natural Attacks. Trandoshans have a few attacks they can
  make without weapons. These attacks can be made using a
  bonus action or an action.
        Claws. 1d4 + Str slashing
        Bite. 1d6 + Str piercing
  Regeneration. Once per long rest, you can regenerate
  2d10 + Con hit points as an action. In addition, your hit die
  limit is increased by 3, and you regenerate lost limbs and
  body parts after 1d8 days.
  Instinctual Hatred. Trandoshans have an unending,
  passionate hatred for the Wookiee species.
  Languages. Basic, Trandoshan.
  Twi'lek
  Your Twi'lek character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Charisma +2, Dexterity +1.
  Age. Up to 80 years.
  Alignment. Good.
  Size. Medium.
  Speed. 40ft.
  Colorful Skin. Twi'leks were known for having colored
  skin. The common colors were green, blue, cream, and
  purple skin, but some rarer Twi'leks had red skin.
  In addition, some Twi'leks had birthmarks that look like
  geometric tattoos.
  Black Market Buyers. You have knowledge of most Black
  Market locations around the Outer Rim.
  Seductive. You have advantage on Charisma checks made
  to seduce any creature that can understand you. This could
  be persuasion, deception, intimidation, or performance
  depending on how the action is performed.
  Proficiency. Deception, Performance, Persuasion.
  Languages. Basic, Ryl.
  16
  
  Weequay
  Your Weequay character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Charisma +1, Dexterity +2.
  Age. Up to 90 years.
  Alignment. Tendency to chaotic; usually neutral.
  Size. Medium.
  Speed. 30ft.
  Darkvision. 30ft.
  Proficiency. Deception.
  Hardened Skin. Your skin has a hard shell on it, allowing
  you to resist blaster fire. Whenever you are dealt radiant
  damage, you can use your reaction to lower the damage dealt
  by 1d6 + Con.
  Languages. Basic, Sriluurian.
  Wookiee
  Your Wookiee character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. Constitution +2, Strength +2.
  Age. More than 400 years.
  Alignment. Good.
  Size. Medium.
  Speed. 35ft.
  Ryyk Warrior. Wookiees can dual-wield Ryyk blades, and
  additionally their Strength modifier can be added to the
  second attack roll when dual-wielding Ryyk blades.
  Proficiency. Athletics
  Weapon Proficiency. Bowcaster, Ryyk Blades
  Languages. Basic, Shyriiwook
  17
  
  Zabrak
  The Zabrak, also known as Iridonians when referring to the
  Zabrak who came from Iridonia, were a carnivorous Near-
  Human species native to Iridonia, a planet located in the Mid
  Rim known for its inhospitable terrain and fierce predatory
  life. They were a species known for having a fierce sense of
  self-determination and an equally dominant need for
  independence.
  Horned Humans
  Zabrak were Near-Human, but had a number of significant
  physical characteristics that set them apart from baseline
  Humanity. The most striking of these were a series of
  vestigial horns that crowned the heads of both males and
  females. These horns grew at puberty in varying patterns and
  signified that the time of their rite of passage was drawing
  near.
  The horns were one trait shared by the many Zabrak
  subspecies, which were divided by a number of physical
  characteristics that differed from subspecies to subspecies.
  These could include different skin tones (which included
  peachy white, pure white, yellow, red, tan, brown and black),
  horn patterns, hair growth (though it should be noted that
  most Zabraks, unlike Humans, could not grow eyelashes or
  facial hair – there were some exceptions, such as Maris
  Brood and Bao-Dur, who had eyebrows) and eye color (which
  have certain pigmentations that Humans lack, such as purple,
  yellow, red, and orange).
  Zabrak Names
  Male Names: Aleas, Agen, Bao-Dur, Feral, Gith, Maul,
  Savage
  Female Names: Acaadi, Maris
  Clan Names: Brood, Darach, Kolar, Koth, Opress
  Zabrak Traits
  Your Zabrak character has many different attributes that
  might be useful in the field:
  Ability Score Inrease. +2 to one ability score and +1 to
  another.
  Age. Up to 80.
  Alignment. Any.
  Size. Medium.
  Speed. 30ft.
  Horned. Due to your horned skull, many people find you to
  be rather scary. You have advantage on all deception,
  intimidation, and persuasion checks.
  Proficiency. Intimidation, Persuasion.
  Languages. Basic, Zabraki.
  18
  
  Chapter 2: Classes Part I
  Non-Force Wielding Classes
  Class
  Description
  Primary
  Ability
  Saving
  Throw
  Proficiencies
  Armor and Weapon
  Proficiencies
  Engineer
  The engineer is an expert in using technology to his or her
  advantage.
  Intelligence Dexterity &
  Intelligence
  Light armor, simple
  weapons
  Mercenary The mercenary works for whoever is paying best.
  Constitution
  & Strength
  Constitution
  & Strength
  Light and medium
  armor, simple and
  martial weapons
  Pilot
  A pilot in training, but even in training pilots can be
  devastating to those who do underestimate them.
  Intelligence Dexterity &
  Intelligence
  Light armor, simple
  weapons
  Scoundrel Need something done quickly and quietly? The Scoundrel is
  your guy
  Dexterity &
  Charisma
  Dexterity &
  Charisma
  Light and medium
  armor, simple weapons
  Senator
  The Senator is a formidable opponent, not because they
  themselves are dangerous, it's who they know that makes
  them dangerous
  Charisma &
  Wisdom
  Charisma &
  Wisdom
  Light armor, simple
  weapons
  Trooper
  Hardened by battle, the Trooper is well-versed in the use of
  weapons and tactics to take down an opponent
  Strength or
  Dexterity
  Strength &
  Wisdom
  Light and Medium
  armor, simple and
  martial weapons
  19
  
  The Engineer
  Level Proficiency Bonus Features
  Schematics Known Level 1 Level 2 Level 3 Level 4
  1st
  +2
  Gadgets, Mechanically Inclined, Repair
  8
  4
  2
  –
  –
  2nd
  +2
  Expertise
  9
  4
  2
  –
  –
  3rd
  +2
  Another Man's Trash, Engineering Discipline
  10
  4
  3
  –
  –
  4th
  +2
  Ability Score Improvement
  11
  5
  3
  –
  –
  5th
  +3
  Quick Fingers
  12
  5
  4
  –
  –
  6th
  +3
  Student Becomes Teacher
  14
  5
  4
  1
  –
  7th
  +3
  Engineering Discipline Feature
  15
  5
  4
  2
  –
  8th
  +3
  Ability Score Improvement
  16
  5
  5
  2
  –
  9th
  +4
  Rapid Reconfiguration (3)
  17
  5
  5
  3
  –
  10th
  +4
  Engineering Discipline Feature
  18
  6
  5
  3
  –
  11th
  +4
  Academic Literacy
  20
  6
  5
  3
  –
  12th
  +4
  Ability Score Improvement
  21
  6
  5
  4
  –
  13th
  +5
  Rapid Reconfiguration (5)
  22
  6
  6
  4
  1
  14th
  +5
  Engineering Discipline Feature
  23
  6
  6
  4
  1
  15th
  +5
  ––
  26
  6
  6
  5
  1
  16th
  +5
  Ability Score Improvement
  27
  6
  6
  5
  1
  17th
  +6
  Rapid Reconfiguration (7)
  29
  6
  6
  5
  2
  18th
  +6
  Indomitable Mind
  31
  6
  6
  5
  2
  19th
  +6
  Ability Score Improvement
  33
  6
  6
  5
  3
  20th
  +6
  Engineering Discipline Feature
  35
  6
  6
  5
  3
  Engineer
  Class Features
  Hit Points
  Hit dice: 1d8 per engineer level  
  Hit points at 1st level: 8 + your Constitution modifier  
  Hit points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per engineer level after 1st.
  Proficiencies
  Armor: Light Armor  
  Weapons: Simple weapons  
  Tools: Engineer’s Tools  
  Saving Throws: Dexterity, Intelligence  
  Skills: Choose three from repair, Investigation, demolitions,
  security, survival, perception, or nature
  Equipment
  As an engineer you start out with the following equipment,
  including the equipment from your background.
  Combat Suit and engineer’s clothing
  (a) Any simple melee weapon, or (b) blaster pistol and 5
  charge packs
  Any simple ranged weapon and 5 charge packs
  Engineers Tools and Datapad
  Schematics
  As an engineer, you need schematics to make your gadgets
  and know how they operate. These schematics are separated
  into 4 levels, with 1 being the most simple and 4 being
  extremely complicated. Each gadget costs a number of credits
  equal to the materials needed, and a certain amount of time.
  As an engineer, you automatically know 3 level 1
  schematics and 2 level 2 schematics. Whenever you level up
  you can choose to replace one schematic you know with
  another schematic from the list. The new schematic must
  have an equal level to the schematic you replaced.
  Learning and creating a new gadget takes time and money.
  The cost to learn and create new gadgets are as such.
  Level
  Credits
  Time
  1
  20
  1 hour
  2
  60
  2 hours
  3
  260
  8 hours
  4
  1450
  30 hours
  With gadgets that have attacks or saving throws, their rolls
  are made as such:
  Gadget Attack: Proficiency bonus + ability score modifier
  listed on gadget.
  Gadget Saving Throw: 8 + Proficiency modifier +
  Intelligence modifier.
  20
  
  Datapad
  The datapad is the personalized computer you keep on you at
  all times. It is your life. Your datapad is where all your
  schematics are stored, it can be used to keep a personalized
  journal of your adventures, and you can have other modules
  added to it to accomplish different tasks.
  Everyone Has their Limits
  Even as an engineer, keeping, maintaining, and repairing
  gadgets can be tough. For this reason, engineers can only
  have a certain number of gadgets equipped at any given time;
  this is detailed within the levels list. Each equipped gadget
  can be integrated into one of your items of clothing or
  equipment as specified in the schematic description. Multiple
  gadgets using different schematics can each be integrated
  into the same piece of equipment.
  Each equipped gadget increases the weight of the item it is
  integrated into by 2 pounds. Gadget types that are considered
  consumables, however, do not add to that number.
  Whenever you complete a long rest, you may reconfigure
  any number of gadgets you have equipped. These gadgets can
  be reconfigured with any known schematics that you have,
  however, the new gadget must be of the same level as the
  replaced gadget.
  Mechanically Inclined
  At level 1, your skill with mechanical devices allows you to
  use your engineer’s tools to attempt to open mechanical locks
  and disarm mechanical traps.
  Repairs
  Additionally at level 1, you realize your basic purpose in life is
  to fix things. You find joy and intrigue in learning how things
  work and putting them back together.
  As an action, you can use your engineer's tools on any
  vehicle or mechanical object that you are familiar with. If you
  are not familiar with this object you can spend a day learning
  its inner workings. The object heals 1d12 per half engineer
  level, rounded up, plus your proficiency bonus. The number of
  uses you get is half of your level plus your intelligence
  modifier.
  This ability does not work on constructs such as droids.
  Expertise
  At 2nd level, choose two of your skill proficiencies, or one of
  your skill proficiencies and your proficiency with Engineer's
  tools. Your proficiency bonus is doubled for any ability check
  you make that uses the chosen proficiencies.
  Another Man’s Trash
  Beginning at 3rd level, you can use your downtime to
  scavenge for spare parts, useful chemicals, and raw materials
  which you can use to build your gadgets or to craft items. In
  order to do so, you must be in a city, junkyard, or another
  location where such items might be found. Your DM may limit
  the availability of certain types of materials depending on the
  location where you are scavenging.
  For each hour that you spend scavenging, you can locate up
  to 10 credits + your engineer level’s worth of such materials.
  You can use the resources you collect while scavenging to pay
  the material cost of learning new schematics, creating or
  repairing a companion, or as raw materials for crafting with
  artisans tools with which you have proficiency.
  Engineering Discipline
  You have four different disciplines to choose from, and you
  gain benefits from each of them at levels 3, 7, 10, 14, and 20.
  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. You can’t increase an ability score above 20 using this
  feature.
  Quick Fingers
  Starting at Level 5, you can now use a bonus action to make
  repairs, use gadgets that require an interaction, or use
  engineer’s tools to open a lock or disarm a trap.
  The Student becomes the Teacher
  Beginning at level 6, you can use a short or long rest to teach
  one of your companions how to use one of your tools. You
  must use the gold and time to make the gadget for them, but
  afterwards it does not count towards your limit of gadgets.
  Your companions can only have one gadget equipped at any
  time, and cannot use gadgets higher than level 3.
  Rapid Reconfiguration
  Starting at 9th level, whenever you complete a short rest, you
  may reconfigure up to 3 of your equipped gadgets, switching
  them with different gadgets from the list of schematics that
  you know. You must have access to your Engineer's tools in
  order to reconfigure your equipped gadgets.
  At 13th level the number of equipped gadgets you can
  reconfigure increases to 5 and it increases again to 7 gadgets
  at 17th level.
  Academic Literacy
  From 11th level onwards, you can add half of your proficiency
  bonus to any intelligence skill check that you don’t have
  proficiency for.
  Indomitable Mind
  Beginning at 18th level, if your total for an Intelligence check
  is less than your Intelligence score, you can use that score in
  place of the total.
  Engineering Disciplines
  Shipwright
  Throughout all your time as an engineer, nothing has come as
  close to your heart as your love for starships; something
  about them and the space they fly in just gets your motor
  running, so you have spent your life learning them.
  21
  
  Bonus Proficiencies
  You gain proficiency in the investigation and repair skills, and
  medium ship types.
  My Little Helper
  At level 3, you, as a shipwright, gain a robotic companion in
  the form of an astromech droid. You can choose either a T-
  series or an R-series astromech droid. In combat, these
  droids have their own initiatives and will perform actions
  according to your command. If you do not give them
  commands, they act on their own. The droid comes equipped
  with all the tools it could ever need, and can make the same
  engineer repair action as you.
  While riding in a ship, you can set your droid to periodically
  perform maintenance and repairs. During this time your ship
  regains 1d10 hull points per hour.
  Reroute Power
  At level 7, you have formed a deep relationship with your ship
  and have learned to get as much potential out of your ship as
  possible in the form of re-routing power. Whenever you are
  inside a ship you are proficient with adn the pilot performs an
  action, you can use your action or reaction to reroute power
  to boost the effects of one system, but negatively impact
  another. You choose one effect off the pros list, and one effect
  off the cons list, both happen immediately. The effect are
  listed as such:
  Pros:
  Engines: Add half of the ship’s movement to its movement
  for the rest of the turn.
  Shields: Shields gain a +5 to their AC until the beginning
  of your next turn.
  Weapons: Double the damage of your ship’s next weapon
  attack.
  Cons:
  Engines: Cut your ship’s movement by half for the rest of
  the turn
  Shields: Your shields take a -5 to AC until the beginning of
  your next turn.
  Weapons: Halve the damage of your ship’s next weapon
  attack.
  In order to reroute power you must not be piloting the ship
  or manning a turret.
  Droid Docking
  As of level 10, you and your droid have formed a strong bond
  and know how to work together well. Whenever you are
  piloting a starship, you can have your droid connect with your
  ship's systems to use the reroute power ability.
  Weapon Power Up
  Beginning at level 14, as an action, you can choose any
  number of allies you can see within 30 feet of you and power
  up any ranged weapons they are using. For the next 3 rounds,
  the allies you chose deal an additional die of damage.
  Master Engineer
  At level 20, you have earned the title of Master Engineer. You
  gain proficiency with all starships and neither you, nor your
  droid, take the negative effect from the re-route powers.
  Medic
  As a medical engineer, you have decided that you wanted to
  focus your mechanical efforts of technology to keep people
  alive.
  Bonus Proficiencies
  You gain proficiency with heavy armor. You also gain
  proficiency with the medicine skill. If you already have
  proficiency in the medicine skill, you gain expertise in it
  instead.
  Stim Pistol
  At 3rd level you gain access to a stim pistol. This pistol is vital
  to the role of a medic. The stim pistol allows a medic to shoot
  someone with a small vial filled with bacta along with some
  other ingredients. The stim pistol replaces your repair action.
  Make a ranged weapon attack against the target creature's
  natural AC. The weapon attack can either use strength or
  dexterity to make the attack. When successfully hit, the
  targeted creature regains hit points equal to the roll you
  would normally make for repair. The number of uses are the
  same as you normally would get for repair.
  When using the pistol within 5 ft of the target creature, the
  pistol automatically hits.
  Extra Schematics
  Starting at level 7, you gain the bacta field schematic, and it
  doesn’t count towards the total number of schematics known.
  When you get the schematic you, automatically gain the
  gadget and it does not count towards the number of gadgets
  you can carry.
  Plentiful Reuse
  Additionally at level 7, when using a medpac, you now have
  the ability to refill the medpac and reuse it after a short/long
  rest instead of it being lost after consumption.
  Safeguard
  From level 10 onwards, As an action you can boost either
  your defenses or that of an ally within 30ft of you for a limited
  time. When you use this action on an ally or yourself, you
  reduce the damage you take by 1/4 until the beginning of the
  target creature's turn.
  Once used, this ability cannot be used again until after a
  long rest has been completed.
  You may also use this ability as a reaction when you are
  being attacked. You must choose to use this when this attack
  is declared.
  Stim Shot
  Starting at level 14, you gain the ability to use a boost shot
  with your stim pistol. It counts towards the number of regular
  charges of your stim pistol. In addition to healing, the target
  creature gains an additional action and a bonus to speed
  equal to 1/2 its movement until the beginning of its next turn.
  You have only one use of this shot per long rest, but you gain
  an additional shot at levels 16 and 18.
  22
  
  Surgeon General
  At level 20, when you would normally roll one or more dice to
  restore hit points, you instead use the highest number
  possible for each die. For example, instead of restoring 2d6
  hit points to a creature, you restore 12.
  Slicer
  You have decided that as much as you love repairing and
  tinkering with gadgets your love is in the digital; binary and
  codes and messing with others’ work is really what gets you
  going, and so you have modified your datapad to be able to
  hack into any system.
  Bonus Proficiencies
  At 3rd level you gain proficiency in the security and stealth
  skills, as well as medium armor. If you already have
  proficiency in the security skill you may gain expertise in it.
  Hacking
  Starting at 3rd level, you can mark technology as a bonus
  action, and subsequently use an action to attempt to hack it
  as long as you have your datapad with you. You can mark a
  limited number of items, based off the table below. As your
  level increases, the number of things you can mark increases.
  Level
  Small/Tiny
  Medium
  Large
  Huge
  3
  3
  2
  –
  –
  7
  5
  3
  1
  –
  10
  7
  4
  2
  –
  14
  9
  5
  3
  1
  A hacking attempt is a battle of rolls; your hacking roll,
  which is d20 + Intelligence modifier + Proficiency bonus,
  against their system’s d20 + Constitution modifier +
  Proficiency bonus. If you roll higher, then the systems are
  either deactivated or taken over. You must then make a
  security check higher than the system's passive perception to
  ensure the system does not notice your hacking attempt. If
  you fail on either rolls, your attempt is immediately detected
  and target hostiles are noted of the attempt.
  You may not be able to take over systems that are sentient
  (i.e PC droids) but you may shut down their systems for 1d8
  hours, at which point they are considered unconscious.
  Uncanny Dodge
  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.
  Extra Schematics
  At 7th level, you gain access to the stealth field generator
  schematic, and it does not count towards the number of
  schematics known. Once you gain access to this schematic
  you automatically have this gadget equipped, and it does not
  count against the number of gadgets equipped.
  Undetectable
  Additionally at 7th level, you have achieved what some might
  call “slicer” status, you are able to go through any system
  without triggering any alarms. Now, whenever you make a
  hacking attempt, you no longer need to roll security.
  Volatile Overload
  As of 10th level, when you make a hacking attempt, you have
  a chance to completely overload the systems and cause an
  explosion. Whenever you successfully hack a system, you can
  choose to overload the system and cause an explosion around
  the object, where the radius of the explosion is equal to the
  size of the object. Everyone within the radius must make a
  dexterity saving throw to take half damage, or take 2d8
  bludgeoning damage plus 1d6 lightning damage. The damage
  increases to 3d8 + 2d6 at level 14, and to 4d10 + 3d6 at level
  20.
  Nothing is Safe
  Starting at 14th level, you can now even hack the huge
  systems of ships. As an action, you can connect your datapad
  to make a hacking attempt to permanently shut down one of a
  ships systems: thrusters, weapons, shields, or
  communications. Once you have used this ability it cannot be
  used again till long rest.
  Your Friends are Now My Friends
  At 20th level, you have completely learned the complex
  systems that are droids, and can even take over their systems.
  When you successfully hack a droid, you can temporarily
  make them attack their allies for up to 1 hour. Whenever it is
  that droid’s turn, you determine its movement and action, and
  it attacks whoever you designate as long as they are
  controlled. Once you use this ability, you cannot use it again
  until you have completed a long rest.
  Vanguard
  The vanguard uses his knowledge of the battlefield to make
  sure he and his team have the best tech there is. He uses a
  deployable turret to make sure he always has covering fire.
  Bonus Proficiencies
  You gain proficiency in medium armor and martial weapons.
  Additionally, you gain proficiency in the demolitions skill, or
  expertise in it if you already have proficiency.
  Turret
  At level 3, you gain a deployable turret with the following
  properties.
  It can be deployed up to 20ft away from you as an action.
  Once deployed, its hit points and armor class are based on
  the table below.
  Engineer Level
  Turret Armor Class
  Turret Hit Points
  3
  10
  40
  7
  12
  60
  10
  14
  80
  14
  16
  100
  20
  18
  120
  It can run for as long as 10 minutes or until its HP hits 0.
  It takes its action on your turn and makes a single attack
  against the closest hostile creature. It does not have
  disadvantage at close range.
  It comes equipped with a blaster carbine. This can be any
  other ranged weapon that is not heavy. Changing the
  equipped weapon takes a long rest.
  23
  
  The turret can hold three charge packs. When a charge
  pack is depleted, it uses its action to reload. However,
  when it has run out of charge packs it shuts down. You
  must spend a short or long rest to reinstall expended
  charge packs.
  Your turret gains abilities in the form of talents that you
  choose when your subclass levels up. The talents are
  listed below.
  Turret Talents
  Level 7
  Ready Loader. The turret can now reload one equipped
  weapon per turn as a free action.
  Longbow Turret. You can deploy your turret up to 60ft
  away from you.
  Level 10
  Guided Missiles. You turret has the mini missiles gadget
  attached to it, and can use it as an action. In addition to
  the mini missiles statistics, this missile launcher does not
  require direct line of sight and ignores cover.
  Turret Shield. When first deployed, your turret projects a
  shield in a 10ft radius around itself. Projectiles can travel
  out, but not in. The shield has an AC of 10, and half the
  turret's maximum HP.
  Level 14
  Mag Lock. The turret can be deployed and will stick onto
  magnetic surfaces.
  Quick Shield. Whenever your turret deals the killing blow
  to a creature, you gain temporary HP equal to the damage
  dealt as long as you are within 30ft of your turret.
  Level 20
  Double Up. You can add a second weapon to your turret.
  The turret can fire both weapons as one action, and can
  now hold three additional charge packs.
  Gemini. You now have two turrets. Each turret has 70 hit
  points.
  You can also add gadgets to your turret. These do add to
  the number of your gadgets equipped.
  Brain Over Brawn
  Most people look at a rocket launcher and see something that
  requires great strength. You, however, know that it is all in the
  technique. At 3rd level, all strength requirements for heavy
  ranged weapons are now intelligence requirements.
  Extra Schematics
  At level 7, you automatically gain the Cryoban Cells gadget
  schematic and it does not add to your list of schematics
  known. Additionally, it does not add to the number of gadgets
  equipped.
  Battlefront Tactician
  Starting at level 10, while your turret is deployed you gain
  advantage on attacks made against your turret's target.
  KillShot
  At level 14, whenever your turret kills an enemy, it gains an
  additional damage die on its next attack.
  True Grit
  At 20th level, you won’t let anyone stop you from protecting
  the things that are important to you. Anytime that you would
  take enough damage to knock you down to 0 you can make a
  constitution saving throw. If you succeed the saving throw
  you do not take and of the damage and you also regain HP
  equal to half of your max HP. If you fail the save, you take the
  damage as normal. You can only use this ability once per long
  rest.
  24
  R-Series Astromech
  size type, alignment
  Armor Class
  Hit Points
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages None
  Challenge 5 (1100 XP)
  Ability.
  Actions
  Action. Melee Weapon Attack: +5 to hit, one target.
  Hit 9 (1d8 + 4)
  T-Series Astromech
  size type, alignment
  Armor Class
  Hit Points
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages None
  Challenge 5 (1100 XP)
  Ability.
  Actions
  Action. Melee Weapon Attack: +5 to hit, one target.
  Hit 9 (1d8 + 4)
  
  Mercenary
  Both infamous and anonymous at the same time,
  Mercenaries are heirs to a professional legacy—an ancient
  brotherhood with a glorious history. Tracking elusive targets
  across multiple star systems requires expertise, especially
  when the targets can be prominent, powerful, and often
  prepared for confrontation. Thrill seekers from all walks of
  life set out to become bounty hunters, but only the most hard-
  boiled survive in this competitive and deadly business.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Mercenary
  Level
  Proficiency
  Bonus
  Features
  1st
  +2
  Mercenary Conclave, Natural Explorer
  2nd
  +2
  Ears to the Streets, Fighting Style,
  Mercenary Tools
  3rd
  +2
  Conclave Feature
  4th
  +2
  Ability Score Improvement,
  Mercenary Technique
  5th
  +3
  Conclave Feature
  6th
  +3
  Extra Attack
  7th
  +3
  Conclave Feature
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Fleet of Foot
  10th
  +4
  Action Surge
  11th
  +4
  Hide in Plain Sight
  12th
  +4
  Ability Score Improvement
  13th
  +5
  Extra Attack (2)
  14th
  +5
  Advanced Mercenary Technique
  15th
  +5
  Conclave Feature
  16th
  +5
  Ability Score Improvement
  17th
  +6
  Action Surge (2)
  18th
  +6
  Extra Attack (3)
  19th
  +6
  Ability Score Improvement
  20th
  +6
  Ultimate Killing Machine
  25
  
  Class Features
  As a mercenary, you have the following class features.
  Hit Points
  Hit Dice: 1d10 per mercenary level  
  Hit Points at 1st Level: 10 + your Constitution modifier  
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per mercenary level after 1st
  Proficiencies
  Armor: Light and medium armor, shields  
  Weapons: Simple and martial weapons  
  Tools: None  
  Starships: Small and medium starships  
  Saving Throws: Strength, Dexterity  
  Skills: Choose four skills from Athletics, Demolitions,
  Insight, Intimidation, Investigation, Nature, Perception,
  Persuasion, Security, Stealth, and Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a vibrosword or (b) a vibroblade
  (a) a blaster rifle and 5 charge packs or (b) a vibrosword
  (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
  explorer’s pack
  Combat suit, a blaster pistol and 5 charge packs, and
  thieves’ tools
  Mercenary Conclave
  Beginning at 1st level, you choose to emulate the ideals and
  trainings of a mercenary conclave: the Bounty Hunter, the Big
  Game Hunter, or the Jedi-Killer, all detailed at the end of the
  class description. Your choice grants you features at 1st level
  and again at 3rd, 5th, 7th, 11th, and 15th.
  Natural Explorer
  Starting at level 1, you are a master of navigating the natural
  world, and you react with swift and decisive action when
  attacked. This grants you the following benefits:
  You ignore difficult terrain.
  You have advantage on initiative rolls.
  On your first turn during combat, you have advantage on
  attack rolls against creatures that have not yet acted
  Mercenary Reputation
  As a mercenary doing jobs all over the galaxy, you slowly but
  surely start to gain reputation and your name is known all
  around. From level 1 onwards, you gain a bonus to
  Intimidation and Persuasion checks equal to 1/4 of your level
  rounded normally.
  Rounding normally means basic mathematics rules. For
  instance, for a character of level 5, when its level is divided by
  4, the result is 1.25. That would round down to one. For a
  character of level 6, however, when divided by 4, the result
  would be 1.5, which would round up to 2.
  Ears to the Streets
  Starting at 2nd level, you gain vast knowledge that applies to
  Investigation and History. You gain +4 to any check on finding
  a job, a person, or underground dealers.
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  speciality. Choose one of the following options. You can’t take
  a Fighting Style option more than once, even if you later get
  to choose again.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Sharpshooter
  You gain +2 to attack rolls you make with ranged weapons.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Mercenary Tools
  At 2nd level, you gain the tools of the trade that are necessary
  for a Mercenary to be the deadly killer he or she is. You gain
  new toolsets at level 2, and more at levels 7, 11, and 15. When
  you gain new toolsets, your mercenary conclave will provide
  you with one tool from that set, but you will be responsible
  for purchasing or acquiring other tools. The conclave in
  parentheses denotes which gadget your conclave gives you.
  Level 2
  Bug (Jedi Slayer)
  Mini Missiles (Bounty Hunter)
  MM9 mini-concussive rocket launcher (Big Game Hunter)
  Level 7
  Implanted tracking device (Jedi Slayer, Bounty Hunter)
  Electrified Net (Big Game Hunter)
  Level 11
  Adaptive Armor (Jedi Slayer)
  Autoloader (Bounty Hunter)
  Grenade Launcher (Big Game Hunter)
  Level 15
  Mandalorian Power Shield (Jedi Slayer)
  Full Auto Conversion (Bounty Hunter)
  Velocity-7 Dart Shooter (Big Game Hunter)
  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.
  26
  
  Mercenary Techniques
  At 5th level you may choose one of the following features:
  Disarming Strike. Once per turn, when you make a
  ranged or melee weapon attack against an enemy, you can
  declare that the shot is a disarming strike. On a hit, the target
  must make a Strength saving throw against your mercenary
  DC (8 + Cha + prof). On a failed save, the target drops one
  weapon it was holding.
  Marksman’s Strike. At the beginning of your turn, you can
  declare a marksman’s strike. When you use Marksman’s shot,
  you cannot take a bonus action, move, or take any other
  action besides Marksman’s Shot. This attack has advantage,
  and counts as a critical hit on a natural 19 or 20. If it is a
  critical hit, double the number of dice you would roll normally
  for a critical hit.
  Shove Attack. Whenever an enemy is within 5 feet of you
  and you are wielding a ranged weapon, as a bonus action you
  can shove the enemy. You and the creature must make a
  strength contest. If the creature fails, it takes 1d6 damage,
  and is moved up to 15 feet away.
  Extra Attack
  Beginning at 6th level, whenever you take the attack action on
  your turn, you may make another attack. The number of
  attacks increases to 2 at 13, and again to 3 at 18.
  Fleet of Foot
  Beginning at 8th level, you can use the Dash action as a
  bonus action on your turn.
  Action Surge
  Beginning at 9th 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 use this feature, you must finish 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 per turn.
  Hide in Plain Sight
  Starting at 10th level, 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.
  Creatures that attempt to detect you take a -10 penalty to
  their wisdom(perception) check until the start of the next
  turn. You lose this benefit if you move or fall prone. You are
  still automatically detected if any effect or action causes you
  to no longer be hidden.
  If you are still hidden at the beginning of your next turn,
  you can choose to remain motionless and gain this benefit
  until you are detected.
  Advanced Mercenary Techniques
  At level 14, you may choose one of the following features:
  Volley. You can use your action to make a ranged attack
  against any number of creatures within a 10 foot of a point
  that you can see within your weapon’s range. You must have
  ammunition for each target, as normal, and you must make a
  separate attack action for each.
  Whirlwind Attack. You can use your action to make melee
  attack against any number of creatures within 5 feet of you.
  You must make separate attack rolls for each.
  Ultimate Killing Machine
  At 20th level you become unparalleled in your ability to kill.
  You can now add your charisma modifier to the attack roll or
  damage roll of any attack you make. You can choose to add
  this before or after the roll, but before any effects of the roll
  occur.
  Mercenary Conclaves
  There are three conclaves to choose from: the bounty hunter,
  the big game hunter, and the Jedi slayer.
  27
  
  Big Game Hunter Conclave
  Favored Enemy: Beasts
  As a Big Game Hunter, your speciality is in hunting down
  beasts. At level 1, you gain beasts as a favored enemy. You
  gain a +2 to damage rolls with weapon attacks against
  creatures of that favored type. You also gain advantage on
  wisdom (survival) checks to track your favored enemies, and
  also on intelligence checks on recalling information on your
  favored enemies.
  When you gain this feature, you can also learn one
  language of your choice. It is typically a language spoken by
  your favored enemy, or creature. However it can be whatever
  language you want.
  Whoa, Look at that Beauty
  As a big game hunter, you have gained a wide knowledge of
  everything wild and monstrous. As of level 3, you have the
  ability to learn about one creature you can see within 120 feet
  of you that is considered a beast. As a bonus action you
  immediately learn the target’s vulnerabilities, immunities, and
  resistances. You also learn any special abilities triggered
  when it takes damage; such as fire damage halting
  regeneration.
  In addition, the first time each turn you hit the creature
  with a weapon attack it takes an additional 1d6 damage. This
  feature lasts until you choose another target with this feature,
  or you finish a long or short rest.
  Ultimate Wrangler
  At level 5, you gain proficiency, or expertise if you are already
  proficient, in the animal handling skill. Additionally, you can
  grapple large creatures.
  Multiattack Defense
  Starting at level 7, whenever a creature hits you with an
  attack, you gain a +4 to your AC against all subsequent
  against made by that creature for the rest of the round.
  Evasion
  Beginning at level 11, whenever you are subjected to an effect
  that causes you to make a dexterity saving throw, you take
  half damage on a failed save, and no damage on a successful
  one.
  Counter Strike
  At level 15, you gain the ability to counterattack when your
  prey tries to sabotage you. If an enemy forces you to make a
  saving throw, you can use your reaction to make an attack
  against it. You make this attack immediately before making
  the saving throw. If the attack hits, your save automatically
  succeeds, in addition to the normal weapon effects.
  Bounty Hunter Conclave
  Favored Enemy: Humanoids
  As a Bounty Hunter your speciality is in hunting down
  humans, aliens, humanoids as long as they have a good price
  on their head. As a bounty hunter, at level 1, you gain
  humanoids as a favored enemy. You gain a +2 to damage rolls
  with weapon attacks made against creatures of that favored
  type. You also gain advantage on wisdom(survival) checks to
  track your favored enemies, and also on intelligence checks
  on recalling information on your favored enemies.
  When you gain this feature, you can also learn one
  language of your choice. It is typically a language spoken by
  your favored enemy, or creature. However it can be whatever
  language you want.
  You Can Run, but You’ll Only Die Tired
  As a bounty hunter, it’s your job to find people who don’t want
  to be found. At 3rd level, you can choose up to 2 enemies of
  your favored type, and using some of your underground
  contacts, can find out where they are going to be at any time
  within the next month. You may change who you target at will,
  however you can only ever have 2 total marks.
  Additionally, your movement speed is increased by 10.
  Bonus Proficiencies
  At level 3, you gain proficiency in the demolitions and survival
  skills.
  He’s No Good to Me Dead
  Starting at level 5, as a bounty hunter, sometimes you need to
  take your bounty alive, even if you don’t want to. You gain the
  ability to deal nonlethal damage with ranged weapons, and
  you gain advantage on all grapple checks.
  Crippling Strike
  Beginning at level 7, when you make an attack, you can
  attempt to cripple the enemy. The creature you attack must
  make a Constitution saving throw. On a failed save, the
  creature's speed is halved and it has disadvantage on
  Strength checks and saving throws for 1 minute. After using
  this ability, you cannot use it again until you complete a short
  or long rest.
  Making an Example
  From level 11 onwards, whenever you deal enough damage
  with a weapon attack to an enemy to reduce their health to 0,
  all enemies within 30 feet of that enemy who have line of
  sight to you must make a Charisma saving throw. Any
  creature that fails the saving throw is frightened for one
  minute. Each frightened creature can re-attempt the saving
  throw at the end of each of its turns.
  Uncanny Dodge
  At level 15, whenever an attacker that you can see hits you
  with an attack, you can use your reaction to halve the
  damage.
  28
  
  Jedi-Slayer Conclave
  Favored Enemies: Force Sensitives
  As a Jedi-hunter, people with force power would normally
  make most mercenary quake in their boots, but not you.
  Force wielders are your speciality. At level 1, you gain force
  sensitive creatures & humanoids as a favored enemy. You
  gain a +2 to damage rolls with weapon attacks against
  creatures of that favored type. You also gain advantage on
  wisdom (survival) checks to track your favored enemies, and
  also on intelligence checks on recalling information on your
  favored enemies.
  When you gain this feature, you can also learn one
  language of your choice. It is typically a language spoken by
  your favored enemy, or creature. However it can be whatever
  language you want.
  Fighting Fire with Fire
  As a Jedi slayer, you have learned to use your enemies favored
  weapon against them, and at level 3 gain proficiency with
  lightsabers. You do not need to be attuned to a lightsaber to
  have proficiency with it.
  Additionally, you choose a fighting style from the fighting
  styles listed in the Sentinel class, but it only applies to the use
  of lightsabers. When using a lightsaber, your normal fighting
  style does not apply.
  Preemptive Strike
  At level 5, you gain the ability to preemptively strike an
  opponent who is about to attack. Once per turn, whenever
  you hit a favored enemy with an attack, one of the following
  effects applies to its next turn:
  The creature has disadvantage on its next melee or
  ranged weapon attack. or
  The creature has disadvantage on its next spell or force
  attack. or
  All allies gain advantage on the next saving throw imposed
  by a force ability used by the creature.
  You do not choose the effect that applies, the effect is
  automatically applied based off what the creature does on its
  turn.
  Iron Mind
  At level 7, you gain advantage on any saving throws made
  against force abilities, and resistance to force and psychic
  damage.
  Slayer's Flurry
  Starting at level 11, once per turn, when you miss with an
  attack, you can immediately make another attack as a free
  action.
  Death is for the Weak
  At level 15, your determination can delay the grasp of death. If
  you take damage that would lower your hit points to 0, you
  can delay that damage and immediately take a bonus turn,
  interrupting the current one. You do not take the damage
  until the turn ends. It is possible to do things, such as gain
  resistances, that change how much damage you would take.
  Once you have used this feature, you cannot use it again until
  you complete a long rest.
  29
  
  Pilot
  A pilot, sometimes called a flyboy, directly controlled the
  operation of a vehicle while located within the same craft. A
  pilot was often assisted by a copilot, navigator, astromech
  droid, weapons officer, or other crew members. The term
  "pilot" was applied across vehicles used on land or in water,
  air, and/or space.
  On smaller ships, the word pilot and captain were
  interchangeable, but on larger vessels, the pilots were rarely
  the commanders of the vessels.
  Starship captains, because of their generally piloting small-
  scale starships, were sometimes referred to informally as
  "flyboy."
  The Pilot
  Level
  Proficiency
  Bonus
  Features
  Vehicle
  Proficiencies
  1st
  +2
  Vehicle Proficiency, 
  Starfighter Corps
  1
  2nd
  +2
  Auxiliary Power
  1
  3rd
  +2
  Pilot Training, 
  Pilot Training Skill
  2
  4th
  +2
  Ability Score
  Improvement, 
  Extra Attack
  2
  5th
  +3
  Conscious Buyer
  3
  6th
  +3
  Extra Attack
  3
  7th
  +3
  Pilot Training Skill
  3
  8th
  +3
  Ability Score
  Improvement
  4
  9th
  +4
  Fast Reflexes
  4
  10th
  +4
  Pilot Training Skill
  4
  11th
  +4
  Repair
  4
  12th
  +4
  Ability Score
  Improvement
  5
  13th
  +5
  Vehicular Combatant
  5
  14th
  +5
  Pilot Training Skill
  5
  15th
  +5
  Vehicular Auxiliary
  Power
  5
  16th
  +5
  Ability Score
  Improvement
  5
  17th
  +6
  Overcharge
  6
  18th
  +6
  Pilot Training Skill
  6
  19th
  +6
  Ability Score
  Improvement
  6
  20th
  +6
  Tan Pilot
  7
  30
  
  Class Features
  As a pilot, you have the following class features.
  Hit Points
  Hit Dice: 1d8 per pilot level  
  Hit Points at 1st Level: 10 + your Constitution modifier  
  Hit Points at Higher Levels: 1d8 (or 7) + your Constitution
  modifier per pilot level after 1st
  Proficiencies
  Armor: Light armor  
  Weapons: Short swords, batons, vibroblades, blaster pistols,
  and blaster rifles 
  Tools: Engineers's tools  
  Saving Throws: Dexterity, Intelligence  
  Skills: Choose four from Acrobatics, Arcana, History,
  Investigation, Nature, Religion, Sleight of Hand, Stealth
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a shortsword or (b) a vibroblade
  (a) a blaster pistol or (b) a blaster rifle
  Ammunition 5 charge packs per chosen blaster weapon
  Combat suit, a vibroblade, and an engineer’s pack
  Vehicle Proficiency
  Starting at level 1, you are proficient with one vehicle in the
  small vehicle category. This can be either a starship or a land
  vehicle. Pilots gain one more vehicle proficiency at levels 3, 5,
  8, 12, 17, and 20.
  In order to become proficient with a new vehicle, a pilot
  must spend one week piloting the new type of vehicle to
  become proficient with it. At level 5, pilots are able to be
  proficient with medium vehicles, and large vehicles at level
  12.
  Level
  Class
  1
  Small vehicles and starships
  5
  Medium vehicles and starships
  12
  Large vehicles and starships
  Starfighter Corps
  At level 1 you choose a starfighter corps to join. Once you
  have chosen a starfighter corps, you cannot choose to leave it
  or join a new starfighter corps until you have leveled up. Your
  starfighter corps can help you with many things such as
  purchasing a ship, getting insurance for your current ship,
  sending you bounties and missions, and even sending people
  to help you with combat situations.
  A list of joinable starfighter corps and their restrictions can
  be found in the chapter on Factions.
  Auxiliary Power
  Beginning at level 2, a pilot learns how to transfer power to
  other systems as a bonus action. Auxiliary power is only
  available if you are piloting a starship. You must be proficient
  with the class of starship you are using in order to use
  Auxiliary Power. You can only use each Auxiliary Power
  system once, but you regain all expended uses upon finishing
  repairs while docked. In addition, once you have used
  Auxiliary Power, you must wait one round before you can use
  it again. When auxiliary power is shifted to a system, the
  following applies:
  Engines: Your starship gains an additional 1000ft
  movement for the rest of your turn
  Shields: Your starship immediately gains 25 SP
  Targeting: You gain advantage on your next attack roll
  Weapons: You take a -5 penalty to the next attack roll made
  this turn, but add 10 to the total damage roll if the attack
  lands (before any multipliers).
  Pilot School
  At level 3, pilots choose the school of training they wish to
  undertake. Pilots gain new skills in their chosen training
  school at levels 3, 7, 10, 14, and 18.
  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.
  Conscious Buyer
  At level 5, pilots know how much repairs and other ship
  components should cost, as well as what condition they are
  in. From this level on, you have advantage on all Arcana,
  Deception, Insight, Investigation, and Persuasion checks
  when made in relation to purchasing or inspecting starships
  and starship components.
  Extra Attack
  Beginning at 6th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn to make a
  melee or ranged weapon attack. This does not apply to
  starship or vehicular combat.
  Fast Reflexes
  Starting at level 9, pilots have gained the mental acuity to use
  the Dodge or Disengage action as a bonus action. When used
  during starfighter combat, it is used as if it was an Auxiliary
  Power system, and as such can only be used once before
  completing a docked repair.
  Repair
  At level 11, once per docked repair you can use your
  engineer's kit to try and repair your ship or vehicle. You must
  be out of combat to use this ability. Your ship or vehicle
  regains hull points equal to rolling (1d6)d12.
  31
  
  Vehicular Combatant
  As a level 13 pilot, you are a dangerous foe to face while
  mounted on a land vehicle. While you are on your vehicle and
  aren’t incapacitated, you gain the following benefits:
  You have advantage on melee attack rolls against any
  unmounted creature that is smaller than your vehicle.
  You can force an attack targeted at your vehicle to target
  you instead.
  If your vehicle is subjected to an effect 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.
  Vehicular Auxiliary Power
  Beginning at level 15, you have determined how to use your
  auxiliary power skills with your vehicles. You can now use
  auxiliary power with vehicles you are proficient with, with the
  following changes:
  Engines: Your vehicle gains an additional 50ft of
  movement for the rest of your turn
  Shields: Your vehicle immediately gains 25 SP or 10
  temporary HP
  Targeting: You gain advantage on your next attack roll
  Weapons: You take a -5 penalty to the next attack roll made
  this turn, but add 10 to the total damage roll if the attack
  lands (before any multipliers).
  Overcharge
  Once a pilot has reached level 17, he or she knows how to
  shift more power to the weapons than they previously could
  with auxiliary power. When a pilot uses the weapons auxiliary
  power system, if the attack lands it is considered a critical hit.
  Tan Pilot
  At level 20 you have reached the rank of Tan Pilot. Your name
  now has "Tan" as a prefix to your surname, and most pilots
  you run into in civilized areas will have heard of you.
  Whenever you are flying with your starfighter corps, once per
  round you can add your intelligence modifier to one of your
  corps member's attack or damage rolls.
  32
  
  Pilot School
  Beginning at level three, a pilot chooses which pilot school
  they wish to belong to: Ace or Squad Leader. The Ace is
  focused more on the pilot not needing anyone else's help,
  while the squad leader focuses heavily on relying on
  squadmates and others.
  Ace
  Ace pilots are lone wolves. They don't need to tell anyone how
  great they are at dogfighting, everyone else can watch and
  see.
  Custom Boosters
  At level 3 ace pilots can rotate 120° by moving 500ft instead
  of only 60°. This is restricted to small and medium starships.
  Crack Shot
  Once an ace pilot reaches level 7, he or she has had so much
  time behind the throttle that they don't necessarily need the
  targeting computer. At level 7, ace pilots do not have
  disadvantage on an attack made within 1000ft of the normal
  disadvantage range for their Targeting Computer's class.
  Trigger Finger
  When you reach level 10, if you attack with your action you
  can use your bonus action to make a second attack.
  Fear
  By the time you have reached level 14, word of your skills has
  spread to the far reaches of the Outer Rim, and most pilots
  fear ever facing you in a dogfight. The first time a hostile pilot
  encounters you they must make a DC 16 wisdom save. If they
  fail the save, they become feared for one minute. The hostile
  pilot can attempt to succeed on the save at the end of each of
  his or her turns.
  Power Conservation
  At level 18, ace pilots have mastered the art of Auxiliary
  Power, allowing each Auxiliary Power system to have two
  uses. This does not apply to Fast Reflexes and Overcharge.
  Squad Leader
  Squad leaders are masters of tactics and teamwork. With the
  help of their wingmen, there is little that can be done to stop
  them.
  Marking Targets
  When you have reached level 3, you have learned how to track
  targets well. You can mark a target as a bonus action. The
  following rules apply to marking a target:
  To mark a target it must be within range of your targeting
  computer.
  To keep a target marked, it must be within range of your
  targeting computer at the end of your turn.
  When a target is marked, you get a advantage on attacks
  made against the target while the target is in your attack
  vector.
  Wingman
  Starting at 7th level, pilots who choose the squad leader path
  can have a wingman. Each day, a pilot can designate an ally
  player to be his or her wingman. Players who are designated
  as a wingman gain the following attribute:
  You can become proficient with one small starship by
  spending one week training with your squad leader.
  You lose proficiency with a starship by becoming
  proficient with a new starship.
  When piloting, in place of Intelligence modifier for
  starship proficiency, you add +2 to attack rolls, AC, and
  piloting saving throws.
  Improved Marking Targets
  Starting at level 10, you and your wingman have learned to
  communicate well, allowing you both to mark targets. You can
  now mark a total of two targets.
  In addition, you can use marking targets in a defensive
  manner. If a marked target is going to attack one of your
  squadmates or you and is in your attack vector or the attack
  vector of your wingman, as a reaction you or your wingman
  can choose to impose disadvantage on the marked target's
  attack roll.
  Squadron
  At level 18 you can have a second wingman. In addition, you
  can mark a total of three targets.
  Teamwork
  At level 18, once per round, you can choose to add your
  intelligence modifier to one of your squadmates' attack or
  damage rolls.
  33
  
  Scoundrel
  About
  The Scoundrel
  Level
  Proficiency
  Bonus
  Sneak
  Attack Features
  1st
  +2
  1d6
  Expertise, Sneak Attack,
  Thieves’ Cant
  2nd
  +2
  1d6
  Cunning Action
  3rd
  +2
  2d6
  Scoundrel Path
  4th
  +2
  2d6
  Ability Score Improvement
  5th
  +3
  3d6
  Uncanny Dodge
  6th
  +3
  3d6
  Expertise
  7th
  +3
  4d6
  Evasion
  8th
  +3
  4d6
  Ability Score Improvement
  9th
  +4
  5d6
  Scoundrel Path feature
  10th
  +4
  5d6
  Ability Score Improvement
  11th
  +4
  6d6
  Reliable Talent
  12th
  +4
  6d6
  Ability Score Improvement
  13th
  +5
  7d6
  Scoundrel Path feature
  14th
  +5
  7d6
  Blindsense
  15th
  +5
  8d6
  Slippery Mind
  16th
  +5
  8d6
  Ability Score Improvement
  17th
  +6
  9d6
  Scoundrel Path feature
  18th
  +6
  9d6
  Elusive
  19th
  +6
  10d6
  Ability Score Improvement
  20th
  +6
  10d6
  Stroke of Luck
  Class Features
  As a scoundrel, you have the following class features.
  Hit Points
  Hit Dice: 1d8 per scoundrel level 
  Hit Points at 1st Level: 8 + your Constitution modifier Hit
  Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per scoundrel level after 1st
  Proficiencies
  Armor: Light armor 
  Weapons: Simple weapons, martial ranged weapons,
  vibroblades, vibroswords  
  Saving Throws: Dexterity, Intelligence 
  Skills: Choose four from Acrobatics, Athletics, Deception,
  Insight, Intimidation, Investigation, Perception, Performance.
  Persuasion, Security, Sleight of Hand, and Stealth 
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a shortsword or (b) a vibroblade
  (a) a blaster pistol and 5 charge packs or (b) a vibroblade
  (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
  explorer’s pack
  A Combat Suit, a blaster pistol and 5 charge packs
  Expertise
  At 1st level, choose two of your skill proficiencies, or one of
  your skill proficiencies and your proficiency with thieves’
  tools. Your proficiency bonus is doubled for any ability check
  you make that uses either of the chosen proficiencies.
  At 6th level, you can choose two more of your proficiencies
  (in skills or with thieves’ tools) to gain this benefit.
  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
  finesse 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 Scoundrel table.
  Thieves’ Cant
  During your scoundrel training you learned thieves’ cant, a
  secret mix of dialect, jargon, and code that allows you to hide
  messages in seemingly normal conversation. Only another
  creature that knows thieves’ cant understands such
  messages. It takes four times longer to convey such a
  message than it does to speak the same idea plainly.
  In addition, you understand a set of secret signs and
  symbols used to convey short, simple messages, such as
  whether an area is dangerous or the territory of a thieves’
  guild, whether loot is nearby, or whether the people in an area
  are easy marks or will provide a safe house for thieves on the
  run.
  Cunning Action
  Starting 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.
  Scoundrel Path
  At 3rd level, you choose an path that you emulate in the
  exercise of your scoundrel abilities: Thief, Assassin, or Beast
  Master, all detailed at the end of the class description. Your
  path choice grants you features at 3rd level and then again at
  9th, 13th, and 17th level.
  34
  
  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.
  Uncanny Dodge
  Starting at 5th level, when an attacker 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, you can nimbly dodge out of the way of
  certain area effects, such as a red dragon’s fiery breath or an
  ice storm spell. When you are subjected to an effect that
  allows you to make a Dexterity saving throw to take only half
  damage, you instead take no damage if you succeed on the
  saving throw, and only half damage if you fail.
  Reliable Talent
  By 11th level, you have refined your chosen skills until they
  approach perfection. Whenever you make an ability check
  that lets you add your proficiency 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 proficiency 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. Ifyour 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 use
  this feature, you can’t use it again until you finish a short or
  long rest.
  Scoundrel Paths
  Scoundrels have many features in common, including their
  emphasis on perfecting their skills, their precise and deadly
  approach to combat, and their increasingly quick reflexes.
  But different scoundrels steer those talents in varying
  directions, embodied by the rogue archetypes. Your choice of
  path is a reflection of your focus – not necessarily an
  indication of your chosen profession, but a description of your
  preferred techniques.
  Smuggler
  You hone your skills in the larcenous arts. Burglars, bandits,
  cutpurses, and other criminals typically follow this archetype,
  but so do rogues who prefer to think of themselves as
  professional treasure seekers, explorers, delvers, and
  investigators. In addition to improving your agility and
  stealth, you learn skills useful for delving into ancient ruins,
  reading unfamiliar languages, and using magic items you
  normally couldn’t employ.
  Cargo Smuggler
  When you choose this path at 3rd level, you immediately gain
  proficiency with all cargo starships.
  Short Negotiations
  At level 3, you can use an Intelligence check whenever you
  have to make a Charisma check when prompted by any form
  of law enforcement.
  Supreme Sneak
  Starting at 9th level, you have advantage on a Dexterity
  (Stealth) check if you move no more than half your speed on
  the same turn.
  Auxiliary Power
  At level 13, the scoundrel has learned the ins and outs of his
  or her ship, and therefore can use the Auxiliary Power ability
  as detailed in the Pilot class.
  Smuggler’s Reflexes
  When you reach 17th level, you have become adept at laying
  ambushes and quickly escaping danger. You can take two
  turns during the first round of any combat. You take your first
  turn at your normal initiative and your second turn at your
  initiative minus 10. You can’t use this feature when you are
  surprised.
  Assassin
  You focus your training on the grim art of death. Those who
  adhere to this archetype are diverse: hired killers, spies,
  bounty hunters, and even specially anointed priests trained to
  exterminate the enemies of their deity. Stealth, poison, and
  disguise help you eliminate your foes with deadly efficiency.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency with the disguise kit and the poisoner’s kit.
  Assassinate
  Starting 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.
  35
  
  Infiltration Expertise
  Starting at 9th level, you can unfailingly create false identities
  for yourself. You must spend seven days and 25 cr to
  establish the history, profession, and affiliations 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 official-looking
  certification to establish yourself as a member of a trading
  house from a remote city so you can insinuate yourself into
  the company of other wealthy merchants.
  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
  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
  Starting 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 Dexterity
  modifier + your proficiency bonus). On a failed save, double
  the damage of your attack against the creature.
  Beast Master
  The Beast Master path embodies a friendship between the
  civilized races and the beasts of the universe. United in focus,
  beast and scoundrel work as one to fight the monstrous foes
  that threaten civilization and the wilderness alike. Emulating
  the Beast Master path means committing yourself to this
  ideal, working in partnership with an animal as its companion
  and friend.
  Animal Companion
  At 3rd level, you learn to use your magic to create a powerful
  bond with a creature of the natural world.
  With 8 hours of work and the expenditure of 50 gp worth of
  rare herbs and fine food, you call forth an animal from the
  wilderness to serve as your faithful companion. You normally
  select you companion from among the following animals: an
  ape, a black bear, a boar, a giant badger, a giant weasel, a
  mule, a panther, or a wolf. However, your DM might pick one
  of these animals for you, based on the surrounding terrain
  and on what types of creatures would logically be present in
  the area.
  At the end of the 8 hours, your animal companion appears
  and gains all the benefits of your Companion’s Bond ability.
  You can have only one animal companion at a time.
  If your animal companion is ever slain, the magical bond
  you share allows you to return it to life. With 8 hours of work
  and the expenditure of 25 gp worth of rare herbs and fine
  food, you call forth your companion’s spirit and use your
  magic to create a new body for it. You can return an animal
  companion to life in this manner even if you do not possess
  any part of its body.
  If you use this ability to return a former animal companion
  to life while you have a current animal companion, your
  current companion leaves you and is replaced by the restored
  companion.
  A list of potential companion beasts can be found in the
  next few pages.
  Companion’s Bond
  Your animal companion gains a variety of benefits while it is
  linked to you.
  The animal companion loses its Multiattack action, if it has
  one.
  The companion 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 companion acts on its own.
  Your animal companion has abilities and game statistics
  determined in part by your level. Your companion uses your
  proficiency bonus rather than its own. In addition to the areas
  where it normally uses its proficiency bonus, an animal
  companion also adds its proficiency bonus to its AC and to its
  damage rolls.
  Your animal companion gains proficiency in two skills of
  your choice. It also becomes proficient with all saving throws.
  For each level you gain after 3rd, your animal companion
  gains an additional hit die and increases its hit points
  accordingly.
  Whenever you gain the Ability Score Improvement class
  feature, your companion’s abilities also improve. Your
  companion 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 companion can’t increase an ability score above
  20 using this feature unless its description specifies
  otherwise.
  Your companion shares your alignment, and has a
  personality trait and a flaw that you can roll for or select from
  the tables below. Your companion shares your ideal, and its
  bond is always, “The ranger who travels with me is a beloved
  companion for whom I would gladly give my life.”
  When using your Natural Explorer feature, you and your
  animal companion can both move stealthily at a normal pace.
  Coordinated Attack
  Additionally at 3rd level, you and your animal companion
  form a more potent fighting team. When you use the Attack
  action on your turn, if your companion can see you, it can use
  its reaction to make a melee attack.
  Beast’s Defense
  At 9th level, while your companion can see you, it has
  advantage on all saving throws.
  Storm of Claws and Fangs
  At 13th level, your companion can use its action to make a
  melee attack against each creature of its choice within 5 feet
  of it, with a separate attack roll for each target.
  Superior Beast’s Defense
  At 17th level, whenever an attacker that your companion can
  see hits it with an attack, it can use its reaction to halve the
  attack’s damage against it.
  36
  
  Potential Companion Creatures
  The following is an alphabetized list of potential companions
  for the Scoundrel Beast Master path.
  Vornskr
  The vornskr, native to the planet Myrkr, were a wild, vicious
  canine species that had the unusual ability to sense the
  Force. This ability evolved to help them hunt ysalamiri, but a
  side effect caused them to think that Force-sensitives were
  their favorite prey, including Jedi in their appetite.
  Vornskrs were primarily nocturnal hunters, and used their
  whip-like, mildly venomous tails to stun prey before finishing
  it off with their teeth. They were normally sedate during the
  day, but hunger or other factors would drive them to hunt
  during daylight hours.
  Ysalamiri
  Ysalamiri were furry, lizard-like tree-dwellers about 50
  centimeters in length native to the planet Myrkr, most known
  for their ability to repel the Force by creating a Force-neutral
  bubble. This ability evolved in response to predation by the
  Force-sensitive vornskrs. Many ysalamiri grouped together
  would expand their Force-neutral bubble by varying distances
  – sometimes by kilometers.
  37
  Young Vornskr
  Medium beast, unaligned
  Armor Class 14
  Hit Points 34 (4d8 + 12)
  Speed 40ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 6 (-2)
  Skills Perception +6
  Senses passive Perception 18
  Proficiency Bonus +2
  Languages None
  Challenge 1/2 (100 XP)
  Evolved Predator. The vornskr have evolved to hunt
  the force-neutral ysalamiri on Myrkr. The vornskr
  have an unnatural force sensitivity, which grants
  them better hunting skills against any creature that
  is force sensitive.
  Vornskr have advantage on all force-related saving
  throws, and all attacks against force-sensitive
  targets.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, one target.
  Hit 10 (1d10 + 3)
  Claws. Melee Weapon Attack: +3 to hit, one target.
  Hit 8 (1d8 + 3)
  Tail. Melee Weapon Attack: +3 to hit, reach 5ft, one
  target. Hit 6 (1d4 + 3 poison) On a hit, target must
  make Con saving throw or be poisoned.
  Ysalamiri
  Small beast, unaligned
  Armor Class 14
  Hit Points 21 (6d6)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 10 (+0) 8 (-1) 18 (+4) 10 (+0)
  Skills Perception +6
  Senses passive Perception 20
  Languages None
  Challenge 1/4 (50 XP)
  Evolved Prey. Due to being hunted so heavily by the
  vornskrs of Myrkr, the Ysalamiri have developed a
  force-neutral bubble around themselves to protect
  them from the vornskr's force-sensing abilities.
  The force-neutral bubble completely protects the
  ysalamiri and anyone in the bubble from any force
  abilities that directly affect them. The bubble is 5ft
  in diameter, unless there is a large group of
  ysalamiri, in which case the bubble can be upwards
  of 1km in diameter.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, one target.
  Hit 5 (1d6 + 1)
  
  Senator
  About
  The Senator
  Level
  Proficiency
  Bonus
  Features
  Majestic
  Talents
  1st
  +2
  Inspiring Call (d4), 
  Encouraging Words
  ––
  2nd
  +2
  Majesty Points, 
  Charismatc Armor
  1
  3rd
  +2
  Cohorts
  1
  4th
  +2
  Ability Score
  Improvement
  2
  5th
  +3
  Inspiring Call (d6), 
  Boon of Diplomacy
  2
  6th
  +3
  Ability Score
  Improvement
  3
  7th
  +3
  Affecting Persona
  3
  8th
  +3
  Ability Score
  Improvement
  4
  9th
  +4
  Inspiring Call (d8)
  4
  10th
  +4
  ––
  5
  11th
  +4
  ––
  5
  12th
  +4
  Ability Score
  Improvement
  5
  13th
  +5
  ––
  6
  14th
  +5
  Ability Score
  Improvement, 
  Sublime Majesty
  6
  15th
  +5
  ––
  6
  16th
  +5
  Ability Score
  Improvement
  7
  17th
  +6
  Inspiring Call (d10)
  7
  18th
  +6
  Supreme Guardian
  7
  19th
  +6
  Ability Score
  Improvement
  8
  20th
  +6
  Senatorial
  Paramountcy
  9
  Class Features
  As a senator, you have the following class features.
  Hit Points
  Hit Dice: 1d6 per senator level  
  Hit Points at 1st Level: 6 + your Constitution modifier  
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
  modifier per senator level after 1st
  Proficiencies
  Armor: Light armor  
  Weapons: Simple weapons 
  Tools: None  
  Saving Throws: Charisma, Wisdom  
  Skills: Choose any three from Acrobatics, Animal Handling,
  History, Insight, Intimidation, Investigation, Medicine,
  Nature, Perception, Performance, Persuasion or Religion.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a simple melee weapon or (b) a simple ranged weapon
  and ammunition
  (a) a blaster pistol
  5 charge packs per ranged weapon
  Leather armor, a vibroblade, and an engineer’s pack
  Inspiring Call
  At 1st level, you may inspire an ally, such as through a rallying
  call, to achieve greater feats in the service of yourself or that
  which you call for. In order to use this feature, you must be
  able to speak. As an action, any ally within 60 feet of you that
  you can see gains a Inspiring Call die. This size of this die is
  determined by your levels in senator. Within the next minute,
  they may use this extra die on any attack roll, damage roll,
  ability check, or saving throw. They may decide to use this
  extra die after they roll but not after the DM has decided if
  they succeeded or failed.
  You may use this feature a number of times equal to 1 +
  your Charisma modifier. You regain all expended uses after
  you complete a short or long rest. Your Inspiring Call die
  grows at 5th, 9th, and 17th level.
  Encouraging Words
  Also at 1st level, you may use your words to bolster morale,
  instead of simply inspiring your allies. You gain a pool of hit
  points that you can use to impart temporary hit points to an
  ally, equal to your levels in senator x 5. As an action, you
  encourage an ally within 5 feet of yourself and instill a portion
  of the temporary hit points or all of it, at your choice. You
  must be within 5 feet of an ally, due to the intimacy of these
  encouraging words. You cannot use your encouraing words
  on yourself. Your pool of hit points for encouraging words
  fully replenish after a long rest.
  38
  
  Majesty Points
  At 2nd level, you have unlocked a resevoire of power that only
  the epitome of nobility can understand: majesty. You gain a
  number of majesty points equal to your levels in the senator
  class. You may expend these points for your Majestic Talents
  or other class features. You regain all expended majesty
  points after you complete a long rest.
  Majestic Talents
  Also at 2nd level, you gain access to your first abilities to
  utilize your majesty points, your Majestic Talents. Choose 1
  from the Majestic Talents section at 2nd level and more
  based on your level as you progress on the senator class
  table.
  If any talents require you to formulate a saving throw, it is a
  DC of 8 + your Charisma modifier + your Proficiency bonus.
  Whenever you gain a level in the senator class you can forget
  one majestic talent and learn another one that you meet the
  prerequisites for.
  Charismatic Armor
  Additionally at 2nd level, your mere presence exudes a
  charismatic aura that is difficult to strike to most creatures.
  When not wearing any armor, using a shield, or using another
  type of armor class (such as unarmored defense or armor
  class from the mage armor spell) you have an armor class
  equal to 10 + your Dexterity Modifier + your Charisma
  modifier. Creatures who are immune to being charmed or
  who have advantage against the charmed condition have
  advantange to attack rolls against you when using this armor
  class.
  Cohorts
  At 3rd level, you gain two cohorts that follow you around,
  obeying you faithfully. You have one guardian and one pilot.
  Both cohorts are of your race, but lack any exceptionalities of
  your race to grant them racial traits. Guardians and pilots
  may be of either gender. Guardians are proficient in all
  simple and martial weapons and light and medium armor.
  You may add your Proficiency bonus to their attacks, damage
  rolls, and saving throws so long as you are within 120 feet of
  your cohorts and they are aware of your presence. If your
  cohort ever dies, another takes its place within one month's
  time, so long as you properly inform your governing body.
  While they may collect a salary or they are sworn to serve you
  and/or your governing body, any expenses they require are
  handled by your government. If you have been disavowed by
  your governing body or they have been destroyed, you must
  handle this matter on your own, depending upon the
  disposition of your cohorts.
  Cohorts take their turn on your initiative, though they don't
  take an action unless you command them to. On your turn,
  you can verbally command them where to move (no action
  required by you). You can use your action, or when you target
  them with Inspiring Call, to verbally command them to take
  the Attack, Dash, Disengage, Dodge, or Help action. Once you
  have the Extra Attack feature (if you ever do), you can make
  one weapon attack yourself when you command them to take
  the Attack action.
  At 6th level, whenenver your guardian takes the Attack
  action, he or she can make two attacks instead of just one.
  39
  Guardian
  Medium humanoid (any race), your alignment
  Armor Class 16
  Hit Points 38 (5d8 + 15)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Basic
  Synergy. Whenever a guardian finishes a long rest in
  the presence of the senator they serve, they gain
  temporary hit points equal to senator's Charisma
  modifier X their levels in the senator class.
  Actions
  Vibrosword. Melee Weapon Attack: +6 to hit, one
  target. Hit 9 (1d10 + 3)
  Blaster Rifle. Melee Weapon Attack: +6 to hit, one
  target. Hit 9 (1d10 + 3)
  Pilot
  Medium humanoid (any race), your alignment
  Armor Class 13
  Hit Points 17 (3d8 + 3)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Basic
  Starship Proficiencies Shuttles
  Actions
  Heavy Blaster Pistol. Ranged Weapon Attack: +4 to
  hit, one target. Hit 5 (1d6 + 2)
  
  Boon of Diplomacy
  At 5th level, you utilize your majesty more often than most
  senators. You gain two additional majestic talents. Also, you
  gain extra majesty points equal to your Charisma modifier.
  Affecting Persona
  At 7th level, your Inspiring Call and Encouraging Words can
  now go hand in hand. Whenever you use your Inspiring Call
  feature, you may then use your Encouraging Words as a
  bonus action on the same creature on your turn. If you do so,
  you do not need to be within 5 feet of them.
  Additionally, as an action, you may regain your spent
  healing pool from your Encouring Words ability as you focus
  on how to bolster your allies. You regain half of your
  maximum pool of hit points from your Encouraging Words
  ability. Once you do so you cannot do so again until you finish
  a long rest.
  Sublime Majesty
  At 14th level, you may use your understanding of your current
  dilemma to consider how to reassert yourself. As a bonus
  action, you regain expended majesty points equal to your
  Wisdom modifier. You can use this feature twice. You regain
  all expended uses after finishing a long rest.
  Supreme Guardian
  At 18th level, your guardian is exceptional in his or her ability
  to defend you in battle or circumstance. You may now
  command your guardian to take an action as a bonus action.
  Additionally, at the beginning of a creature's turn, you may
  expend two majesty points to let your guardian use their
  reaction to take another action. Additionally, at the beginning
  of a creature's turn, you may expend two majesty points to let
  your guardian use their reaction to take another action.
  Finally, your guardian gains double the hit points from his
  or her synergy ability.
  Senatorial Paramountcy
  At 20th level, you have reached the greatest height of being a
  senator. This new pinnacle is reflected in your sheer
  presence. Your Wisdom and Charisma ability scores improve
  by 4 to a maximum of 24.
  Majestic Talents
  Majestic talents are the features that make a senator unique.
  These abilities make them stand out from each other, make
  them branded with diversity, and allow them to express in
  their own unique ways how they are a senator. If a majestic
  talent has a prerequisite, you must meet them. At each
  senator level, you may lose one talent and replace it with
  another as long as you meet the majestic talent's
  prerequisites.
  Some of these abilities are similar to spells, but in fact are
  not casted in the traditional sense. Instead, you simply use
  your majesty to create the effect. Thus when you cast the
  spells granted by majestic talents, they require no spell
  components, except verbal. Further, majestic talents cannot
  be counterspelled and work fine in antimagic fields.
  All Eyes on Me
  You can use your action to force all eyes on you by unveiling
  yourself or doing some dramatic action, such as singing or
  playing an instrument. All creatures that can see you within
  30 feet must make a Wisdom saving throw or be charmed by
  you until the beginning of your next turn. While they are
  charmed they are incredibly distracted. Attacks against them
  have advantage and their attacks against others have
  disadvantage. The use of this talent costs 1 majesty point per
  creature that fails their saving throw and you choose to have
  it be distracted by you as you focus your majesty on it.
  Animal Companion
  You gain an animal companion that you consider your best
  friend and loyal ally. Choose a beast that is no larger than
  Medium and that has a challenge rating of 1/4 or lower. Add
  your proficiency bonus to the beast's AC, attack rolls, and
  damage rolls, as well as to any saving throws and skills it is
  proficient in. Its hit point maximum equals its normal
  maximum or four times your senator level, whichever is
  higher.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn't take an action
  unless you command it to. On your turn, you can verbally
  command the beast where to move (no action required by
  you). You can use your action or a majesty point, to verbally
  command it to take the Attack, Dash, Disengage, Dodge, or
  Help action. Once you have the Extra Attack feature (if you
  ever do), you can make one weapon attack yourself when you
  command the beast to take the Attack action.
  If the beast dies, you can obtain another one by spending 8
  hours bonding with another beast that isn't hostile to you,
  either the same type of beast as before or a different one.
  Aura of Protection
  You are constantly shrouded by an aura of protection. You are
  always under the effects of a protection from evil and good
  spell.
  At 5th level, as an action and at the expense of two majesty
  points, you may touch a creature and shroud it in your
  majesty. It gains the effects of a protecttion from evil and
  good spell for 8 hours.
  Berating Words
  You realize your inspiring presence can have the reverse
  effect on a foe. At the expense of one majesty point and as a
  reaction to you or your ally being targetted by a weapon
  attack by an enemy within 60 feet of you, you can berate the
  foe and cause them to miss. As a use of one of your Senator
  Inspiration die, you may add that result to you or your allies
  armor class against the creature's attack. You must decide to
  use this feature before the target rolls their attack, but once
  they've targetted you or an ally.
  Charismatic Instructions
  You may utilize your sheer presence to request, order,
  demand, or persuade others to do something. As an action
  and at the expense of two majesty points, a target creature
  acts as though you casted the suggestion spell on them. You
  may expend additional majesty points using this ability, as
  though you increased its spell slot for greater effect, by one
  majesty point per spell slot beyond 2nd, as per the spell's
  description.
  40
  
  Destroy Morale
  Prerequisites: 9 levels in the senator class You utilize the
  defeat of a foe to change the tide of battle. At the expense of
  six majesty points and as a reaction to an ally defeating a
  hostile creature, all other hostile creatures within 30 feet of
  you and the defeated creature who consider that defeated
  creature an ally must make a Wisdom saving throw or lose
  half of their current hit points (rounded down). Creatures who
  have advantage against charmed conditions may roll the
  saving throw with advantage. Creatures who are immune to
  being charmed are immune to this effect.
  Do Something!
  At the expense of two majesty points and as a bonus action,
  you may force an ally to take an action by using up their
  reaction. They may take any action they would like and can
  take. For example, a creature who has already cast a spell
  that takes 1 action cannot cast another spell that takes 1
  action.
  Exert the Self
  By reminding yourself of who you are, you may reassert
  control over yourself. As an action and at the expense of one
  majesty point, you may end the effects causing you to be
  charmed or frightened.
  Influential
  You gain proficiency in Deception and Persuasion skills. At
  the expense of one majesty point, you may gain advantage on
  your next Deception or Persuasion roll made in the next 10
  minutes.
  Majestic Healing
  The healing pool of your Encouraging Words can be restored.
  As a bonus action, you may replenish expended hit points
  from your healing pool by converting your majesty points. For
  every majesty point converted, you regain 5 hit points into
  your healing pool. You cannot exceed the maximum healing
  pool with this ability, but may regain them instead of waiting
  for finishing a long rest.  
   
  My Hero
  As an action and the expense of one majesty point, you may
  target an ally as though you casted heroism on them, except it
  does not require concentration, the target must be within 60
  feet of you that can see or hear you, and they gain temporary
  hit points equal to your Charisma modifier + your Proficiency
  bonus at the start of each of their turns for the duration of the
  effect.
  Senatorial Bounty
  By contacting officials from your governing body by
  messenger, you sacrifice two majesty points to place a bounty
  on the head of a creature of your choice. All expenses for this
  bounty are paid by your government. You may only have up to
  three bounties placed at a time and each bounty costs two
  permanent majesty points. Once the bounty is claimed, you
  may regain the two expended majesty points after a long rest.
  The bounty can be claimed by reprimanding the creature and
  bringing them before you or by slaying the creature. You must
  decide this when the bounty is placed.
  Senator Shield
  Prerequisites: 5 levels in the senator class You may thrust
  forth an exertion of your majestic presence to defy the odds of
  combat. At the expense of one majesty point and as a reaction
  to being the target of an attack, you ward yourself as per the
  sanctuary spell, except this effect ends after the attack that
  caused the reaction is calculated.
  You Know Me
  You may create a bond with a number of creatures that is
  represented by the fact that you can near-telepathically tell
  them what to do simply by your body language. Choose a
  number of creatures equal to your Charisma modifier + half
  your levels in senator (rounded down) that you have spent at
  least one week with. Whenever those creatures can see you,
  they understand basic commands simply by reading your
  body language. You can tell them things like "no", "yes",
  "that's bad", "I don't like that", "this is a great idea", etc. You
  cannot reveal complex information in this way. Other
  creatures cannot determine your messages in this way, even
  if they roll impressive Insight skill checks.
  Credit to /u/impersonator for this class. Pulled
  from his Noble Homebrew class.
  41
  
  Trooper
  The Trooper
  Level
  Proficiency
  Bonus
  Features
  1st
  +2
  Weapon Forging
  2nd
  +2
  Firearm Fighter
  3rd
  +2
  Combat Expertise
  4th
  +2
  Ability Score Improvement
  5th
  +3
  Extra Attack
  6th
  +3
  Special Ammunition Expert
  7th
  +3
  Combat Expertise Feature
  8th
  +3
  Ability Score Improvement, Personal
  Shield Generator
  9th
  +4
  Quick Install
  10th
  +4
  Hide in Plain Sight
  11th
  +4
  Tools of the Trade, Extra Attack
  12th
  +4
  Ability Score Improvement
  13th
  +5
  Combat Expertise Feature
  14th
  +5
  Low Profile
  15th
  +5
  Combat Expertise Feature
  16th
  +5
  Ability Score Improvement
  17th
  +6
  ––
  18th
  +6
  Feral Senses, Combat Expertise
  Feature
  19th
  +6
  Ability Score Improvement
  20th
  +6
  Combat Expertise Feature
  Class Features
  As a trooper you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per Trooper level 
  Hit Points at 1st Level: 10 + Constitution modifier 
  Hit Points at Higher Levels: 1d10 (or 6) + Constitution
  modifier per Trooper level after 1st
  Proficiencies
  Armor: Light armor, medium armor  
  Weapons: Simple weapons, martial weapons  
  Tools: Tinkerer's tools  
  Saving Throws: Dexterity, Strength  
  Skills: Choose four from Acrobatics, Athletics, Demolitions,
  History, Insight, Perception, Sleight of Hand, Stealth, and
  Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a blaster pistol or (b) blaster rifle
  (a) light exoskeleton or (b) verpine fiber mesh
  A blaster pistol and 10 charge packs
  Weapon Forging
  Starting at level 1, you can modify your blasters and the
  blasters of your comrades using your repair skill. You can
  spend a long rest to add one modification to a blaster
  weapon. You will use your demolitions skill for this.
  You can have up to 1 modification on any blaster.
  Firearm Fighting Style
  Starting at 2nd level, you can choose between the Firearm
  Fighting Style, Two-Weapon Fighting Style, or Gunslinger
  Fighting Style.
  Firearm Fighting Style
  You gain a +2 bonus to attack rolls you make with ranged
  weapons.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  This applies to dual-wielding pistols.
  Gunslinger
  When you are wielding a pistol in one hand and no other
  weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Combat Expertise
  At level 3 you choose a combat expertise. Your options are
  Commander, Gunslinger, Heavy Assault Trooper, and
  Marksman, which are detailed at the end of the class
  description.
  Ability Score Increase
  When you reach 4th level, and again at 8th, 12th, 16th and
  19th level, you can increase one ability score of you choice by
  2, or you can increase two ability scores of your choice by 1.
  As normal, you can't increase an ability score above 20 using
  this feature.
  Extra Attack
  Starting at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn. The
  number of attacks increases to three at 11th level in this
  class.
  Special Ammunition Expert
  Starting at 6th level, when you use special ammunition, your
  weapon does not take the damage penalty normally imposed
  by the special ammunition.
  For instance, a blaster rifle with a kesium cartridge would
  still do 1d10 damage instead of the 1d8 damage imposed by
  the cartridge installed.
  42
  
  Personal Shield Generator
  Starting at 8th level, you obtain a personal shield generator
  which gives you 28 (8d4 + 8) temporary hit points and
  increases by 1d4+1 for every level after. The shield's AC is 13.
  When the shield is broken, if the attack roll would hit you, you
  take the remaining damage, but if the attack roll would not hit
  you then it only breaks your shield. The shield is also
  unaffected by the dodge action.
  During a short rest you can choose to repair your shield
  generator, instead of rolling hit die, allowing it to regain all its
  hit points. The shield takes double damage from Ion
  weapons.
  Quick Install
  Beginning at level 9, you can now use your action (instead of
  a short rest) to install a new cartridge in a blaster that
  belongs to you. Once you have used this feature, you must
  take a short or long rest before using it again.
  Hide in Plain Sight
  Starting at 10th level, you can spend 1 minute creating
  camouflage for yourself. You must have access to fresh mud,
  dirt, plants, soot, and other naturally occurring materials with
  which to create your camouflage. Once you are camouflaged
  in this way, you can try to hide by pressing yourself up against
  a solid surface, such as a tree or wall, this is at least as tall
  and wide as you are. You gain a +10 bonus to dexterity
  (Stealth) checks as long as you remain there without moving
  or taking actions.
  Once you move, or take an action or a reaction your bonus
  goes down to +3 but you may use the hide action as a bonus
  action. You can only move half your total movement in order
  to keep this benefit.
  Tools of the Trade
  Starting at 11th level, you can have up to three mods on each
  of your weapons.
  Low Profile
  Starting at 14th level, 1/2 cover counts as 3/4 cover for you.
  Feral Senses
  Starting at 18th level, you gain preternatural senses that help
  you fight 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.
  Combat Expertise
  Commander
  Commanders on the battlefield are a wonder to behold.
  Leading their troops to victory, they are tactical geniuses and
  experts at supporting their troops. The sight of a Commander
  on the battlefield both raises allies spirits and demoralizes
  your enemies.
  Commander's Influence
  Starting at 3rd level, you learn the Morale, and Demoralize
  features.
  Morale: As an action, you can boost your allies Morale. You
  choose a number of allies that you can see, and can see or
  hear you, up to your Charisma modifier (with a minimum of
  1). Those allies gain a +1 bonus to their attacks and saving
  throws. This lasts for 1 minute or until you use this feature
  again. Your allies lose this bonus if you cannot see them, or
  they cannot see or hear you, or you become Incapacitated.
  You can use this feature twice, regaining any expended uses
  when you finish a long rest. This increases to a +2 bonus at
  7th level, and to a +3 bonus at 13th level.
  Demoralize: As an action, you can Demoralize the
  opposition's resolve. You choose a number of hostile
  creatures that you can see, and can see or hear you, up to
  your Charisma modifier (with a minimum of 1). Those
  creatures make a Charisma saving throw (DC = 8 + your
  proficiency bonus + your Charisma Modifier). On a failed
  save, the creatures have a -1 penalty to attacks and saving
  throws. This lasts for 1 minute or until you use this feature
  again. A creature automatically succeeds on the saving throw
  if it's immune to being frightened. On a successful save, a
  creature becomes immune to the effects of Demoralize. The
  hostile creatures lose this penalty if you cannot see them, or
  they cannot see or hear you, or you become Incapacitated.
  You can use this feature twice, regaining any expended uses
  when you finish a long rest. This penalty increases to a -2
  penalty at 7th level, and to a -3 penalty at 13th level.
  Commanding Presence
  Starting at 7th level, you have advantage on all saving throws,
  and ranged attack rolls with a blaster if you have an ally
  under the effect of your Morale feature. At Level 10 the Allies
  under the effect of Morale gain the morale bonus for the
  remainder of the encounter.
  Commander Mods
  Starting at 13th level, you gain access to the targeting laser
  mod and the tranquilizer rounds mod.
  Stand as One
  Starting at 15th level, when an ally under the effects of your
  Morale feature hits a hostile creature with an attack, the ally
  may choose to deal an additional 1d6 damage of the weapons
  damage type, or choose to heal themselves 1d6 HP instead.
  Allies can deal this extra damage, or heal themselves only
  once per turn.
  Experienced Commander
  Beginning at level 18, you can use your Commander's
  Influence feature as a bonus action instead of an action.
  Master Commander
  Starting at 20th level, your moral and demoralize respective
  bonuses and penalties count for damage as well as attacks
  and saving throws.
  Gunslinger
  Gunslingers are quick to be the first ones to attack. They
  typically prefer to remain mobile while attempting to flank
  their opponents.
  43
  
  Gunslinger Training
  Starting at 3rd level, you gain the following abilities.
  Being within 5 feet of a hostile creature doesn't impose
  disadvantage on your ranged attack rolls with blasters.
  Your movement speed increases by 5 feet
  You are now proficient with shields
  Run and Gun
  Starting at 3rd level you can now dash as a bonus action if
  you use your action to make an attack.
  Quick Draw
  Starting at 7th level, when combat starts and you are not
  surprised you can make one attack per pistol you have
  equipped before the first round begins.
  Gunslinger Mods
  Starting at 13th level, you gain access to the high impact
  pistol rounds mod and the tranquilizer rounds mod.
  Double Tap
  Starting at 15th level, you gain the ability to fire an additional
  shot for each attack you make. You must take a short or long
  rest before using this feature again.
  Improvised Shield Generator Repairs
  Starting at 18th level, if your shield generator is depleted you
  can use your action to repair it to 80 sp. This feature can only
  be used once per short or long rest.
  Master Combatant
  Starting at 20th level, you gain the following additional
  abilities, as long as you aren't incapacitated:
  You can use the dodge action as a bonus action.
  You also ignore any reduction to your movement speed.
  You now have an additional 10 feet of movement instead
  of 5 feet.
  Heavy Assault Trooper
  Assault Training
  Starting at 3rd level, you gain the following abilities.
  You gain proficiency with Heavy Armor.
  Your carrying capacity is doubled.
  You have the ability to carry 2 heavy blasters instead of
  just one.
  Heavy Weapon Expert
  Starting at 7th level, you have mastered the art of wielding
  heavy weapons. Because of your expertise you can now
  reload the flamethrower and rocket launcher as a bonus
  action (like the fast hands feat you can only fire one rocket
  per turn), and you can reload the gatling blaster as an
  action.You also cannot stack this ability with fast hands.
  Heavy Mod Master
  Starting at 13th level, you gain the ability to use the
  suppressive fire mod, guided rockets mod, and the jellied fuel
  mod.
  Ammo Conservationist
  Starting at 15th level, you have learned how to mod your
  weapons to stretch their charge packs to their maximum
  potential. The number of shots you can make with a blaster
  before reloading is multiplied by 1.5 (so gatling blaster
  becomes 18 shots, flamethrower has 12 shots, sniper has 9
  shot, etc). Except for the bowcaster which gets x2 (so 4 shots).
  This counts towards your weapon mod limit and cannot be
  given to allies. When you acquire this ability at your DM’s
  discretion you might find 1 for free.
  Heavy Blaster Bludgeoner
  Starting at 18th level, when wielding a rocket launcher,
  gatling blaster, or flame thrower and within 5 ft of an enemy
  you can make an attack to bash them with your weapon. This
  attack deals 1d8 damage and uses the strength ability score. I
  you hit then the target makes a Strength saving throw (DC 8
  + your Strength Modifier + your Proficiency Bonus) or be
  shoved 5 ft.
  Explosives Expert
  Starting at 20th level, when throwing grenades or firing a
  rocket launcher at enemies near you, if you would also be hit
  by the blast then on a failed save you take half damage and no
  damage on a successful save. You can now also fire a second
  rocket on your turn.
  Marksman
  Marksmen are the guardians of the battlefield, constantly
  watching over their allies they prefer to sit back and provide
  assistance from a distance while also watching over the
  battlefield from a safe position.
  Miniature Tracking Device
  Starting at 3rd level, as a bonus action, you can fire a small
  tracking device onto a creature that you can see. Once they
  are marked in this way you have advantage on all attack rolls
  with blasters against that creature and advantage on tracking
  that target. This lasts for 1 hour, or until the creature has 0
  hit points. You can use this feature a number of times equal
  to your wisdom modifier (minimum of once). You regain any
  expended uses when you finish a long rest.
  At level 7 the duration extends to 3 hours, 6 hours at level
  11, and 12 at level 15.
  Interrupting Shot
  Starting at 7th level, when a creature makes an attack against
  you, you may use your reaction to make a ranged weapon
  attack with a firearm you are holding against the creature.
  This attack happens before the creature rolls to attack. If
  your attack hits the creature, the creature takes a penalty in
  the form of disadvantage on that attack roll made against you.
  Marksman Mods
  Starting at 13th level, you gain access to the target finder
  scope mod and the tranquilizer rounds mod.
  Enhanced Tibana Cartridges
  Starting at 15th level, your blasters deal additional weapon
  damage equal to your wisdom modifier (minimum of 0), and
  are considered magical for purposes of overcoming
  resistances.
  44
  
  Leading Volley
  Starting at 18th level, as a bonus action, you may make up to
  three ranged weapon attacks with a firearm. Each shot
  requires ammunition, and scores a critical hit on a roll of 18-
  20. You cannot benefit from any other feature or spell on
  these attacks. Once you use this feature you cannot use it
  again until you take a short or long rest.
  Master Marksman
  Starting at 20th level, your Sniper's Mark feature becomes
  second nature to you. You can now use it a number of times
  equal to two times your wisdom modifier, and you also regain
  any expended uses when you finish a short or long rest.
  Trooper Weapon Mods
  Suppressing Fire Mod
  When the suppressing fire mode is attached to a gatling
  blaster, you can use your action to completely unload your
  charge pack into your enemies. Choose up to 6 enemies (or
  less depending on how many shots are left in your blaster)
  that are in front of you, not in cover, and within range, and
  make an attack roll against each of them. Each enemy hit has
  disadvantage on all their attack rolls on their next turn.
  Starting the turn after you use this feature roll a d6, on a 5 or
  6 you regain this ability.
  Jellied Fuel Mod
  When attached to a flamethrower, enemies hit by your flame
  thrower must make a Dex saving throw(DC 8+ your Strength
  Modifier + your Proficiency Bonus) or they are covered in
  jellied fuel and set fire, which deals 2d4 damage at the start
  of each of their turns until they spend 2 actions (only one of
  which can be from an ally) to put themselves out. The fire is
  immediately extinguished if the target jumps into water or
  into the dark, cold, vacuum of space.
  Ammo Conservation Mod
  The number of shots you can make with a blaster before
  reloading is multiplied by 1.5 (gatling blaster has 18 shots,
  flamethrower has 12 shots, sniper rifle has 9 shots, etc...).
  The bowcaster, however, increases to 4 shots. This counts
  towards your weapon mod limit and cannot be given to allies.
  Target Finder Scope
  When this mod is attached to a weapon, attacks made with
  that weapon score a critical hit on a roll of 19 or 20
  (stackable with sniper bonus and the headshot feat). This
  counts towards your total number of mods per weapon and
  can only be used on your weapons.
  Stun Rounds
  When attached to a weapon a player can choose to fire a stun
  round from their blaster. In combat these rounds have a DC
  13 con save, out of combat these rounds have a dc 17 con
  save. Targets that fail the save fall asleep (see sleep spell for
  sleep condition). These rounds deal no damage.
  Targeting Laser
  When attached to a weapon, a player can use a bonus action
  to mark a target, giving all allies advantage on attack rolls
  against that target until the beginning of your next turn.
  High Impact Pistol Round
  When this mod is attached to a pistol, attacks made with th
  pistol deal one damage die higher. Heavy blaster pistols
  become 1d8, and blaster pistols become 1d6.
  Guided Rockets
  When attached to a rocket launcher, you now have the ability
  to guide rockets fired from the launcher manually. This effect
  gives you a +5 to your attack rolls when shooting at ground
  targets. It also gives you the ability to guide your rockets
  around cover and lock onto vehicles.
  45
  
  Chapter 3: Force Wielding Classes
  Force Wielding Classes
  Class
  Description
  Force
  Ability
  Saving
  Throw
  Proficiencies
  Armor and
  Weapon
  Proficiencies
  Adept
  –
  Wisdom
  Dexterity &
  Wisdom
  –
  Consular Consulars seek to perfect the art of diplomacy and mediation, hoping to
  calm a tense situation or get what they want through reasoning, rather
  than drawing their lightsabers and cutting down an attacker
  Charisma
  Charisma &
  Wisdom
  Light armor,
  light blasters
  Guardian Concentrating on martial training and combat, Guardians engage in
  combat more than either of the other two classes of trained force wielders
  Wisdom
  Constitution
  & Strength
  Light armor,
  light blasters
  Sentinel Sentinels blended both schools of teaching and amplified them with a
  series of non-Force skills, such as in the fields of security, computers,
  stealth techniques, demolitions, repair or medicine
  Intelligence Dexterity &
  Intelligence
  Light armor,
  light blasters
  The Force
  As a student of the force, you can master and use force
  disciplines and talents.
  Force Talents
  A force talent is a minor force effect you have mastered. At
  1st level, you know one force talent of your choice (see the
  talent options later in this class description). You learn
  additional talents of your choice at higher levels, as shown in
  the Talents Known column of the class tables.
  Force Disciplines
  A force discipline is a rigid set of mental exercises that allows
  a force wielder to manifest the force. Such disciplines are
  divided into two categories: lesser, greater, and exotic. A force
  wielder masters only a few disciplines at a time.
  At 1st level, you know two lesser disciplines of your choice
  (see the discipline options later in this class description). You
  learn additional disciplines of your choice at higher levels, as
  shown in the Disciplines Known column of the Mystic table.
  You must be at least 5th level to learn a greater discipline,
  and 10th level to learn an exotic discipline.
  In addition, whenever you gain a level in this class, you can
  replace one discipline you know with a different one of your
  choice. You can replace a lesser discipline with a greater
  discipline, but only if you are at least 5th level.
  Force Points
  You have an internal reservoir of energy that can be devoted
  to the force disciplines you know. This energy is represented
  by force points. Each force discipline describes effects you
  can create with it by spending a certain number of force
  points. A force talent requires no force points.
  The number of force points you have is based on your force
  wielder level, as shown in the Force Points column of the
  class tables. The number shown for your level is your force
  point maximum. Your force point total returns to its
  maximum after you finish a long rest. The number of force
  points you have can’t go below 0 or over your maximum.
  Force Limit
  Though you have access to a potent amount of force energy, it
  takes training and practice to channel that energy. There is a
  limit on the number of force points you can spend to activate
  a force discipline ability. The limit is based on your force
  wielder level, as shown in the Force Limit column of the class
  tables. For example, as a 3rd level consular, you can spend no
  more than 3 force points on a discipline ability each time you
  use it, no matter how many force points you have.
  Focus
  You can focus energy on one of your force disciplines to draw
  ongoing benefits from it. As a bonus action, you can choose
  one of your force disciplines and gain its focus benefit, which
  is detailed in that discipline’s description. The benefit lasts
  until you are incapacitated or until you use another bonus
  action to choose a new focus benefit. You can have only one
  focus benefit at a time.
  46
  
  The Adept
  Level Proficiency Bonus Features
  Talents Known Disciplines Known Force Points Force Limit
  1st
  +2
  Force, Force Knife, Unarmored Defense
  1
  1
  4
  2
  2nd
  +2
  Unarmored Movement
  1
  1
  6
  2
  3rd
  +2
  Hone the Blade
  2
  2
  14
  3
  4th
  +2
  Ability Score Improvement
  2
  2
  17
  3
  5th
  +3
  Extra Attack
  2
  3
  27
  4
  6th
  +3
  Consumptive Knife, Force Heal
  2
  3
  32
  4
  7th
  +3
  Deflect Blaster Bolts
  3
  4
  38
  5
  8th
  +3
  Ability Score Improvement
  3
  4
  44
  5
  9th
  +4
  Force Knife Projection
  3
  5
  57
  6
  10th
  +4
  Force Mastery
  3
  5
  64
  6
  11th
  +4
  ––
  4
  6
  64
  7
  12th
  +4
  Ability Score Improvement
  4
  6
  64
  7
  13th
  +5
  Channel Force
  4
  7
  75
  7
  14th
  +5
  Phantom Knife
  4
  7
  75
  7
  15th
  +5
  ––
  5
  8
  75
  7
  16th
  +5
  Ability Score Improvement
  5
  8
  75
  7
  17th
  +6
  Force Resistance
  5
  9
  75
  7
  18th
  +6
  ––
  5
  9
  75
  7
  19th
  +6
  Ability Score Improvement
  6
  10
  75
  7
  20th
  +6
  Force Palm
  6
  10
  75
  7
  Adept
  Force Adepts were Force-wielders of all species with varying
  powers and abilities. Some of these Force Adepts were
  known to wield Force weapons such as quarterstaffs imbued
  with the Force, which inflicted more damage and were able to
  withstand lightsaber blows. This generic concept of Force
  Adepts often depicted them with little to no formal Jedi
  training in the Force and often coming from primitive planets.
  Class Features
  As an adept, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per adept level  
  Hit Points at 1st Level: 8 + your Constitution modifier  
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per adept level after 1st  
   
   
   
   
   
   
  Proficiencies
  Armor: Medium  
  Weapons: Simple, martial weapons  
  Tools: None  
  Saving Throws: Dexterity, Wisdom  
  Skills: Choose four skills from 
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  a) a blaster rifle and 5 charge packs or b) a shortsword
  a blaster pistol and 5 charge packs
  Clothes
  Force Ability
  Wisdom is your force ability for your force disciplines. You
  use your Wisdom modifier when setting the saving throw DC
  for a force discipline or when making an attack roll with one.
  Discipline save DC = 8 + your proficiency bonus + your
  Wisdom modifier
  Discipline attack modifier = your proficiency bonus +
  your Wisdom modifier
  47
  
  Force Knife
  Starting at 1st level, you gain the ability to manifest a blade of
  force energy. As a bonus action, you create scintillating knives
  of force energy that project from both of your fists. You can’t
  hold anything in your hands while manifesting these blades.
  You can dismiss them as a bonus action.
  For you, a soul knife is a martial melee weapon with the
  light and finesse properties. It deals 1d8 force damage on a
  hit.
  As a bonus action, you can prepare to use the blades to
  parry; you gain a +2 bonus to AC until the start of your next
  turn or until you are incapacitated.
  Unarmored Defense
  Beginning at 1st level, while you are wearing no armor and
  not wielding a shield, your AC equals 10 + your Dexterity
  modifier + your force ability modifier.
  Unarmored Movement
  Starting at 2nd level, your speed increases by 10 feet while
  you are not wearing armor or wielding a shield. This bonus
  increases by 5 more feet when you reach level 6 in adept, and
  again when you reach levels 10, 14, and 18.
  At 9th level, you gain the ability to move along vertical
  surfaces and across liquids on your turn without falling
  during the move.
  Hone the Blade
  Starting at 3rd level, you can spend force points to augment
  your soul knife’s attack rolls and damage. You gain a bonus to
  attack and damage rolls with your soul knives depending on
  the number of force points spent, as shown on the table
  below. This bonus lasts for 10 minutes.
  Force Points
  Attack and Damage Bonus
  2
  +1
  5
  +2
  7
  +4
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Consumptive Knife
  Starting at 6th level, whenever you slay an enemy creature
  with a soul knife attack, you immediately regain 2 force
  points.
  Force Heal
  At 6th level, you gain the ability to heal yourself. As an action,
  you can regain hit points equal to three times your adept level.
  You must finish a long rest before you can use this feature
  again.
  Deflect Blaster Bolts
  Starting at 7th level, you can use your reaction to deflect or
  catch the blaster bolt when you are hit by a ranged blaster
  attack. When you do so, the damage you take from the attack
  is reduced by 1d10 + your Dexterity modifier + your adept
  level.
  If you reduce the damage to 0, you can catch the energy of
  the blaster bolt if it is small enough for you to hold in one
  hand and you have at least one hand free. If you catch a bolt
  in this way, you can spend 2 force points to make a ranged
  attack with the bolt you just caught, as part of the same
  reaction. You make this attack with proficiency, regardless of
  your weapon proficiencies.
  Force Knife Projection
  Beginning at level 9, you can use the same power drawn for
  force knife to throw your knives at enemies. When you do so,
  a new knife will take the thrown one's place. The range for
  this thrown attack is 30ft, after which you will have
  disadvantage out to 60ft, which is the maximum range.
  Force Mastery
  Beginning at 10th level, your mastery of force energy allows
  you to push your mind beyond its normal limits. As an action,
  you gain 9 special force points that you can spend only on
  disciplines that require an action or a bonus action to use.
  You can use all 9 points on one discipline, or you can spread
  them across multiple disciplines. You can’t also spend your
  normal force points on these disciplines; you can spend only
  the special points gained from this feature. When you finish a
  long rest, you lose any of these special points that you haven’t
  spent.
  If more than one of the disciplines you activate with these
  points require concentration, you can concentrate on all of
  them. Activating one of them ends any effect you were already
  concentrating on, and if you begin concentrating on an effect
  that doesn’t use these special points, the disciplines that
  you’re concentrating on end.
  At 15th level, the pool of force points you gain from this
  feature increases to 12.
  You have one use of this feature, and you regain any
  expended use of it with a long rest. You gain one additional
  use of this feature at 12th, 15th, and 18th level.
  Channel Force
  From level 13 onwards, you can channel the force into
  yourself in an incredibly short amount of time. Whenever you
  take a short rest, as long as you spend at least 30 minutes
  meditating, you regain 25 force points.
  Phantom Knife
  Starting at 14th level, you can make an attack that phases
  through most defenses. As an action, you can make one
  attack with your soul knife. Treat the target’s AC as 10 against
  this attack, regardless of the target’s actual AC.
  48
  
  Force Resistance
  Beginning at 14th level, your mastery of the force grants you
  proficiency in all saving throws.
  Additionally, whenever you make a saving throw and fail,
  you can spend 3 force points to reroll it and take the second
  result.
  Shatterpoint
  At 20th level, you gain the ability to set up lethal force
  vibrations in someone’s body. When you hit a creature with
  your force knife or your unarmed strike, you can spend 7
  force points to start these imperceptible vibrations, which last
  for a number of days equal to your adept level. The vibrations
  are harmless unless you use your action to end them. To do
  so, you and the target must be on the same planet. When you
  use this action, the creature must make a Constitution saving
  throw. If it fails, it is reduced to 0 hit points. If it succeeds, it
  takes 10d10 necrotic damage.
  You can have only one creature under the effect of this
  feature at a time. You can choose to end the vibrations
  harmlessly without using an action.
  49
  
  The Consular
  Level Proficiency Bonus Features
  Talents Known Disciplines Known Force Points Force Limit
  1st
  +2
  Force, Force Order, Telepathy
  1
  1
  4
  2
  2nd
  +2
  Force Recovery
  1
  1
  6
  2
  3rd
  +2
  Force Order feature
  2
  2
  14
  3
  4th
  +2
  Ability Score Improvement
  2
  2
  17
  3
  5th
  +3
  Healer
  2
  2
  27
  4
  6th
  +3
  Force Order feature
  2
  3
  32
  4
  7th
  +3
  Heightened Senses
  2
  3
  38
  5
  8th
  +3
  Ability Score Improvement
  2
  3
  44
  5
  9th
  +4
  Advanced Healing, Precognitive Instinct
  2
  4
  57
  6
  10th
  +4
  Force Order feature
  3
  4
  64
  6
  11th
  +4
  ––
  3
  4
  64
  7
  12th
  +4
  Ability Score Improvement
  3
  5
  64
  7
  13th
  +5
  Precognitive Defense
  3
  5
  64
  7
  14th
  +5
  Force Order feature
  3
  5
  64
  7
  15th
  +5
  ––
  3
  6
  64
  7
  16th
  +5
  Ability Score Improvement
  3
  6
  64
  7
  17th
  +6
  Cleansing Touch
  4
  6
  64
  7
  18th
  +6
  ––
  4
  7
  64
  7
  19th
  +6
  Ability Score Improvement
  4
  7
  64
  7
  20th
  +6
  Force Body
  5
  7
  64
  7
  Consular
  Led by the Council of Reconciliation, the Consulars sought
  diplomatic measures in spreading peace and harmony across
  the Galactic Republic. Refraining from drawing their
  lightsabers (many Consulars wielded green lightsabers)
  except as a measure of last resort, Consulars spent a great
  deal of time studying the mysteries of the Force.
  Class Features
  As a consular, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per consular level  
  Hit Points at 1st Level: 8 + your Constitution modifier  
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per consular level after 1st  
   
   
   
   
   
   
   
  Proficiencies
  Armor: Light armor  
  Weapons: Simple weapons, lightsabers  
  Tools: None  
  Saving Throws: Constitution, Wisdom  
  Skills: Choose four skills from Animal Handling, Deception,
  Insight, Intimidation, Medicine, Perception, Performance,
  Persuasion, and Survival  
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  A lightsaber according to the lightsaber color table.
  Robes
  Force Ability
  Charisma is your force ability for your force disciplines. You
  use your Charisma modifier when setting the saving throw
  DC for a force discipline or when making an attack roll with
  one.
  Discipline save DC = 8 + your proficiency bonus + your
  Charisma modifier
  Discipline attack modifier = your proficiency bonus +
  your Charisma modifier
  50
  
  Force Recovery
  Starting at 2nd level, you can draw vigor from the force
  energy you use to power your force disciplines.
  Immediately after you spend force points on a force
  discipline, you can take a bonus action to regain hit points
  equal to the number of force points you spent.
  Telepathy
  At 1st level, your mind awakens to the ability to communicate
  via telepathy. You can telepathically speak to any creature you
  can see within 120 feet of you in this manner. You don’t need
  to share a language with the creature for it to understand
  your telepathic messages, but the creature must be able to
  understand at least one language or be telepathic itself.
  Ability Score Improvement
  When you reach 4th level, and again at 8th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can’t increase an ability score above 20 using this feature.
  Healer
  At level 5, you have mastered the art of channeling the force
  to heal wounds. You have a pool of healing power that
  replenishes when you take a long rest. With that pool, you can
  restore a total number of hit points equal to your consular
  level x 5. As an action, you can touch a creature and draw
  power from the pool to restore a number of hit points to that
  creature, up to the maximum amount remaining in your pool.
  Alternatively, you can expend 5 hit points from your pool of
  healing to cure the target of one disease or neutralize one
  poison affecting it. You can cure multiple diseases and
  neutralize multiple poisons with a single use of Healer,
  expending hit points separately for each one.
  This feature has no effect on droids.
  Heightened Senses
  Starting at 7th level, if you are able to hear, you are aware of
  the location of any hidden or invisible creature within 15 feet
  of you.
  Advanced Healing
  Starting at level 9, whenever you use a force ability to heal
  you or another target creature, for every force point spent,
  add your force ability modifier to the total health gained.
  For instance, if your modifier is 4, and you use 3 force
  points, add 12 to the total health gained.
  Precognitive Instinct
  By 9th level, your instincts are so honed that you have
  advantage on initiative rolls.
  Additionally, if you are surprised at the beginning of
  combat and aren’t incapacitated, you can act normally on your
  first turn.
  Precognitive Defense
  At level 13, as long as you moved more than 10 feet during
  your last turn, you can use your reaction and 3 force points to
  ignore a single melee or ranged attack made against you.
  Cleansing Touch
  Beginning at 17th level, you can use your action to end one
  spell or force ability on yourself or on one willing creature
  that you touch.
  You can use this feature a number of times equal to your
  Force ability modifier (a minimum of once). You regain
  expended uses when you finish a long rest.
  Force Body
  At 20th level, your mastery of force power causes your mind
  to transcend the body. Your physical form is infused with
  force energy. You gain the following benefits:
  You gain resistance to bludgeoning, piercing, and slashing
  damage.
  You no longer age.
  You are immune to disease, poison damage, and the
  poisoned condition.
  If you die, roll a d20. On a 10 or higher, you discorporate
  with 0 hit points, instead of dying, and you fall
  unconscious. You and your gear disappear. You appear at a
  spot of your choice 1d4 - 1 days later on the plane of
  existence where you died, having gained the benefits of
  one long rest.
  51
  
  The Guardian
  Level Proficiency Bonus Features
  Talents Known Disciplines Known Force Points Force Limit
  1st
  +2
  Fighting Style, Force, Force Order
  1
  1
  4
  2
  2nd
  +2
  Starfighter Corps
  1
  1
  6
  2
  3rd
  +2
  Force Order feature
  1
  2
  12
  3
  4th
  +2
  Ability Score Improvement
  1
  2
  16
  3
  5th
  +3
  Extra Attack
  1
  2
  20
  4
  6th
  +3
  Force Order feature
  2
  3
  24
  4
  7th
  +3
  Reckless Attack
  2
  3
  28
  5
  8th
  +3
  Ability Score Improvement
  2
  3
  32
  5
  9th
  +4
  Fighting Style Feature
  2
  4
  36
  6
  10th
  +4
  Force Order feature
  3
  4
  44
  6
  11th
  +4
  ––
  3
  4
  55
  7
  12th
  +4
  Ability Score Improvement
  3
  5
  55
  7
  13th
  +5
  Auxiliary Power, Overwhelm
  3
  5
  55
  7
  14th
  +5
  Force Order feature
  3
  5
  55
  7
  15th
  +5
  ––
  3
  6
  55
  7
  16th
  +5
  Ability Score Improvement
  3
  6
  55
  7
  17th
  +6
  Survivor
  4
  6
  55
  7
  18th
  +6
  ––
  4
  7
  55
  7
  19th
  +6
  Ability Score Improvement
  4
  7
  55
  7
  20th
  +6
  Flurry of Blows
  5
  7
  55
  7
  Guardian
  Concentrating on martial training and combat, Guardians
  engaged in combat more than either of the other two classes
  of Jedi; the Consulars or the Sentinels. Descended from the
  Order's founders on Tython whose role in the galaxy was to
  defend the weak and uphold the laws of the Galactic
  Republic, the Guardians were often seen as representatives
  of the Order and the classic Jedi weapon: the lightsaber.
  Class Features
  As a guardian, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per guardian level  
  Hit Points at 1st Level: 10 + your Constitution modifier  
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per guardian level after 1st  
   
   
   
   
   
  Proficiencies
  Armor: Light and medium armor, shields  
  Weapons: Simple weapons, lightsabers  
  Tools: None  
  Saving Throws: Strength, Wisdom  
  Skills: You are proficient with the Athletics and Demolitions
  skills  
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  A lightsaber according to your fighting style
  Robes
  Combat Suit
  Force Ability
  Wisdom is your force ability for your force disciplines. You
  use your Wisdom modifier when setting the saving throw DC
  for a force discipline or when making an attack roll with one.
  Discipline save DC = 8 + your proficiency bonus + your
  Wisdom modifier
  Discipline attack modifier = your proficiency bonus +
  your Wisdom modifier
  52
  
  Fighting Style
  At 1st level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can’t take
  a Fighting Style option more than once, even if you later get
  to choose again. When you choose a fighting style, you are
  also deciding which weapons your character starts with.
  Fighting Style
  Weapons
  Ataru
  Lightsaber, vibroblade
  Makashi
  Lightsaber
  Niman
  Double-bladed lightsaber
  Shien
  Lightsaber pike
  Soresu
  Lightsaber
  Starfighter Corps
  Additionally, at level 2, you can join the Jedi Starfighter Corps.
  You gain proficiency with up to one starfighter of your choice.
  In addition, you can be proficient with a total of two vehicles.
  Ability Score Improvement
  When you reach 4th level, and again at 8th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can’t increase an ability score above 20 using this feature.
  Extra Attack
  At level 5, you can make a second attack when you use the
  Attack action on your turn.
  Reckless Attack
  Starting at 7th level, you can throw aside all concern for
  defense to attack with fierce desperation. When you make
  your first attack on your turn, you can decide to attack
  recklessly. Doing so gives you advantage on melee weapon
  attack rolls using Strength during this turn, but attack rolls
  against you have advantage until your next turn.
  Auxiliary Power
  Beginning at level 13, the guardian learns how to transfer
  power to other systems as a bonus action. Auxiliary power is
  only available if you are piloting a starship. You must be
  proficient with the class of starship you are using in order to
  use Auxiliary Power. You can only use each Auxiliary Power
  system once, but you regain all expended uses upon finishing
  repairs while docked. In addition, once you have used
  Auxiliary Power, you must wait one round before you can use
  it again. When auxiliary power is shifted to a system, the
  following applies:
  Engines: Your starship gains an additional 1000ft
  movement for the rest of your turn
  Shields: Your starship immediately gains 25 SP
  Targeting: You gain advantage on your next attack roll
  Weapons: You take a -5 penalty to the next attack roll made
  this turn, but add 10 to the total damage roll if the attack
  lands (before any multipliers).
  Overwhelm
  Additionally at level 13, you gain permanent knowledge of the
  Brute Force force discipline, and permanent focus on its
  focus. This focus cannot be lost, and therefore cannot be
  used for abilities such as Surge of Health.
  Survivor
  At 18th level, you attain the pinnacle of resilience in battle. At
  the start of each of your turns, you regain hit points equal to 5
  + your Constitution modifier if you have no more than half of
  your hit points left. You don’t gain this benefit if you have 0 hit
  points.
  Flurry of Blows
  At level 20, you can choose to make a third attack when you
  use the Attack action on your turn, with the penalty being a -3
  to your AC for the round.
  Fighting Styles
  Ataru
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack. If the
  second weapon is a lightsaber, you must be attuned with it to
  use this feature.
  Battle Mastery
  Starting at level 9, if you are dual wielding two lightsabers
  with which you are proficient, when you use a bonus action to
  cast a force ability followed by the Attack action, you may use
  a free action to make an attack with your off-hand saber.
  Makashi
  When you are wielding only one lightsaber you are attuned
  with, you gain a +2 bonus to damage rolls with it.
  Flurry
  Starting at 9th level, when you miss with an attack during
  your turn, you can immediately make an additional attack.
  You can only gain one additional attack on your turn with this
  ability.
  Niman
  When you use a double-bladed lightsaber you are attuned
  with, you get a +2 bonus to attacks made with it.
  Double Bladed Fury
  At level 9, when wielding a double-bladed lightsaber you are
  attuned with, you can make a second attack as a free action
  whenever you use the Attack action.
  Shien
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the attack roll. You must be wielding
  a lightsaber you are attuned with.
  53
  
  Pike Mastery
  At level 9, you excel at defending narrow passageways,
  doorways, and other tight space. As a bonus action, you can
  enter a defensive stance that lasts until the start of your next
  turn. While in your defensive stance, you can make
  opportunity attacks without using your reaction, and you can
  use your reaction to make a melee attack against a creature
  that moves more than 5 feet while within your reach.
  Soresu
  While you are wearing armor, you gain a +1 bonus to AC.
  Parry
  Starting at level 9, as a reaction, when you are hit with an
  attack, you can choose to add your proficiency bonus to your
  AC.
  54
  
  The Sentinel
  Level Proficiency Bonus Features
  Talents Known Disciplines Known Force Points Force Limit
  1st
  +2
  Fighting Style, Force, Force Order
  1
  1
  4
  2
  2nd
  +2
  Slow Fall
  1
  1
  6
  2
  3rd
  +2
  Force Order feature
  2
  2
  14
  3
  4th
  +2
  Ability Score Improvement
  2
  2
  17
  3
  5th
  +3
  Extra Attack, Ranged Precision
  2
  2
  27
  4
  6th
  +3
  Force Order feature
  2
  3
  32
  4
  7th
  +3
  Lightsaber Control
  2
  3
  38
  5
  8th
  +3
  Ability Score Improvement
  2
  3
  44
  5
  9th
  +4
  Force Shield
  2
  4
  57
  6
  10th
  +4
  Force Order feature
  3
  4
  64
  6
  11th
  +4
  ––
  3
  4
  64
  7
  12th
  +4
  Ability Score Improvement
  3
  5
  64
  7
  13th
  +5
  Battle Meditation
  3
  5
  64
  7
  14th
  +5
  Force Order feature
  3
  5
  64
  7
  15th
  +5
  ––
  3
  6
  64
  7
  16th
  +5
  Ability Score Improvement
  3
  6
  64
  7
  17th
  +6
  Stealthy
  4
  6
  64
  7
  18th
  +6
  ––
  4
  7
  64
  7
  19th
  +6
  Ability Score Improvement
  4
  7
  64
  7
  20th
  +6
  Perfect Self
  5
  7
  64
  7
  Sentinel
  While they possessed considerable combat skills and had
  somewhat extensive knowledge of the Force, Sentinels
  blended both schools of teaching and amplified them with a
  series of non-Force skills, such as in the fields of security,
  computers, stealth techniques, demolitions, repair or
  medicine. These skills tended to take the forefront in their
  middle-road approach to problems.
  Class Features
  As a sentinel, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per sentinel level  
  Hit Points at 1st Level: 8 + your Constitution modifier  
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per sentinel level after 1st  
  Proficiencies
  Armor: Light armor  
  Weapons: Simple weapons, martial weapons, and
  lightsabers  
  Tools: None  
  Saving Throws: Dexterity, Intelligence  
  Skills: Choose four skills from Acrobatics, Arcana, History,
  Investigation, Nature, Religion, Sleight of Hand, and Stealth  
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  A lightsaber according to your fighting style
  Robes
  Force Ability
  Intelligence is your force ability for your force disciplines. You
  use your Intelligence modifier when setting the saving throw
  DC for a force discipline or when making an attack roll with
  one.
  Discipline save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Discipline attack modifier = your proficiency bonus +
  your Intelligence modifier
  55
  
  Fighting Style
  At 1st level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can’t take
  a Fighting Style option more than once, even if you later get
  to choose again. When you choose a fighting style, you are
  also deciding which weapons your character starts with.
  Fighting Style
  Weapons
  Ataru
  Lightsaber, vibroblade
  Makashi
  Lightsaber
  Niman
  Double-bladed lightsaber
  Shien
  Lightsaber pike
  Soresu
  Lightsaber
  Ataru
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack. If the
  second weapon is a lightsaber, you must be attuned with it to
  use this feature.
  Makashi
  When you are wielding only one lightsaber you are attuned
  with, you gain a +2 bonus to damage rolls with it.
  Niman
  When you use a double-bladed lightsaber you are attuned
  with, you get a +2 bonus to attacks made with it.
  Shien
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the attack roll. You must be wielding
  a lightsaber you are attuned with.
  Soresu
  While you are wearing armor, you gain a +1 bonus to AC.
  Slow Fall
  Beginning at 2nd level, you can use your reaction when you
  fall to reduce any falling damage you take by an amount equal
  to 5 x your sentinel level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can’t increase an ability score above 20 using this feature.
  Extra Attack
  At level 5, you can make a second attack when you use the
  Attack action on your turn.
  Ranged Precision
  Additionally at level 5, you have learned how to use the force
  to influence your precise aim. When you make a ranged
  weapon attack, your disadvantage range equals the weapon's
  effective range. The only disadvantage you take on ranged
  weapons is within the close disadvantage range.
  Lightsaber Control
  Starting at level 7, you have mastered the art of controlling
  your lightsaber without physically wielding it.
  You can now use the Throw action on your turn, as shown
  on the Lightsaber stat block below. Additionally, as an action
  on your turn, you can use 3 force points to start controlling
  your lightsaber. When you do so, your lightsaber gains all the
  properties listed in the Lightsaber stat block below. You
  control its movement on your turn, and can have it perform
  one of its action as your bonus action.
  If your lightsaber's HP is reduced to zero, it is broken, and
  thus can no longer be used. You must use a short rest to
  repair it.
  At the beginning of your next turn, the Lightsaber returns
  to your hand unless you choose to use 2 force points to
  extend the duration.
  Force Shield
  Beginning at 9th level, you have learned to channel the force
  into a protective shield. As a free action on your turn, you can
  use 1-3 force points to give yourself 1d10 per force point
  spent temporary HP.
  From level 17 onwards you can use up to 5 force points on
  this ability.
  Battle Meditation
  At level 13, a sentinel learns the proper way to meditate
  before a battle to gain the advantage. You can spend 2
  minutes before entering combat to give up to six friendly
  creatures temporary hit points equal to your sentinel level
  plus your Intelligence modifier. Once this ability has been
  used you cannot use it again until you have completed a long
  rest.
  Stealthy
  From level 17 onwards, you gain permanent knowledge and
  focus on the Force Chameleon discipline. If you already knew
  the Force Chameleon discipline, choose a new one to learn.
  In addition, you cannot break your concentration on the
  Force Chameleon discipline, but you can concentrate on
  another force discipline as well.
  Perfect Self
  At 20th level, when you roll for initiative and have no force
  points remaining, you regain 20 force points.
  56
  
  57
  Lightsaber
  Tiny construct
  Armor Class 20
  Hit Points 30 (12d4)
  Speed 30ft flying
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Saving Throws Dexterity +8, Strength +8
  Inanimate. The lightsaber automatically succeeds
  any constitution, intelligence, wisdom, or charisma
  saving throw, check, or contest it must make.
  Force Resistance. Whenever the lightsaber must
  make a saving throw, check, or contest, you can
  spend up to 6 force points to add +1 per force
  point spent to its roll.
  Actions
  Attack. Melee Weapon Attack: +5 to hit, one target.
  Hit 9 radiant (1d10 + 3)
  Throw (2 force points). Ranged Weapon Attack: +5
  to hit, range 30ft, one target. Hit 14 radiant (2d10
  + 3) On a hit, the lightsaber returns to its original
  location.
  
  Chapter 4: The Force
  F
  orce talents and disciplines are the heart of a
  force wielder’s craft. They are the mental
  exercises and formulae used to forge will into
  tangible, magical effects.
  Force disciplines were each discovered by different orders
  and tend to reflect their creators’ specialties. However, a force
  wielder can learn any discipline regardless of its associated
  order.
  Using a Discipline
  Each force discipline has several ways you can use it, all
  contained in its description. The discipline specifies the type
  of action and number of force points it requires. It also details
  whether you must concentrate on its effects, how many
  targets it affects, what saving throws it requires, and so on.
  The following sections go into more detail on using a
  discipline. Force disciplines are magical and function
  similarly to spells.
  Force Focus
  The Focus section of a discipline describes the benefit you
  gain when you choose that discipline for your focus.
  Effect Options and Force Points
  A discipline provides different options for how to use it with
  your force points. Each effect option has a name, and the
  force point cost of that option appears in parentheses after its
  name. You must spend that number of force points to use that
  option, while abiding by your force limit. If you don’t have
  enough force points left, or the cost is above your force limit,
  you can’t use the option.
  Some options show a range of force points, rather than a
  specific cost. To use that option, you must spend a number of
  points within that point range, still abiding by your force limit.
  Some options let you spend additional force points to
  increase a discipline’s potency. Again, you must abide by your
  force limit, and you must spend all the points when you first
  use the discipline; you can’t decide to spend additional points
  once you see the discipline in action.
  Each option notes specific information about its effect,
  including any action required to use it and its range.
  Components
  Disciplines don’t require the components that many spells
  require. Using a discipline requires no spoken words,
  gestures, or materials. The power of force wielders comes
  from the mind.
  Duration
  An effect option in a discipline specifies how long its effect
  lasts.
  Instantaneous. If no duration is specified, the effect of the
  option is instantaneous.
  Concentration. Some options require concentration to
  maintain their effects. This requirement is noted with “conc.”
  after the option’s force point cost. The “conc.” notation is
  followed by the maximum duration of the concentration.
  For example, if an option says “conc., 1 min.,” you can
  concentrate on its effect for up to 1 minute.
  Concentrating on a discipline follows the same rules as
  concentrating on a spell. This rule means you can’t
  concentrate on a spell and a discipline at the same time, nor
  can you concentrate on two disciplines at the same time. See
  chapter 10, “Spellcasting,” in the Player’s Handbook for how
  concentration works.
  Targets and Areas of Effect
  Force disciplines use the same rules as spells for determining
  targets and areas of effect, as presented in chapter 10,
  “Spellcasting,” of the Player’s Handbook.
  Saving Throws and Attack Rolls
  If a discipline requires a saving throw, it specifies the type of
  save and the results of a successful or failed saving throw.
  The DC is determined by your force ability.
  Some disciplines require you to make an attack roll to
  determine whether the discipline’s effect hits its target. The
  attack roll uses your force ability.
  Combining Force Effects
  The effects of different force disciplines add together while
  the durations of the disciplines overlap. Likewise, different
  options from a force discipline combine if they are active at
  the same time. However, a specific option from a force
  discipline doesn’t combine with itself if the option is used
  multiple times. Instead, the most potent effect—usually
  dependent on how many force points were used to create the
  effect— applies while the durations of the effects overlap.
  Force and spells are separate effects, and therefore their
  benefits and drawbacks overlap. A force effect that
  reproduces a spell is an exception to this rule.
  Force Orders
  The following are subclasses for the Consular, Guardian, and
  Sentinel classes. If you are playing Adept, you can ignore this
  section.
  Gray
  The Order of the Gray uses the force to its absolute limits.
  Followers of this order are known as Grays. They use force
  energy to modify their bodies, strengthening them against
  attack and turning themselves into living weapons.
  Their mastery of the force form grants them their name,
  for Grays are the balance between light and dark.
  Immortal Durability
  Starting at 1st level, your hit point maximum increases by 1
  per force wielder level.
  58
  
  In addition, while you aren’t wearing armor or wielding a
  shield, your base AC equals 10 + your Dexterity modifier +
  your Constitution modifier.
  Force Resilience
  Starting at 3rd level, your force energy grants you
  extraordinary fortitude. At the start of each of your turns, you
  gain temporary hit points equal to your force ability modifier
  (minimum of 0) if you have at least 1 hit point.
  Surge of Health
  Starting at 6th level, you can draw on your focus to escape
  death’s grasp. As a reaction when you take damage, you can
  halve that damage against you. Your focus immediately ends
  if it’s active, and you can’t use it until you finish a short or long
  rest.
  You can’t use this feature if you can’t use your focus.
  Immortal Will
  Starting at 14th level, you can draw on your reserves of force
  power to survive beyond death. At the end of your turn while
  at 0 hit points, you can spend 5 force points to immediately
  regain a number of hit points equal to your force wielder level
  + your Constitution modifier.
  Jedi
  Force wielders of the Order of the Jedi delve into the world of
  emotion, mastering their inner life to such an extent that they
  can manipulate and amplify the emotions of others with the
  same ease that an artist shapes clay. Known as Avatars, these
  mystics vary from tyrants to inspiring leaders who are loved
  by their followers.
  Jedi can bring out extreme emotions in the people around
  them. For their allies, they can lend hope, ferocity, and
  courage, transforming a fighting band into a deadly, unified
  force. For their enemies, they bring fear, disgust, and
  trepidation that can make even the most hardened veteran
  act like a shaky rookie.
  Breadth of Knowledge
  At 1st level, you gain the ability to extend your knowledge.
  When you finish a long rest, you gain two proficiencies of
  your choice: two tools, two skills, or one of each. You can
  replace one or both of these selections with languages. This
  benefit lasts until you finish a long rest.
  Force in Battle
  Starting at 3rd level, you project an inspiring aura. While you
  aren’t incapacitated, each ally within 30 feet of you who can
  see you gains a +2 bonus to initiative rolls.
  Force in Healing
  Beginning at 6th level, you project an aura of resilience.
  While you aren’t incapacitated, each ally within 30 feet of you
  who can see you regains additional hit points equal to your
  force ability modifier (minimum of 0) whenever they regain
  hit points from a force discipline.
  Force in Speed
  Starting at 14th level, you project an aura of speed. While you
  aren’t incapacitated, any ally within 30 feet of you who can
  see you can take the Dash action as a bonus action.
  Sith
  Force wielders of the Order of the Sith keep their minds in a
  strange, rarified state. They seek to accumulate as much
  power as possible, as they quest to unravel the mysteries of
  the multiverse and seek the underlying structure of all things.
  At the same time, they perceive a bizarre, living web of power
  they call the noosphere.
  Sith, as their name indicates, delight in travel, exploration,
  and discovery. They desire to accumulate as much power as
  possible, and the pursuit of secrets and hidden lore can
  become an obsession for them.
  Armor Training
  At 1st level, you gain proficiency with medium armor and
  shields.
  Elemental Attunement
  Starting at 3rd level, when a creature’s resistance reduces the
  damage dealt by a force ability of yours, you can spend 1
  force point to cause that use of the discipline to ignore the
  creature’s resistance. You can’t spend this point if doing so
  would increase the ability’s cost above your force limit.
  Force Surge
  Starting at 6th level, you can overload your focus to unleash a
  devastating lightning attack. Using an action, you release
  force energy from your fingertips that manifests itself into a
  cone of lightning. The cone travels 15ft, and any creature
  caught in the cone must make a Dexterity saving throw or
  take 3d10 lightning damage. A creature that saves the throw
  takes half damage. Your focus immediately ends if it’s active,
  and you can’t use it until you finish a short or long rest.
  The number of damage die increases at level 10 to 5d10,
  and at level 18 to 7d10.
  At level 14, if a creature fails the save, it is stunned for one
  round.
  You can’t use this feature if you can’t use your focus.
  Cutting Resonance
  At 14th level, you gain the ability to infuse your weapon
  attacks with force energy. Once on each of your turns when
  you hit a creature with a weapon, you can deal an extra 2d8
  necrotic damage to the target. This extra damage can only be
  applied once per turn.
  Force Talents
  A force talent is an ability that requires force aptitude but
  doesn’t drain a wielder's force energy. Talents are similar to
  disciplines and use the same rules, but with three important
  exceptions:
  You can never use your focus on a talent.
  Talents don’t require you to spend force points to use
  them.
  Talents aren’t linked to force orders.
  59
  
  Beacon
  Force Talent  
  As a bonus action, you cause bright light to radiate from your
  body in a 20-foot radius and dim light for an additional 20
  feet. The light can be colored as you like. The light lasts for 1
  hour, and you can extinguish it earlier as a bonus action.
  Blade Meld
  Force Talent  
  As a bonus action, a one-handed melee weapon you hold
  becomes one with your hand. For the next minute, you can’t
  let go of the weapon nor can it be forced from your grasp.
  Blind Spot
  Force Talent  
  As an action, you erase your image from the mind of one
  creature you can see within 120 feet of you; the target must
  succeed on a Wisdom saving throw, or you are invisible to it
  until the end of your next turn.
  Delusion
  Force Talent  
  As an action, you plant a false belief in the mind of one
  creature that you can see within 60 feet of you. You can
  create a sound or an image. Only the target of this talent
  perceives the sound or image you create.
  If you create a sound, its volume can range from a whisper
  to a scream. It can be your voice, someone else's voice, a
  creature's roar, a musical instrument, or any other sound you
  pick. It lasts for 1 minute.
  If you create an object, it must fit within a 5- foot cube and
  can’t move or be reflective. The image can't create any effect
  that influences a sense other than sight. The image lasts for 1
  minute, and it disappears if the creature touches it.
  Energy Beam
  Force Talent  
  As an action, you target one creature you can see within 90
  feet of you. The target must succeed on a Dexterity saving
  throw or take 1d8 acid, cold, fire, lightning, or thunder
  damage (your choice). The talent’s damage increases by 1d8
  when you reach 5th level (2d8), 11th level (3d8), and 17th
  level (4d8).
  Force Charm
  Force Talent  
  As an action, you beguile one humanoid you can see within
  120 feet of you. The target must succeed on a Charisma
  saving throw or be charmed by you until the end of your next
  turn.
  Force Hand
  Force Talent  
  You can use your action to manipulate or move one object
  within 30 feet of you. The object can’t weigh more than 10
  pounds, and you can’t affect an object being worn or carried
  by another creature. If the object is loose, you can move it up
  to 30 feet in any direction.
  This talent allows you to open an unlocked door, pour out a
  beer stein, and so on.
  The object falls to the ground at the end of your turn if you
  leave it suspended in midair.
  Light Step
  Force Talent  
  As a bonus action, you alter your density and weight to
  improve your mobility. For the rest of your turn, your walking
  speed increases by 10 feet, and the first time you stand up
  this turn, you do so without expending any of your movement
  if your speed is greater than 0.
  Mind Meld
  Force Talent  
  As a bonus action, you can communicate telepathically with
  one willing creature you can see within 120 feet of you. The
  target must have an Intelligence of at least 2, otherwise this
  talent fails and the action is wasted.
  This communication can occur until the end of the current
  turn. You don’t need to share a language with the target for it
  to understand your telepathic utterances, and it understands
  you even if it lacks a language. You also gain access to one
  memory of the target’s choice, gaining perfect recall of one
  thing it saw or did.
  Mind Slam
  Force Talent  
  As an action, you target one creature you can see within 60
  feet of you. The target must succeed on a Constitution saving
  throw or take 1d6 force damage. If it takes any of this damage
  and is Large or smaller, it is knocked prone.
  The talent’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Mind Thrust
  Force Talent  
  As an action, you target one creature you can see within 120
  feet of you. The target must succeed on an Intelligence saving
  throw or take 1d10 psychic damage.
  The talent’s damage increases by 1d10 when you reach 5th
  level (2d10), 11th level (3d10), and 17th level (4d10).
  Psychic Hammer
  Force Talent  
  As an action, you try to grasp one creature you can see within
  120 feet of you, with a hand crafted from telekinetic energy.
  The target must succeed on a Strength saving throw or take
  1d6 force damage. If it takes any of this damage and is Large
  or smaller, you can move it up to 10 feet in a straight line in a
  direction of your choice. You can’t lift the target off the ground
  unless it is already airborne or underwater.
  The talent’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  60
  
  Force Disciplines
  Each force discipline is associated with a force-related class.
  Irregardless of your class, you can pick any force disciplines
  you choose.
  Adept
  Adaptive Body
  Concealment
  Intellect Fortress
  Mantle of Awe
  Mastery of Death
  Psychic Assault
  Telekinesis
  Consular
  Aura Sight
  Crown of Despair
  Force Mind
  Force Restoration
  Mantle of Fear
  Mantle of Joy
  Mastery of Ice
  Precognition
  Psychic Inquisition
  Telepathic Contact
  Guardian
  Brute Force
  Crown of Rage
  Force Weapon
  Mantle of Courage
  Mantle of Fury
  Psychic Disruption
  Psychic Phantoms
  Pyrokinesis
  Telepathic Contact
  Sentinel
  Celerity
  Crown of Disgust
  Force Arrow
  Iron Durability
  Mantle of Command
  Mastery of Force
  Mastery of Light and Darkness
  Mastery of Weather
  Third Eye
  Discipline Descriptions
  The force disciplines are presented here in alphabetical
  order.
  Adaptive Body
  Adept Discipline 
  You can alter your body to match your surroundings, allowing
  you to withstand punishing environments. With greater force
  energy, you can extend this protection to others.
  Focus. While focused on this discipline, you don’t need to
  eat, breathe, or sleep. To gain the benefits of a long rest, you
  can spend 8 hours engaged in light activity, rather than
  sleeping during any of it.
  Environmental Adaptation (2 force). As an action, you or
  a creature you touch ignores the effects of extreme heat or
  cold (but not cold or fire damage) for the next hour.
  Adaptive Shield (3 force). When you take acid, cold, fire,
  lightning, or thunder damage, you can use your reaction to
  gain resistance to damage of that type—including the
  triggering damage— until the end of your next turn.
  Energy Adaptation (5 force; conc., 1 hr.). As an action,
  you can touch one creature and give it resistance to acid, cold,
  fire, lightning, or thunder damage (your choice), which lasts
  until your concentration ends.
  Energy Immunity (7 force; conc., 1 hr.). As an action, you
  can touch one creature and give it immunity to acid, cold, fire,
  lightning, or thunder damage (your choice), which lasts until
  your concentration ends.
  Aura Sight
  Consular Discipline 
  You refocus your sight to see the energy that surrounds all
  creatures. You perceive auras, energy signatures that can
  reveal key elements of a creature’s nature.
  Focus. While focused on this discipline, you have
  advantage on Wisdom (Insight) checks.
  Assess Foe (2 force). As a bonus action, you analyze the
  aura of one creature you see. You learn its current hit point
  total and all its immunities, resistances, and vulnerabilities.
  Read Moods (2 force). As a bonus action, you learn a one-
  word summary of the emotional state of up to six creatures
  you can see, such as happy, confused, afraid, or violent.
  View Aura (3 force; conc., 1 hr.). As an action, you study
  one creature’s aura. Until your concentration ends, while you
  can see the target, you learn if it’s under the effect of any
  magical or force effects, its current hit point total, and its
  basic emotional state. While this effect lasts, you have
  advantage on Wisdom (Insight) and Charisma checks you
  make against it.
  Perceive the Unseen (5 force; conc., 1 min.). As a bonus
  action, you gain the ability to see auras even of invisible or
  hidden creatures. Until your concentration ends, you can see
  all creatures, including hidden and invisible ones, regardless
  of lighting conditions.
  Brute Force
  Guardian Discipline 
  You augment your natural strength with force energy,
  granting you the ability to achieve incredible feats of might.
  Focus. While focused on this discipline, you have
  advantage on Strength (Athletics) checks.
  Brute Strike (1–7 force). As a bonus action, you gain a
  bonus to your next damage roll against a target you hit with a
  melee attack during the current turn. The bonus equals +1d6
  per force point spent, and the bonus damage is the same type
  as the attack. If the attack has more than one damage type,
  you choose which one to use for the bonus damage.
  Knock Back (1–7 force). When you hit a target with a
  melee attack, you can activate this ability as a reaction. The
  target must succeed on a Strength saving throw or be
  knocked 10 feet away from you per force point spent. The
  target moves in a straight line. If it hits an object, this
  movement immediately ends and the target takes 1d6
  bludgeoning damage per force point spent.
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  Mighty Leap (1–7 force). As part of your movement, you
  jump in any direction up to 20 feet per force point spent.
  Feat of Strength (2 force). As a bonus action, you gain a
  +5 bonus to Strength checks until the end of your next turn.
  Celerity
  Sentinel Discipline 
  You channel force power into your body, honing your reflexes
  and agility to an incredible degree. The world seems to slow
  down while you continue to move as normal.
  Focus. While focused on this discipline, your walking
  speed increases by 10 feet.
  Rapid Step (1–7 force). As a bonus action, you increase
  your walking speed by 10 feet per force point spent until the
  end of the current turn. If you have a climbing or swimming
  speed, this increase applies to that speed as well.
  Agile Defense (2 force). As a bonus action, you take the
  Dodge action.
  Blur of Motion (2 force). As an action, you cause yourself
  to be invisible during any of your movement during the
  current turn.
  Surge of Speed (2 force). As a bonus action, you gain two
  benefits until the end of the current turn: you don’t provoke
  opportunity attacks, and you have a climbing speed equal to
  your walking speed.
  Surge of Action (5 force). As a bonus action, you can
  Dash or make one weapon attack.
  Concealment
  Adept Discipline 
  You create a screen of psychic power that distorts your
  appearance, allowing you to blend into the background or
  even turn invisible.
  Focus. While focused on this discipline, you have
  advantage on Dexterity (Stealth) checks.
  Step from Sight (2 force). As an action, you can attempt
  to hide even if you fail to meet the requirements needed to do
  so. At the end of the current turn, you remain hidden only if
  you then meet the normal requirements for hiding.
  Cloak (3 force; conc., 1 min.). As a bonus action, cloak
  yourself from sight. You can target one additional creature for
  every additional force point you spend on this ability. The
  added targets must be visible to you and within 60 feet of you.
  Each target turns invisible and remains so until your
  concentration ends or until immediately after it targets,
  damages, or otherwise affects any creature with an attack, a
  spell, or another ability.
  Enduring Invisibility (7 force; conc., 1 min.). As a bonus
  action, you turn invisible and remain so until your
  concentration ends.
  Crown of Despair
  Consular Discipline 
  You have learned to harvest seeds of despair in a creature’s
  psyche, wracking it with self-doubt and inaction.
  Focus. While focused on this discipline, you have
  advantage on Charisma (Intimidation) checks.
  Crowned in Sorrow (1–7 force). As an action, one
  creature you can see within 60 feet of you must make a
  Charisma saving throw. On a failed save, it takes 1d8 psychic
  damage per force point spent, and it can’t take reactions until
  the start of its next turn. On a successful save, it takes half as
  much damage.
  Call to Inaction (2 force; conc., 10 min.). If you spend 1
  minute conversing with a creature, you can attempt to seed it
  with overwhelming ennui. At the end of the minute, you can
  use an action to force the creature to make a Wisdom saving
  throw. The save automatically succeeds if the target is
  immune to being charmed. On a failed save, it sits and is
  incapacitated until your concentration ends.
  This effect immediately ends if the target or any ally it can
  see is attacked or takes damage. On a successful save, the
  creature is unaffected and has no inkling of your attempt to
  bend its will.
  Visions of Despair (3 force). As an action, you force one
  creature you can see within 60 feet of you to make a
  Charisma saving throw. On a failed save, it takes 3d6 psychic
  damage, and its speed is reduced to 0 until the end of its next
  turn. On a successful save, it takes half as much damage. You
  can increase the damage by 1d6 per additional force point
  spent on it.
  Dolorous Mind (5 force; conc., 1 min.). As an action, you
  choose one creature you can see within 60 feet of you. It must
  succeed on a Charisma saving throw, or it is incapacitated
  and has a speed of 0 until your concentration ends. It can
  repeat this saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Crown of Disgust
  Sentinel Discipline 
  You cause a creature to be flooded with emotions of disgust.
  Focus. While you are focused on this discipline, the area in
  a 5-foot radius around you is difficult terrain for any enemy
  that isn’t immune to being frightened.
  Eye of Horror (1–7 force). As an action, choose one
  creature you can see within 60 feet of you. The target must
  make a Charisma saving throw. On a failed save, it takes 1d6
  psychic damage per force point spent and can’t move closer
  to you until the end of its next turn. On a successful save, it
  takes half as much damage.
  Wall of Repulsion (3 force; conc., 10 min.). As an action,
  you create an invisible, insubstantial wall of energy within 60
  feet of you that is up to 30 feet long, 10 feet high, and 1 foot
  thick. The wall lasts until your concentration ends. Any
  creature attempting to move through it must make a Wisdom
  saving throw. On a failed save, a creature can’t move through
  the wall until the start of its next turn. On a successful save,
  the creature can pass through it. A creature must make this
  save whenever it attempts to pass through the wall, whether
  willingly or unwillingly.
  Visions of Disgust (5 force; conc., 1 min.). You cause a
  creature to regard all other beings as horrid, alien entities. As
  an action, choose one creature you can see within 60 feet of
  you. The target must make a Wisdom saving throw. On a
  failed save, it takes 5d6 psychic damage, and until your
  concentration ends, it takes 1d6 psychic damage per creature
  within 5 feet of it at the end of each of its turns. On a
  successful save, the target takes only half the initial damage
  and suffers none of the other effects.
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  World of Horror (7 force; conc., 1 min.). As an action,
  choose up to six creatures within 60 feet of you. Each target
  must make a Charisma saving throw. On a failed save, a
  target takes 8d6 psychic damage, and it is frightened until
  your concentration ends. On a successful save, a target takes
  half as much damage.
  While frightened by this effect, a target’s speed is reduced
  to 0, and the target can use its action, and any bonus action it
  might have, only to make melee attacks. The frightened target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Crown of Rage
  Guardian Discipline 
  You place a mote of pure fury within a creature’s mind,
  causing its bloodlust to overcome its senses and for it to act
  as you wish it to.
  Focus. While you are focused on this discipline, any enemy
  within 5 feet of you that makes a melee attack roll against
  creatures other than you does so with disadvantage.
  Primal Fury (1–7 force). As an action, choose one
  creature you can see within 60 feet of you. The target must
  succeed on a Charisma saving throw or take 1d6 psychic
  damage per force point spent on this ability and immediately
  use its reaction to move its speed in a straight line toward its
  nearest enemy. The save automatically succeeds if the target
  is immune to being charmed.
  Fighting Words (2 force; conc., 10 min.). If you spend 1
  minute conversing with a creature, you can attempt to leave a
  simmering violence in its mind. At the end of the minute, you
  can use an action to force the creature to make a Wisdom
  saving throw to resist feeling violent urges against one
  creature you describe to it or name. The save automatically
  succeeds if the target is immune to being charmed. On a
  failed save, the target attacks the chosen creature if it sees
  that creature before your concentration ends, using weapons
  or spells against a creature it was already hostile toward or
  unarmed strikes against an ally or a creature it was neutral
  toward. Once the fight starts, it continues to attack for 5
  rounds before this effect ends.
  This effect immediately ends if the target or any ally it can
  see is attacked or takes damage from any creature other than
  the one it has been incited against. On a successful save, the
  creature is unaffected and has no inkling of your attempt to
  bend its will.
  Mindless Courage (2 force). You cause a creature's
  bloodlust to overcome its sense of preservation. As a bonus
  action, choose one creature you can see within 60 feet of you.
  The target must succeed on a Wisdom saving throw or, until
  the end of your next turn, it can’t willingly move unless its
  movement brings it closer to its nearest enemy that it can
  see. The save automatically succeeds if the target is immune
  to being charmed.
  Punishing Fury (5 force; conc., 1 min.). You cause a
  creature's rage to grow so hot that it attacks without heeding
  its own safety. As a bonus action, choose one creature you
  can see within 60 feet of you. The target must succeed on a
  Wisdom saving throw or, until your concentration ends, any
  creature within 5 feet of it can use a reaction to make a melee
  attack against it whenever the target makes a melee attack.
  The save automatically succeeds if the target is immune to
  being charmed.
  Force Arrow
  Sentinel Discipline 
  You imbue a ranged weapon with a strange semblance of
  sentience, allowing it to unerringly find its mark.
  Focus. While you are focused on this discipline, any attack
  roll you make for a ranged weapon attack ignores
  disadvantage. If disadvantage would normally apply to the
  roll, that roll also can’t benefit from advantage.
  Speed Dart (1–7 force). As a bonus action, you imbue one
  ranged weapon you hold with force power. The next attack
  you make with it that hits before the end of the current turn
  deals an extra 1d8 damage per force point spent.
  The damage type can be chosen between cold, fire, force,
  lightning, or radiant.
  Seeking Missile (2 force). As a reaction when you miss
  with a ranged weapon attack, you can repeat the attack roll
  against the same target.
  Faithful Archer (5 force; conc., 1 min.). As a bonus
  action, you imbue a ranged weapon with a limited sentience.
  Until your concentration ends, you can make an extra attack
  with the weapon at the start of each of your turns (no action
  required). If it is a thrown weapon, it returns to your grasp
  each time you make any attack with it.
  Force Mind
  Consular Discipline 
  You dispatch part of your psyche into the noosphere, the
  collective vista of minds and knowledge possessed by living
  things.
  Focus. Whenever you focus on this discipline, you choose
  one skill or tool and have proficiency with it until your focus
  ends. Alternatively, you gain the ability to read and write one
  language of your choice until your focus ends.
  Wandering Mind (2–6 force; conc., 10 min.). You enter a
  deep contemplation. If you concentrate for this option’s full
  duration, you then gain proficiency with up to three of the
  following skills (one skill for every 2 force points spent):
  Animal Handling, Arcana, History, Medicine, Nature,
  Performance, Religion, and Survival. The benefit lasts for 1
  hour, no concentration required.
  Find Creature (2 force; conc., 1 hr.). You cast your mind
  about for information about a specific creature. If you
  concentrate for this option’s full duration, you then gain a
  general understanding of the creature’s current location. You
  learn the region, city, town, village, or district where it is,
  pinpointing an area between 1 and 3 miles on a side (DM’s
  choice). If the creature is on another plane of existence, you
  instead learn which plane.
  Item Lore (3 force; conc., 1 hr.). You carefully study an
  item. If you concentrate for this option’s full duration while
  remaining within 5 feet of the item, you then gain the benefits
  of an identify spell cast on that item.
  Psychic Speech (5 force). As an action, you attune your
  mind to the psychic imprint of all language. For 1 hour, you
  gain the ability to understand any language you hear or
  attempt to read. In addition, when you speak, all creatures
  that can understand a language understand what you say,
  regardless of what language you use.
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  Wandering Eye (6 force; conc., 1 hr.). As an action, you
  create a psychic sensor within 60 feet of you. The sensor
  lasts until your concentration ends. The sensor is invisible
  and hovers in the air. You mentally receive visual information
  from it, which has normal vision and darkvision with a range
  of 60 feet. The sensor can look in all directions. As an action,
  you can move the sensor up to 30 feet in any direction. There
  is no limit to how far away from you the eye can move, but it
  can’t enter another plane of existence. A solid barrier blocks
  the eye’s movement, but the eye can pass through an opening
  as small as 1 inch in diameter.
  Phasing Eye (7 force; conc., 1 hr.). As Wandering Eye
  above, except the eye can move through solid objects but can’t
  end its movement in one. If it does so, the effect immediately
  ends.
  Force Restoration
  Consular Discipline 
  You wield force energy to cure wounds and restore health to
  yourself and others.
  Focus. While focused on this discipline, you can use a
  bonus action to touch a creature that has 0 hit points and
  stabilize it.
  Mend Wounds (1–7 force). As an action, you can spend
  points to restore hit points to one creature you touch. The
  creature regains 1d8 hit points per point spent.
  Restore Health (3 force). As an action, you touch one
  creature and remove one of the following conditions from it:
  blinded, deafened, paralyzed, or poisoned. Alternatively, you
  remove one disease from the creature.
  Restore Life (5 force). As an action, you touch one
  creature that has died within the last minute. The creature
  returns to life with 1 hit point. This ability can’t return to life a
  creature that has died of old age, nor can it restore a creature
  missing any vital body parts.
  Restore Vigor (7 force). As an action, you can touch one
  creature and choose one of the following: remove any
  reductions to one of its ability scores, remove one effect that
  reduces its hit point maximum, or reduce its exhaustion level
  by one.
  Force Weapon
  Guardian Discipline 
  You have learned how to channel force energy into your
  attacks, lending them devastating power.
  Focus. Whenever you focus on this discipline, choose one
  weapon you’re holding or your unarmed strike. When you
  attack with it while focused on this discipline, its damage is
  psychic and magical, rather than its normal damage type.
  Until you reach 6th level as a force wielder, you don’t add your
  Strength or Dexterity modifier to the psychic attack’s damage
  rolls.
  Ethereal Weapon (1 force). As a bonus action, you
  temporarily transform one weapon you’re holding or your
  unarmed strike into pure force energy. The next attack you
  make with it before the end of your turn ignores the target’s
  armor, requiring no attack roll. Instead, the target makes a
  Dexterity saving throw against this discipline. On a failed
  save, the target takes the attack’s normal damage and suffers
  its additional effects. On a successful save, the target takes
  half damage from the attack but suffers no additional effects
  that would normally be imposed on a hit.
  Lethal Strike (1–7 force). As a bonus action, you imbue a
  weapon you’re holding or your unarmed strike with psychic
  energy. The next time you hit with it before the end of your
  turn, it deals an extra 1d10 damage per point spent.
  The damage type can be chosen between cold, fire, force,
  lightning, or radiant.
  Augmented Weapon (5 force; conc., 10 min.). As a bonus
  action, touch one simple or martial weapon. Until your
  concentration ends, that weapon becomes a magic weapon
  with a +3 bonus to its attack and damage rolls.
  Intellect Fortress
  Adept Discipline 
  You forge an indomitable wall of force energy around your
  mind—one that allows you to launch counterattacks against
  your opponents.
  Focus. While focused on this discipline, you gain
  resistance to psychic damage.
  Psychic Backlash (2 force). As a reaction, you can impose
  disadvantage on an attack roll against you if you can see the
  attacker. If the attack still hits you, the attacker takes 2d10
  psychic damage.
  Psychic Parry (1–7 force). As a reaction when you make
  an Intelligence, a Wisdom, or a Charisma saving throw, you
  gain a +1 bonus to that saving throw for each force point you
  spend on this ability. You can use this ability after rolling the
  die but before suffering the results.
  Psychic Redoubt (5 force; conc., 10 min.). As an action,
  you create a field of protective psychic energy. Choose any
  number of creatures within 30 feet of you. Until your
  concentration ends, each target has resistance to psychic
  damage and advantage on Intelligence, Wisdom, and
  Charisma saving throws.
  Iron Durability
  Sentinel Discipline 
  You transform your body to become a living metal, allowing
  you to shrug off attacks that would cripple weaker creatures.
  Focus. While focused on this discipline, you gain a +1
  bonus to AC.
  Iron Hide (1–7 force). As a reaction when you are hit by
  an attack, you gain a +1 bonus to AC for each force point you
  spend on this ability. The bonus lasts until the end of your
  next turn. This bonus applies against the triggering attack.
  Steel Hide (2 force). As a bonus action, you gain
  resistance to bludgeoning, piercing, and slashing damage
  until the end of your next turn.
  Iron Resistance (7 force; conc., 1 hr.). As an action, you
  gain resistance to bludgeoning, piercing, or slashing damage
  (your choice), which lasts until your concentration ends.
  Mantle of Awe
  Adept Discipline 
  You learn to use force energy to manipulate others with a
  subtle combination of force and your own, natural charm.
  Focus. While focused on this discipline, you gain a bonus
  to Charisma checks. The bonus equals half your Intelligence
  modifier (minimum of +1).
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  Charming Presence (1–7 force). As an action, you exert
  an aura of sympathetic power. Roll 2d8 per force point spent
  on this ability; the total is how many hit points worth of
  creatures this option can affect. Creatures within 30 feet of
  you are affected in ascending order of their hit point
  maximums, ignoring incapacitated creatures, creatures
  immune to being charmed, and creatures engaged in combat.
  Starting with the creature that has the lowest hit point
  maximum, each creature affected by this option is charmed
  by you for 10 minutes, regarding you as a friendly
  acquaintance. Subtract each creature’s hit point maximum
  from the total before moving on to the next creature. A
  creature’s hit point maximum must be equal to or less than
  the remaining total for that creature to be affected.
  Center of Attention (2 force; conc., 1 min.). As an action,
  you exert an aura of power that grabs a creature's attention.
  Choose one creature you can see within 60 feet of you. It
  must make a Charisma saving throw. On a failed save, the
  creature is so thoroughly distracted by you that all other
  creatures are invisible to it until your concentration ends.
  This effect ends if the creature can no longer see or hear you
  or if it takes damage.
  Invoke Awe (7 force; conc., 10 min.). As an action, you
  exert an aura that inspires awe in others. Choose up to 5
  creatures you can see within 60 feet of you. Each target must
  succeed on an Intelligence saving throw or be charmed by
  you until your concentration ends. While charmed, the target
  obeys all your verbal commands to the best of its ability and
  without doing anything obviously self-destructive. The
  charmed target will attack only creatures that it has seen
  attack you since it was charmed or that it was already hostile
  toward. At the end of each of its turns, it can repeat the saving
  throw, ending the effect on itself on a success.
  Mantle of Command
  Sentinel Discipline 
  You exert an aura of trust and authority, enhancing the
  coordination among your allies.
  Focus. While focused on this discipline, when you end your
  turn and didn’t move during it, you can use your reaction to
  allow one ally you can see within 30 feet of you to move up to
  half their speed, following a path of your choice. To move in
  this way, the ally mustn’t be incapacitated.
  Coordinated Movement (2 force). As a bonus action,
  choose up to five allies you can see within 60 feet of you.
  Each of those allies can use their reaction to move up to half
  their speed, following a path of your choice.
  Commander’s Sight (2 force; conc., 1 rnd.). As an action,
  choose one creature you can see within 60 feet of you. Until
  the start of your next turn, your allies have advantage on
  attack rolls against that target.
  Command to Strike (3 force). As an action, choose one
  ally you can see within 60 feet of you. That ally can use their
  reaction to immediately take the Attack action. You choose
  the targets.
  Strategic Mind (5 force; conc., 1 min.). As an action, you
  exert an aura of trust and command that unites your allies
  into a cohesive unit. Until your concentration ends, any ally
  within 60 feet of you on their turn can, as a bonus action, take
  the Dash or Disengage action or roll a d4 and add the
  number rolled to each attack roll they make that turn.
  Overwhelming Attack (7 force). As an action, choose up
  to five allies you can see within 60 feet of you. Each of those
  allies can use their reaction to take the Attack action. You
  choose the targets of the attacks.
  Mantle of Courage
  Guardian Discipline 
  You focus your mind on courage, radiating confidence and
  bravado to your allies.
  Focus. While focused on this discipline, you and allies
  within 10 feet of you who can see you have advantage on
  saving throws against being frightened.
  Incite Courage (2 force). As a bonus action, choose up to
  six creatures you can see within 60 feet of you. If any of those
  creatures is frightened, that condition ends on that creature.
  Aura of Victory (1–7 force; conc., 10 min.). As a bonus
  action, you project force energy until your concentration
  ends. The energy fortifies you and your allies when your
  enemies are felled; whenever an enemy you can see is
  reduced to 0 hit points, you and each of your allies within 30
  feet of you gain temporary hit points equal to double the force
  points spent to activate this effect.
  Pillar of Confidence (6 force; conc., 1 rnd.). As an action,
  you and up to five creatures you can see within 60 feet of you
  each gain one extra action to use on your individual turns.
  The action goes away if not used before the end of your next
  turn. the action can be used only to make one weapon attack
  or to take the Dash or Disengage action.
  Mantle of Fear
  Consular Discipline 
  You tap into a well of primal fear and turn yourself into a
  beacon of terror to your enemies.
  Focus. While focused on this discipline, you have
  advantage on Charisma (Intimidation) checks.
  Incite Fear (2 force; conc., 1 min.). As an action, choose
  one creature you can see within 60 feet of you. The target
  must succeed on a Wisdom saving throw or become
  frightened of you until your concentration ends. Whenever
  the frightened target ends its turn in a location where it can’t
  see you, it can repeat the saving throw, ending the effect on
  itself on a success.
  Unsettling Aura (3 force; conc., 1 hr.). As a bonus action,
  you cloak yourself in unsettling psychic energy. Until your
  concentration ends, any enemy within 60 feet of you that can
  see you must spend 1 extra foot of movement for every foot it
  moves toward you. A creature ignores this effect if immune to
  being frightened.
  Incite Panic (5 force; conc., 1 min.). As an action, choose
  up to eight creatures you can see within 90 feet of you that
  can see you. At the start of each of a target’s turns before your
  concentration ends, the target must make a Wisdom saving
  throw. On a failed save, the target is frightened until the start
  of its next turn, and you roll a die. If you roll an odd number,
  the frightened target moves half its speed in a random
  direction and takes no action on that turn, other than to
  scream in terror. If you roll an even number, the frightened
  target makes one melee attack against a random target
  within its reach. If there is no such target, it moves half its
  speed in a random direction and takes no action on that turn.
  This effect ends on a target if it succeeds on three saving
  throws against it.
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  Mantle of Fury
  Guardian Discipline 
  You allow the primal fury lurking deep within your mind to
  burst forth, catching you and your allies in an implacable
  bloodthirst.
  Focus. While focused on this discipline in combat, you and
  any ally who starts their turn within 10 feet of you gains a 5-
  foot increase to their walking speed during that turn.
  Incite Fury (2 force; conc., 1 min.). As a bonus action,
  choose up to three allies you can see within 60 feet of you
  (you can choose yourself in place of one of the allies). Until
  your concentration ends, each target can roll a d4 when
  rolling damage for a melee weapon attack and add the
  number rolled to the damage roll.
  Mindless Charge (2 force). As a bonus action, choose up
  to three creatures you can see within 60 feet of you. Each
  target can immediately use its reaction to move up to its
  speed in a straight line toward its nearest enemy.
  Aura of Bloodletting (3 force; conc., 1 min.). As a bonus
  action, you unleash an aura of rage. Until your concentration
  ends, you and any creature within 60 feet of you has
  advantage on melee attack rolls.
  Overwhelming Fury (5 force; conc., 1 min.). As an action,
  you flood rage into one creature you can see within 60 feet of
  you. The target must succeed on a Charisma saving throw, or
  it can use its actions only to make melee attacks until your
  concentration ends. It can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  Mantle of Joy
  Consular Discipline 
  You tap into the joy within you, radiating it outward in
  soothing, psychic energy that brings hope and comfort to
  creatures around you.
  Focus. While focused on this discipline, you have
  advantage on Charisma (Persuasion) checks.
  Soothing Presence (1–7 force). As a bonus action, choose
  up to three creatures you can see within 60 feet of you. Each
  target gains 3 temporary hit points per force point spent on
  this effect.
  Comforting Aura (2 force; conc., 1 min.). As a bonus
  action, choose up to three allies you can see (you can choose
  yourself in place of one of the allies). Until your concentration
  ends, each target can roll a d4 when making a saving throw
  and add the number rolled to the total.
  Aura of Jubilation (3 force; conc., 1 min.). As a bonus
  action, you radiate a distracting mirth until your
  concentration ends. Each creature within 60 feet of you that
  can see you suffers disadvantage on any checks using the
  Perception and Investigation skills.
  Beacon of Recovery (5 force). As a bonus action, you and
  up to five allies you can see within 60 feet of you can
  immediately make saving throws against every effect they’re
  suffering that allows a save at the start or end of their turns.
  Mastery of Death
  Adept Discipline 
  Your control over your body allows you to deliver life draining
  attacks.
  Focus. While focused on this discipline, you have
  resistance to necrotic and poison damage.
  Necrotizing Touch (1–7 force). As an action, you deliver a
  touch of necrosis to one creature within your reach. The
  target must make a Dexterity saving throw, taking 1d10
  necrotic damage per force point spent on a failed save, or half
  as much damage on a successful one.
  Venomous Strike (1–7 force). As an action, you create a
  poison spray that targets one creature you can see within 30
  feet of you. The target must make a Constitution saving
  throw. On a failed save, it takes 1d6 poison damage per force
  point spent and is poisoned until the end of your next turn.
  On a successful save, the target takes half as much damage
  and isn’t poisoned.
  Transfer Essence (2 force). As a reaction when you take
  damage, you can drain the life from your attacker to heal
  yourself. The creature that attacked you takes 1d6 necrotic
  damage and you gain that much HP.
  Drain Life (5 force). You drain the life from enemies in a
  10ft radius of a point you choose within 60ft of you. Each
  creature in the area must make a Constitution saving throw,
  taking 6d6 necrotic damage on a failed save, or half as much
  on a successful one. You can increase the damage by 1d6 per
  additional force point spent on it. Any damage taken in this
  way reduces the creature's maximum HP by that amount, and
  cannot be regained until the creature has taken a long rest.
  Life Steal (7 force). You steal the life force from a target.
  Make a force attack against a living target of your choice
  within 60ft of you. On a hit, the target takes 10d10 necrotic
  damage, and you gain half as much HP. Any damage taken in
  this way reduces the creature's maximum HP by that amount,
  and cannot be regained until the creature has taken a long
  rest.
  Mastery of Force
  Sentinel Discipline 
  As a student of force power, you perceive the potential energy
  that flows through all things. You reach out with your mind,
  transforming the potential into the actual. Objects and
  creatures move at your command.
  Focus. While focused on this discipline, you have
  advantage on Strength checks.
  Push (1–7 force). As an action, choose one creature you
  can see within 60 feet of you. The target must make a
  Strength saving throw. On a failed save, it takes 1d8 force
  damage per force point spent and is pushed up to 5 feet per
  point spent in a straight line away from you. On a successful
  save, it takes half as much damage.
  Move (2–7 force). Choose one object you can see within
  60 feet of you that isn’t being worn or carried by another
  creature and that isn’t secured in place. It can’t be larger than
  20 feet on a side, and its maximum weight depends on the
  force points spent on this ability, as shown below.
  As an action, you move the object up to 60 feet, and you
  must keep the object within sight during this movement. If
  the object ends this movement in the air, it falls. If the object
  would fall on a creature, the creature must succeed on a DC
  10 Dexterity saving throw or take damage as listed on the
  table below.
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  Force Spent
  Maximum Weight
  Bludgeoning Damage
  2
  25 lbs.
  2d6
  3
  50 lbs.
  4d6
  5
  250 lbs.
  6d6
  6
  500 lbs.
  7d6
  7
  1,000 lbs.
  8d6
  Inertial Armor (2 force). As an action, you sheathe
  yourself in an intangible field of magical force. For 8 hours,
  your base AC is 14 + your Dexterity modifier, and you gain
  resistance to force damage. This effect ends if you are
  wearing or don armor.
  Telekinetic Barrier (3 force; conc., 10 min.). As an
  action, you create a transparent wall of telekinetic energy, at
  least one portion of which must be within 60 feet of you. The
  wall is 40 feet long, 10 feet high, and 1 inch thick. The wall
  lasts until your concentration ends. Each 10-foot section of
  the wall has an AC of 10 and 10 hit points.
  Grasp (3 force; conc., 1 min.). You attempt to grasp a
  creature in telekinetic energy and hold it captive. As an
  action, choose one creature you can see within 60 feet of you.
  The target must succeed on a Strength saving throw or be
  grappled by you until your concentration ends or until the
  target leaves your reach, which is 60 feet for this grapple.
  The grappled target can escape by succeeding on a
  Strength (Athletics) or Dexterity (Acrobatics) check contested
  by your force ability plus your proficiency bonus. When a
  target attempts to escape in this way, you can spend force
  points to boost your check, abiding by your force limit. You
  gain a +1 bonus to DC per 2 force points spent.
  While a target is grappled in this manner, you create one of
  the following effects as an action:
  Crush (1–7 force). The target takes 1d6 bludgeoning
  damage per force point spent.
  Move (1–7 force). You move the target up to 5 feet per
  force point spent. You can move it in the air and hold it there.
  It falls if the grapple ends.
  Mastery of Ice
  Consular Discipline 
  You master the power of ice, shaping it to meet you demands.
  Focus. While focused on this discipline, you have
  resistance to cold damage.
  Ice Spike (1–7 force). As an action, you hurl a mote of ice
  at one creature you can see within 120 feet of you. The target
  must make a Dexterity saving throw. On a failed save, the
  target takes 1d8 cold damage per force point spent and has
  its speed halved until the start of your next turn. On a
  successful save, the target takes half as much damage.
  Ice Sheet (2 force). As an action, choose a point on the
  ground you can see within 60 feet of you. The ground in a 20-
  foot radius centered on that point becomes covered in ice for
  10 minutes. It is difficult terrain, and any creature that moves
  more than 10 feet on it must succeed on a Dexterity saving
  throw or fall prone. If the surface is sloped, a creature that
  falls prone in the area immediately slides to the bottom of the
  slope.
  Frozen Sanctuary (3 force). As a bonus action, you
  sheathe yourself with icy resilience. You gain 20 temporary
  hit points.
  Frozen Rain (5 force; conc., 1 min.). As an action, choose
  a point you can see within 120 feet of you. The air in a 20-
  foot-radius sphere centered on that point becomes deathly
  cold and saturated with moisture. Each creature in that area
  must make a Constitution saving throw. On a failed save, a
  target takes 6d6 cold damage, and its speed is reduced to 0
  until your concentration ends. On a successful save, a target
  takes half as much damage.
  As an action, a target that has its speed reduced can end
  the effect early if it succeeds on a Strength (Athletics) check
  with a DC equal to this effect’s save DC.
  You can increase this effect’s damage by 1d6 per each
  additional force point spent on it.
  Ice Barrier (6 force; conc., 10 min.). As an action, you
  create a wall of ice, at least one portion of which must be
  within 60 feet of you. The wall is 60 feet long, 15 feet high,
  and 1 foot thick. The wall lasts until your concentration ends.
  Each 10-foot section of the wall has AC 12 and 30 hit points.
  A creature that damages the wall with a melee attack takes
  cold damage equal to the damage the creature dealt to the
  wall.
  Mastery of Light and Darkness
  Sentinel Discipline 
  You claim dominion over light and darkness with your mind.
  Focus. While focused on this discipline, natural and
  magical darkness within 30 feet of you has no effect on your
  vision.
  Darkness (1–7 force). As an action, you create an area of
  magical darkness, which foils darkvision. Choose a spot you
  can see within 60 feet of you. Magical darkness radiates from
  that point in a sphere with a 10-foot radius per force point
  spent on this ability. The light produced by spells of 2nd level
  or less is suppressed in this area.
  Light (2 force; conc., 1 min.). As an action, an object you
  touch radiates light in a 20-foot radius and dim light for an
  additional 20 feet. The light lasts until your concentration
  ends. Alternatively, a creature you touch radiates light in the
  same manner if it fails a Dexterity saving throw. While lit in
  this manner, it can’t hide, and attack rolls against it gain
  advantage.
  Shadow Beasts (3 force; conc., 1 min.). As an action, you
  cause two shadows to appear in unoccupied spaces you can
  see within 60 feet of you. The shadows last until your
  concentration ends, and they obey your verbal commands. In
  combat, roll for their initiative, and choose their behavior
  during their turns. When this effect ends, the shadows
  disappear. See the Monster Manual for their stat block.
  Radiant Beam (5 force; conc., 1 min.). As an action, you
  project a beam of light at one creature you can see within 60
  feet of you. The target must make a Dexterity saving throw.
  On a failed save, it takes 6d6 radiant damage and is blinded
  until your concentration ends. On a successful save, it takes
  half as much damage. A blinded target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  You can increase this effect’s damage by 1d6 per each
  additional force point spent on it.
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  Mastery of Weather
  Sentinel Discipline 
  Your mind reaches into the sky, reshaping the stuff of storms
  to serve your needs.
  Focus. While focused on this discipline, you have
  resistance to lightning and thunder damage.
  Cloud Steps (1–7 force; conc., 10 min.). As an action, you
  conjure forth clouds to create a solid, translucent staircase
  that lasts until your concentration ends. The stairs form a
  spiral that fills a 10-foot-by-10-foot area and reaches upward
  20 feet per force point spent.
  Hungry Lightning (1–7 force). As an action, you lash out
  at one creature you can see within 60 feet of you with tendrils
  of lightning. The target must make a Dexterity saving throw,
  with disadvantage if it’s wearing heavy armor. The target
  takes 1d8 lightning damage per force point spent on a failed
  save, or half as much damage on a successful one.
  Wall of Clouds (2 force; conc., 10 min.). As an action, you
  create a wall of clouds, at least one portion of which must be
  within 60 feet of you. The wall is 60 feet long, 15 feet high,
  and 1 foot thick. The wall lasts until your concentration ends.
  Creatures can pass through it without hindrance, but the wall
  blocks vision.
  Whirlwind (2 force). As an action, choose a point you can
  see within 60 feet of you. Winds howl in a 20-foot-radius
  sphere centered on that point. Each creature in the sphere
  must succeed on a Strength saving throw or take 1d6
  bludgeoning damage and be moved to an unoccupied space
  of your choice in the sphere. Any loose object in the sphere is
  moved to an unoccupied space of your choice within it if the
  object weighs no more than 100 pounds.
  Lightning Leap (5 force). As an action, you let loose a line
  of lightning that is 60 feet long and 5 feet wide. Each creature
  in the line must make a Dexterity saving throw, taking 6d6
  lightning damage on a failed save, or half as much damage on
  a successful one. You can then teleport to an unoccupied
  space touched by the line.
  You can increase this ability’s damage by 1d6 per
  additional force point spent on it.
  Wall of Thunder (6 force; conc., 10 min.). As an action,
  you create a wall of thunder, at least one portion of which
  must be within 60 feet of you. The wall is 60 feet long, 15 feet
  high, and 1 foot thick. The wall lasts until your concentration
  ends. Every foot moved through the wall costs 1 extra foot of
  movement. When a creature moves into the wall’s space for
  the first time on a turn or starts its turn there, that creature
  must succeed on a Strength saving throw, or it takes 6d6
  thunder damage, is pushed in a straight line up to 30 feet
  away from the wall, and is knocked prone.
  Thunder Clap (7 force). As an action, choose a point you
  can see within 60 feet of you. Thunder energy erupts in a 20-
  foot-radius sphere centered on that point. Each creature in
  that area must make Constitution saving throw. On a failed
  save, a target takes 8d6 thunder damage, and it is stunned
  until the end of your next turn. On a successful save, a target
  takes half as much damage.
  Precognition
  Consular Discipline 
  By analyzing information around you, from subtle hints to
  seemingly disconnected facts, you learn to weave a string of
  probabilities in an instant that gives you extraordinary
  insights.
  Focus. While focused on this discipline, you have
  advantage on initiative rolls.
  Precognitive Hunch (2 force; conc., 1 min.). As a bonus
  action, you open yourself to receive momentary insights that
  improve your odds of success; until your concentration ends,
  whenever you make an attack roll, a saving throw, or an ability
  check, you roll a d4 and add it to the total.
  All-Around Sight (3 force). In response to an attack
  hitting you, you use your reaction to impose disadvantage on
  that attack roll, possibly causing it to miss.
  Danger Sense (5 force; conc., 8 hr.). As an action, you
  create a psychic model of reality in your mind and set it to
  show you a few seconds into the future. Until your
  concentration ends, you can’t be surprised, attack rolls
  against you can’t gain advantage, and you gain a +10 bonus to
  initiative.
  Victory Before Battle (7 force). When you roll initiative,
  you can use this ability to grant yourself and up to five
  creatures of your choice within 60 feet of you a +10 bonus to
  initiative.
  Psychic Assault
  Adept Discipline 
  You wield your mind like a weapon, unleashing salvos of force
  energy.
  Focus. While focused on this discipline, you gain a +2
  bonus to damage rolls with force talents that deal psychic
  damage.
  Force Blast (1–7 force). As an action, choose one creature
  you can see within 60 feet of you. The target takes 1d4
  psychic damage per point spent on this ability.
  Ego Whip (3 force). As an action, choose one creature you
  can see within 60 feet of you. The target must make an
  Intelligence saving throw. On a failed save, the creature takes
  3d8 psychic damage, and it is filled with self-doubt, leaving it
  able to use its action on its next turn only to take the Dodge,
  Disengage, or Hide action. On a successful saving throw, it
  takes half as much damage.
  Id Insinuation (5 force). As an action, choose one creature
  you can see within 60 feet of you. The target must make an
  Intelligence saving throw. On a failed save, the creature takes
  5d8 psychic damage, and it goes into a fury, as its id runs
  rampant. On its next turn, it can use its action only to take the
  Dodge or Attack action. On a successful save, it takes half as
  much damage.
  Psychic Blast (6 force). As an action, you unleash
  devastating psychic energy in a 60-foot cone. Each creature in
  that area must make an Intelligence saving throw, taking 8d8
  psychic damage on a failed save, or half as much damage on a
  successful one. You can increase the damage by 2d8 if you
  spend 1 more point on this ability.
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  Psychic Crush (7 force). As an action, you create a 20-foot
  cube of psychic energy within 120 feet of you. Each creature
  in that area must make an Intelligence saving throw. On a
  failed save, a target takes 8d8 psychic damage and is stunned
  until the end of your next turn. On a successful save, a target
  takes half as much damage.
  Psychic Disruption
  Guardian Discipline 
  You create psychic static that disrupts other creatures’ ability
  to think clearly.
  Focus. While focused on this discipline, you have
  advantage on Charisma (Deception) checks.
  Distracting Haze (1–7 force; conc., 1 min.). As an action,
  choose one creature you can see within 60 feet of you. That
  creature must make an Intelligence saving throw. On a failed
  save, it takes 1d10 psychic damage per point spent and can’t
  see anything more than 10 feet from it until your
  concentration ends. On a successful save, it takes half as
  much damage.
  Daze (3 force). As an action, choose one creature you can
  see within 60 feet of you. That creature must make an
  Intelligence saving throw. On a failed save, the target is
  incapacitated until the end of your next turn or until it takes
  any damage.
  Mind Storm (5 force). As an action, choose a point you
  can see within 60 feet of you. Each creature in a 20-foot-
  radius sphere centered on that point must make a Wisdom
  saving throw. On a failed save, a target takes 6d8 psychic
  damage and suffers disadvantage on all saving throws until
  the end of your next turn. On a successful save, a creature
  takes half as much damage. You can increase the damage by
  1d6 per additional point spent on this ability.
  Psychic Inquisition
  Consular Discipline 
  You reach into a creature’s mind to uncover information or
  plant ideas within it.
  Focus. While focused on this discipline, you know when a
  creature communicating with you via telepathy is lying.
  Hammer of Inquisition (1–7 force). As an action, choose
  one creature you can see within 60 feet of you. The target
  must make an Intelligence saving throw. On a failed save, it
  takes 1d10 psychic damage per point spent and suffers
  disadvantage on its next Wisdom saving throw before the end
  of your next turn. On a successful save, it takes half as much
  damage.
  Forceful Query (2 force). As an action, you ask a question
  of one creature that can see and hear you within 30 feet of
  you. The question must be phrased so that it can be
  answered with a yes or no, otherwise this ability fails. The
  target must succeed on a Wisdom saving throw, or it replies
  with a truthful answer. A creature is immune to this ability if
  it is immune to being charmed.
  Psychometry (5 force; conc., 1 hr.). While you
  concentrate on this ability, you probe one creature’s mind.
  The creature must remain within 30 feet of you, and you
  must be able to see it. If you reach the ability’s full duration,
  the target must make three Intelligence saving throws, and
  you learn information from it based on the number of saving
  throws it fails.
  With one failed saving throw, you learn its key memories
  from the past 12 hours.
  With two failed saving throws, you learn its key memories
  from the past 24 hours.
  With three failed saving throws, you learn its key memories
  from the past 48 hours.
  Phantom Idea (6 force; conc., 1 hr.). While you
  concentrate on this ability, you probe one creature’s mind.
  The creature must remain within 30 feet of you, and you
  must be able to see it. If you reach the ability’s full duration,
  the target must make three Intelligence saving throws, and
  you plant a memory or an idea in it, which lasts for a number
  of hours based on the number of saving throws it fails. You
  choose whether the idea or memory is trivial (such as “I had
  porridge for breakfast” or “Ale is the worst”) or personality-
  defining (“I failed to save my village from orc marauders and
  am therefore a coward” or “Magic is a scourge, so I renounce
  it”).
  With one failed saving throw, the idea or memory lasts for
  the next 4 hours. With two failed saving throws, it lasts for 24
  hours. With three failed saving throws, it lasts for 48 hours.
  Psychic Phantoms
  Guardian Discipline 
  Your power reaches into a creature’s mind and causes it false
  perceptions.
  Focus. While focused on this discipline, you have
  advantage on Charisma (Deception) checks.
  Distracting Figment (1–7 force). As an action, choose one
  creature you can see within 60 feet of you. The target must
  make an Intelligence saving throw. On a failed save, it takes
  1d10 psychic damage per point spent and thinks it perceives
  a threatening creature just out of its sight; until the end of
  your next turn, it can’t use reactions, and melee attack rolls
  against it have advantage. On a successful save, it takes half
  as much damage.
  Phantom Foe (3 force; conc., 1 min.). As an action,
  choose one creature you can see within 60 feet of you. The
  target must make an Intelligence saving throw. On a failed
  save, it perceives a horrid creature adjacent to it until your
  concentration ends. During this time, the target can’t take
  reactions, and it takes 1d8 psychic damage at the start of
  each of its turns. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success. You can increase the damage by 1d8 for each
  additional point spent on the ability.
  Phantom Betrayal (5 force; conc., 1 min.). As an action,
  you plant delusional paranoia in a creature’s mind. Choose
  one creature you can see within 60 feet of you. The target
  must succeed on an Intelligence saving throw, or until your
  concentration ends, it must target its allies with attacks and
  other damaging effects. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success. A creature is immune to this ability if it is
  immune to being charmed.
  69
  
  Phantom Riches (7 force; conc., 1 min.). As an action,
  you plant the phantom of a greatly desired object in a
  creature’s mind. Choose one creature you can see within 60
  feet of you. The target must make an Intelligence saving
  throw. On a failed save, you gain partial control over the
  target’s behavior until your concentration ends; the target
  moves as you wish on each of its turns, as it thinks it pursues
  the phantom object it desires. If it hasn’t taken damage since
  its last turn, it can use its action only to admire the object you
  created in its perception. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  Pyrokinesis
  Guardian Discipline 
  You align your mind with the energy of fire.
  Focus. While focused on this discipline, you gain
  resistance to fire damage, and you gain a +2 bonus to rolls for
  fire damage.
  Combustion (1–7 force; conc., 1 min.). As an action,
  choose one creature or object you can see within 120 feet of
  you. The target must make a Constitution save. On a failed
  save, the target takes 1d10 fire damage per force point spent,
  and it catches on fire, taking 1d6 fire damage at the end of
  each of its turns until your concentration ends or until it or a
  creature adjacent to it extinguishes the flames with an action.
  On a successful save, the target takes half as much damage
  and doesn’t catch on fire.
  Rolling Flame (3 force; conc., 1 min.). As an action, you
  create fire in a 20-foot-by-20-foot cube within 5 feet of you.
  The fire lasts until your concentration ends. Any creature in
  that area when you use this ability and any creature that ends
  its turn there takes 5 fire damage.
  Flamusfracta (5 force). As an action, you create a fiery
  explosion at a point you can see within 120 feet of you. Each
  creature in a 20-foot-radius sphere centered on that point
  must make a Constitution saving throw, taking 7d6 fire
  damage and being knocked prone on a failed save, or half as
  much damage on a successful one.
  Fire Form (5 force; conc., 1 min.). As a bonus action, you
  become wreathed in flames until your concentration ends.
  Any creature that end its turn within 5 feet of you takes 3d6
  fire damage.
  Telekinesis
  Adept Discipline 
  You can use telekinetic energy on yourself to alter your
  physical abilities and form.
  Focus. While focused on this discipline, you take no falling
  damage, and you ignore difficult terrain when walking.
  Telekinetic Step (1–7 force). As part of your move on your
  turn, you can fly up to 20 feet for each force point spent. If
  you end this flight in the air, you fall unless something else
  holds you aloft.
  Telekinetic Stream (1–7 force). As an action, you create a
  line of focused telekinetic energy that is 30 feet long and 5
  feet wide. Each creature in that area must make a Strength
  saving throw, taking 1d8 bludgeoning damage per force point
  spent and being knocked prone on a failed save, or half as
  much damage on a successful one.
  Cloak of Telekinesis (3 force; conc., 10 min.). As a bonus
  action, you seize control of the air around you to create a
  protective veil. Until your concentration ends, attack rolls
  against you have disadvantage, and when a creature you can
  see misses you with a melee attack, you can use your reaction
  to force the creature to repeat the attack roll against itself.
  Telekinetic Form (5 force; conc., 10 min.). As a bonus
  action, you gain a flying speed of 60 feet, which lasts until
  your concentration ends.
  Misty Form (6 force; conc., 1 min.). As an action, your
  body becomes like a misty cloud until your concentration
  ends. In this form, you gain resistance to bludgeoning,
  piercing, and slashing damage, but you can’t take actions
  other than the Dash action. You can pass through openings
  that are no more than 1 inch wide without squeezing.
  Telepathic Contact
  Consular Discipline 
  By channeling force power, you gain the ability to control
  other creatures by substituting your will for their own.
  Focus. While focused on this discipline, you gain the ability
  to use your Telepathy class feature with up to six creatures at
  once. If you don’t have that feature from the mystic class, you
  instead gain it while focused on this discipline.
  Exacting Query (2 force). As an action, you target one
  creature you can communicate with via telepathy. The target
  must make an Intelligence saving throw. On a failed save, the
  target truthfully answers one question you ask it via telepathy.
  On a successful save, the target is unaffected, and you can’t
  use this ability on it again until you finish a long rest. A
  creature is immune to this ability if it is immune to being
  charmed.
  Occluded Mind (2 force). As an action, you target one
  creature you can communicate with via telepathy. The target
  must make an Intelligence saving throw. On a failed save, the
  target believes one statement of your choice for the next 5
  minutes that you communicate to it via telepathy. The
  statement can be up to ten words long, and it must describe
  you or a creature or an object the target can see. On a
  successful save, the target is unaffected, and you can’t use this
  ability on it again until you finish a long rest. A creature is
  immune to this ability if it is immune to being charmed.
  Broken Will (5 force). As an action, you target one
  creature you can communicate with via telepathy. The target
  must make an Intelligence saving throw. On a failed save, you
  choose the target’s movement and action on its next turn. On
  a successful save, the target is unaffected, and you can’t use
  this ability on it again until you finish a long rest. A creature is
  immune to this ability if it is immune to being charmed.
  Psychic Grip (6 force; conc., 1 min.). As an action, you
  target one creature you can see within 60 feet of you. The
  target must succeed on an Intelligence saving throw, or it is
  paralyzed until your concentration ends. At the end of each of
  its turns, it can repeat the saving throw. On a success, this
  effect ends. On a failure, you can use your reaction to force
  the target to move up to half its speed, even though it’s
  paralyzed.
  70
  
  Psychic Domination (7 force; conc., 1 min.). As an
  action, you target one creature you can see within 60 feet of
  you. The target must succeed on an Intelligence saving throw,
  or you choose the creature’s actions and movement on its
  turns until your concentration ends. At the end of each of its
  turns, it can repeat the saving throw, ending the effect on
  itself on a success. A creature is immune to this ability if it is
  immune to being charmed.
  Third Eye
  Sentinel Discipline 
  You create a third, psychic eye in your mind, which you cast
  out into the world. It channels thoughts and knowledge back
  to you, greatly enhancing your senses.
  Focus. While focused on this discipline, you have
  darkvision with a range of 60 feet. If you already have
  darkvision with that range or greater, increase its range by 10
  feet.
  Tremorsense (2 force; conc., 1 min.). As a bonus action,
  you gain tremorsense with a radius of 30 feet, which lasts
  until your concentration ends.
  Unwavering Eye (2 force). As a bonus action, you gain
  advantage on Wisdom checks for 1 minute.
  Piercing Sight (3 force; conc., 1 min.). As a bonus action,
  you gain the ability to see through objects that are up to 1 foot
  thick within 30 feet of you. This sight lasts until your
  concentration ends
  Truesight (5 force; conc., 1 min.). As a bonus action, you
  gain truesight with a radius of 30 feet, which lasts until your
  concentration ends.
  71
  
  Chapter 5: Personality and Background
  Languages
  Your race 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 from the Standard Languages
  table, or choose one that is common in your campaign. With
  your DM’s permission, you can instead choose a language
  from the Exotic Languages table or a secret language, such
  as mercenary's cant or the tongue of the .
  Some of these languages are actually families of languages
  with many dialects. For example, the Primordial language
  includes the Auran, Aquan, Ignan, and Terran dialects, one
  for each of the four elemental planes. Creatures that speak
  different dialects of the same language can communicate
  with one another.
  Standard Languages
  Language
  Typical Speakers
  Script
  Basic
  Most races
  Basic
  Binary
  Droids
  Basic
  Bothese
  Bothans
  Botha
  Dug
  Dug
  Dug
  Durese
  Duros
  Basic
  Gammorese
  Gammorean
  Gammorese
  Gungan
  Gungan
  Gungan
  Huttese
  Hutss, Weequay
  Huttese
  Jawaese
  Jawa
  Jawaese
  Kel Dorian
  Kel Dor
  Basic
  Lasat
  Lasat
  Lasat
  Mon Calamarian
  Mon Calamari
  Basic
  Nautila
  Nautilan
  Nautila
  Rodese
  Rodian
  Rodese
  Ryl
  Twi'lek
  Ryl
  Shyriiwook
  Wookiee
  Shyriiwook
  Zabraki
  Zabrak
  Zabraki
  Exotic Languages
  Language
  Typical Speakers
  Script
  Cheunh
  Chiss
  Cheunh
  Geonosian
  Geonosian
  Geonosian
  Mando'a
  Mandalorians
  Mando'a
  Old Gungan
  Gungan
  Old Gungan
  Sith
  Sith
  Sith
  Thykarann
  Wookiee
  Shyriiwook
  Togruti
  Togruta
  Togruti
  Xaczik
  Wookiee
  Shyriiwook
  Bounty Hunter
  Skill Proficiencies: Pick 2: Stealth, Demolitions,
  Intimidation, Insight, Investigation  
  Other Proficiencies: Pick 2: Thieves’ tools, gaming set,
  instrument  
  Equipment: 20 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.
  Celebrity Performer
  Skill Proficiencies: Acrobatics, Performance  
  Other Proficiencies: Disguise Kit, one musical instrument  
  Equipment: One musical instrument, a costume, 15 cr  
  Feature: By Popular Demand
  You can always find a place to perform, usually in a cantina
  but possibly with a circus, at a theater, or even in a diplomat’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
  figure. When strangers recognize you in a town where you
  have performed, they typically take a liking to you.
  Con Artist
  Skill Proficiencies: Deception, Sleight of Hand  
  Other Proficiencies: Disguise kit, forgery kit  
  Languages: Two of your choice  
  Equipment: Disguise Kit, Tools for your preferred con, 15 cr  
  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 official 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.
  Follower of the Force
  Skill Proficiencies: Insight, Religion  
  Languages: Two of your choice  
  Equipment: 15 cr  
  72
  
  Feature: Shelter of the Faithful
  As a follower of the Force, you command the respect of those
  who share your faith. You and your adventuring companions
  can expect to receive free healing and care at a temple,
  shrine, or other established presence of your faith, though
  you must provide any material components needed for spells.
  Those who share your religion will support you (but only you)
  at a modest lifestyle. You might also have ties to a specific
  temple dedicated to your chosen deity or pantheon, and you
  have a residence there. This could be the temple where you
  used to serve, if you remain on good terms with it, or a
  temple where you have found a new home. While near your
  temple, you can call upon the priests for assistance, provided
  the assistance you ask for is not hazardous and you remain in
  good standing with your temple.
  Foreman
  Skill Proficiencies: Repair, Insight  
  Other Proficiencies: One type of tools  
  Languages: One of your choice  
  Equipment: One set of tools, a ceremonial plaque with the
  seal of your company, 15 cr  
  Feature: Company Respect
  Due to your connection with the company, people in civilized
  society respect you and treat you well. Because the factories
  of your company produce everything.
  Hermit
  Skill Proficiencies: Medicine, Religion  
  Other Proficiencies: Med Kits  
  Languages: One of your choice  
  Equipment: Med kit, 15 cr  
  Feature: Discovery
  The quiet seclusion of your extended hermitage gave you
  access to a unique and powerful discovery. The exact nature
  of this revelation depends on the nature of your seclusion. It
  might be a great truth about the cosmos, the deities, the
  powerful beings of the outer planes, or the forces of nature. It
  could be a site that no one else has ever seen. You might have
  uncovered a fact that has long been forgotten, or unearthed
  some relic of the past that could rewrite history. It might be
  information that would be damaging to the people who or
  consigned you to exile, and hence the reason for your return
  to society. Work with your DM to determine the details of
  your discovery and its impact on the campaign.
  Librarian
  Skill Proficiencies: History, and pick one from the following:
  Arcana, Nature, Religion  
  Languages: Four of your choice  
  Equipment: Writing utensils and paper, 10 cr  
  Feature: Wealth of Knowledge
  Due to your connection to higher level knowledge you are
  welcomed into any library in Republic controlled space,
  including the Jedi Temple library on Coruscant. You also are
  well connected with upper level thinkers who can aid you
  with information if you have no library access.
  Mercenary Veteran
  Skill Proficiencies: Athletics, Persuasion  
  Other Proficiencies: One landspeeder, one gaming set  
  Equipment: One game set, uniform from your company, 10
  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 find the cantinas where mercenaries abide in any
  area, as long as you speak the language. You can find
  mercenary work between adventures sufficient to maintain a
  comfortable lifestyle.
  Outlaw
  Skill Proficiencies: Stealth, and pick 1 depending on your
  specialty: Deception, Demolitions, Security  
  Other Proficiencies: One gaming kit, thieves’ tools  
  Equipment: Thieves’ tools, crowbar, hacking equipment,
  detonator, 15 cr  
  Feature: Outlaw 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; specifically, you know the local messengers,
  corrupt caravan masters, and seedy sailors who can deliver
  messages for you.
  Pod racer
  Skill Proficiencies: Repair, Perception  
  Other Proficiencies: One land vehicle, one starfighter  
  Languages: Huttese  
  Equipment: Lucky charm, 10 cr  
  Feature: Observant
  While in a vehicle that you are proficient with you can spot
  traps and obstacles while traveling at full speed.
  Police Force
  Skill Proficiencies: Insight, and pick one: security, athletics,
  demolitions  
  Languages: Two of your choice  
  Equipment: Uniform, 2-way radio kit, handcuffs, 10 cr  
  Feature: Watcher’s Eye
  Your experience in enforcing the law, and dealing with
  lawbreakers, gives you a feel for local laws and criminals. You
  can easily find the local outpost of the watch or a similar
  organization, and just as easily pick out the dens of criminal
  activity in a community, although you're more likely to be
  welcome in the former locations rather than the latter.
  Politician
  Skill Proficiencies: History, persuasion  
  Other Proficiencies: One language, and one gaming set  
  Equipment: Credentials, letter of diplomatic immunity, 25 cr  
  73
  
  Feature: Position of Privilege
  Thanks to your political position, 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 effort 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 government if you need to.
  Sage
  Skill Proficiencies: Arcana, History  
  Languages: Two of your choice  
  Equipment: Writing utensils and paper, 10 cr  
  Feature: Researcher
  When you attempt to learn or recall a piece of lore, if you do
  not know that information, you often know where and from
  whom you can obtain it. Usually, this information comes from
  a library, scriptorium, university, or a sage or other learned
  person or creature. Your DM might rule that the knowledge
  you seek is secreted away in an almost inaccessible place, or
  that it simply cannot be found. Unearthing the deepest
  secrets of the multiverse can require an adventure or even a
  whole campaign.
  Senator’s Aide
  Skill Proficiencies: Insight, Persuation  
  Languages: Two of your choice  
  Equipment: 5 cr, and a letter of diplomatic immunity  
  Feature: Senate Functionary
  Your knowledge of how bureaucracies function lets you gain
  access to the records and inner workings of the Republic
  Senate. You know who the movers and shakers are, whom to
  go to for the favors you seek, and what the current intrigues
  of interest in the group are.
  Space Pirate/Deck Hand
  Skill Proficiencies: Athletics, Perception  
  Other Proficiencies: 1 land speeder or 1 starfighter  
  Equipment: 50 feet of cable, lucky charm, 10 cr  
  Feature: Bad Reputation/Ship’s Passage
  You spent your youth under the sway of a dread pirate, a
  ruthless cutthroat who taught you how to survive in a world
  of exogorths and savages. You’ve indulged in larceny
  throughout the galaxy and sent more than one deserving soul
  to a vacuous grave. Fear and bloodshed are no strangers to
  you, and you’ve garnered a somewhat unsavory reputation in
  many a spaceport.
  When you need to, you can secure free passage on a
  starship for yourself and your adventuring companions. You
  might travel on the starship you served on, or another
  starship you have good relations with (perhaps one captained
  by a former crewmate). Because you’re calling in a favor, you
  can’t be certain of a schedule or route that will meet your
  every need. Your Dungeon Master will determine how long it
  takes to get where you need to go. In return for your free
  passage, you and your companions are expected to assist the
  crew during the voyage.
  Street Rat
  Skill Proficiencies: Sleight of Hand, Stealth  
  Other Proficiencies: Disguise kit, Thieves’ tools  
  Equipment: Thieves’ tools, pet mouse, 10 cr  
  Feature: City secrets
  You know the secret patterns and flow to cities and can find
  passages through the urban sprawl that others would miss.
  When you are not in combat, you (and companions you lead)
  can travel between any two locations in the city twice as fast
  as your speed would normally allow.
  Survivalist
  Skill Proficiencies: Athletics, Survival  
  Other Proficiencies: One musical Instrument  
  Languages: One of your choice  
  Equipment: Hunting trap, trophy from killed animal/monster,
  10 cr  
  Feature: Wanderer
  You have an excellent memory for maps and geography, and
  you can always recall the general layout of terrain,
  settlements, and other features around you. In addition, you
  can find food and fresh water for yourself and up to five other
  people each day, provided that the land offers berries, small
  game, water, and so forth.
  Tribal Warrior
  Skill Proficiencies: Athletics, Survival  
  Other Proficiencies: Pick one: musical instrument, or one
  type of tools  
  Languages: One of your choice  
  Equipment: 10 cr  
  Feature: Tribal Heritage
  You are from a more primitive society but due to your planet's
  defeat have decided to go out and explore. Due to your
  heritage, however, anywhere that you can find others of your
  species you will find acceptance and shelter from your
  people.
  Trooper
  Skill Proficiencies: Pick 2 from the following: Athletics,
  Intimidation, Demolitions  
  Other Proficiencies: One gaming set, one land vehicle  
  Equipment: One gaming set, 10 cr  
  Feature: Military Rank
  You have a military rank from your career as a trooper.
  Troopers loyal to your former military organization still
  recognize your authority and influence, and they defer to you
  if they are o f a lower rank. You can invoke your rank to exert
  influence over other soldiers and requisition simple
  equipment or horses for temporary use. You can also usually
  gain access to friendly military encampments and fortresses
  where your rank is recognized.
  74
  
  Under Cover Agent
  Skill Proficiencies: Insight, and pick 1: stealth, investigation,
  security, deception, performance, persuasion  
  Languages: Two of your choice  
  Equipment: Cipher manual, 15 cr  
  Feature: Safe Heaven
  As a spy, 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 finding information. These agents never risk
  their lives for you or risk revealing their true identities.
  Union Merchant
  Skill Proficiencies: Insight, Persuasion  
  Other Proficiencies: One type of tool  
  Languages: One of your choice  
  Equipment: One type of tools, membership card, 15 cr  
  Feature: Union Membership
  As an established and respected member of a union, you can
  rely on certain benefits that membership provides. Your
  fellow union members will provide you with lodging and food
  if necessary, and pay for your funeral if needed. In some cities
  and towns, a union hall offers a central place to meet other
  members of your profession, which can be a good place to
  meet potential patrons, allies, or hirelings.
  Unions often wield tremendous political power. If you are
  accused of a crime, your union will support you if a good case
  can be made for your innocence or the crime is justifiable.
  You can also gain access to powerful political figures through
  the union, if you are a member in good standing. Such
  connections might require the donation of money or trade
  goods to the guild’s coffers. You must pay dues of 5 gp per
  month to the union. If you miss payments, you must make up
  back dues to remain in the union’s good graces.
  75
  
  Background: Mandalorian
  In five millennia, the Mandalorians fought with and against a
  thousand armies on a thousand worlds. They learned to
  speak as many languages and absorbed weapons technology
  and tactics from every war. And yet, despite the
  overwhelming influence of alien cultures, and the absence of
  a true homeworld and even species, their own language not
  only survived but changed little, their way of life and their
  philosophy remained untouched, and their ideals and sense of
  family, of identify, of nation, were only strengthened.
  Tribal Warriors
  The Mandalorians—known in Mando'a as the Mando'ade, or
  "Children of Mandalore"—were a nomadic group of clan-
  based people consisting of members from multiple species
  and multiple genders, all bound by a common culture.
  In their early years, Mandalorian culture revolved around
  battle, with war being a source of honor and pride in their
  community. The leader of the Mandalorians was known as
  the Mand'alor, translating to "Sole Ruler" and was rendered
  as "Mandalore" in Basic. Throughout their history, the
  Mandalorians were frequently allied with the Sith, perhaps
  most notably the Sith Lord Exar Kun, and held a certain
  distrust and general dislike for the Jedi Order. However, they
  would not hesitate to cooperate with the Jedi if a partnership
  between the two groups was mutually beneficial.
  Race
  A Dathomirian, Human, Twi'lek, or Zabrak can be a
  Mandalorian.
  Mandalorian Names
  Mandalorians placed little importance on birthplace or
  citizenship, and so had no official "state" as understood by
  galactic politics. Mandalorian society was a classical
  meritocracy, where rank and status meant nothing in
  comparison to a being's actions and achievements.[3]
  Mandalorian clans were led by chieftains—usually senior
  members of the clans chosen for their wisdom—and the
  loose affiliation and cooperation between them was the
  closest the Mandalorians had to a standard government.
  Male Names: Akero, Baltan, Boba, Cassuss, Jango, Levet,
  Takan, Thraijon, Vhonte
  Female Names: Hayar, Karin, Mari, Mij, Ohta, Sabine,
  Vera
  Clan Names: Bralor, Beviin, Fett, Ordo, Skirata, Vevut,
  Vizsla, Wren
  Mandalorian Traits
  The following traits apply to a Mandalorian, overwriting your
  character's race traits.
  Alignment. Mandalorians tend to align with lawful evil, but
  can be any alignment.
  Equipment. Mandalorian combat armor (+1), Mandalorian
  blaster or sword (+1).
  Proficiency. You are proficient with Mandalorian armor
  and Mandalorian-made weapons.
  Skill Proficiencies. Demolitions, one of your choice.
  Languages. Mando'a, two of your choice.
  Feature: The Mando'ade
  As a Mandalorian you have access to the warrior clans of the
  Mando'ade, the Mandalorian race. You can call on your
  Mandalorian brethren to help you in most situations, and they
  will certainly answer the call.
  76
  
  Chapter 6: Equipment
  Weapons
  Name
  Cost
  Damage
  Modifier Weight Properties
  Simple Melee Weapons
      Club
  10 cr
  1d4 bludgeoning Str
  2lb.
  Light
      Gaderffii
  20 cr
  1d8 bludgeoning Str
  6lb.
  Versatile 1d8 piercing
      Gamorrean Battleaxe 30 cr
  2d6 slashing
  Str
  7lb.
  Heavy, two-handed
      Longsword
  15 cr
  1d8 slashing
  Str
  3lb.
  Versatile 1d10
      Short Sword
  10 cr
  1d6 piercing
  Dex, Str 2lb.
  Light, finesse
  Simple Ranged
  Weapons
      Blaster Pistol
  30 cr
  1d4 radiant
  Dex
  2lb.
  Ammunition (30/120), light, reload (6, bon)
      Blaster Carbine
  60 cr
  1d8 radiant
  Dex, Str 7lb.
  Ammunition (80/320), reload (8, bon), two-handed
      Heavy Blaster Pistol
  50 cr
  1d6 radiant
  Dex, Str 4lb.
  Ammunition (30/120), reload (6, bon)
  Martial Melee Weapons
      Force pike
  50 cr
  1d10 lightning
  Str
  8lb.
  Heavy, reach 5ft,  
  DC 14 Con save or stunned 1 round
      Ryyk Blade
  30 cr
  1d8 slashing
  Str
  4lb.
  Versatile 1d10, can be dual wielded by Wookiees  
  or with training from Wookiees
      Stun Baton
  30 cr
  1d4 lightning
  Str
  2lb.
  Light, DC 12 Con save or stunned 1 round
      Stun-stave
  50 cr
  1d6 lightning
  Str
  6lb.
  Versatile 1d8, DC 14 Con save or stunned 1 round
      Vibroblade
  60 cr
  1d6 slashing
  Dex, Str 2lb.
  Finesse, light
      Vibrosword
  70 cr
  1d8 slashing
  Str
  4lb.
  Versatile 1d10
      Vibroaxe
  80 cr
  2d6 slashing
  Str
  8lb.
  Heavy, two-handed
  Martial Ranged
  Weapons
      Blaster Rifle
  80 cr
  1d10 radiant
  Dex
  10lb.
  Ammunition (100/400), reload (8, bon), two-handed
      Bowcaster
  100 cr
  1d8 bludgeoning Str
  15lb.
  Ammunition (60/240), heavy, reload (2, bon), 
  5ft explosion, DC 14 Dex save or 1d4 bludgeoning
      Flame Thrower
  700 cr
  2d6 fire
  Str
  20lb.
  Ammunition (30), heavy, reload (8, act),  
  30 foot line or 15 foot cone
      Gatling Blaster
  500 cr
  1d8 radiant
  Str
  20lb.
  Ammunition (80/320), heavy, reload (12, turn),  
  Can make second attack as free action
      Rocket Launcher
  5,000
  cr
  4d10
  bludgeoning
  Str
  15lb.
  Ammunition (80/320), heavy, two-handed, 
  reload (1, act), 10ft radius
      Sniper Rifle
  100 cr
  1d12 radiant
  Dex
  10lb.
  Ammunition (30/200/600), reload (6, act), 
  two-handed, critical on 19-20
      Slug Pistol
  50 cr
  1d4 piercing
  Dex
  4lb.
  Ammunition (30/120), light, reload (6, bon)
      Slug Rifle
  120 cr
  1d8 piercing
  Dex
  14lb.
  Ammunition (100/400), reload (8, bon), two-handed
  77
  
  Weapons (cont'd)
  Name
  Cost
  Damage
  Modifier Weight Properties
  Exotic Weapons
      Double-bladed Lightsaber 5,000 cr 1d10 radiant Str
  5lb.
  If two-handed, offhand attack as bonus action, 1d8
      Lightsaber
  3,000 cr 1d8 radiant
  Dex, Str 2lb.
  Finesse, light, versatile 1d10
      Lightsaber Pike
  4,000 cr 1d10 radiant Str
  4lb.
  Reach, two-handed
  Lightsabers
  "This was the formal weapon of a Jedi Knight. Not as clumsy
  or random as a blaster. More skill than simple sight was
  required for its use. An elegant weapon. It was a symbol as
  well. Anyone can use a blaster or a fusioncutter—but to use a
  lightsaber well was a mark of someone a cut above the
  ordinary." - Obi-Wan Kenobi
  Designed as much for elegance in combat as for ceremony,
  the lightsaber, also referred to as the "laser sword" by those
  who were unfamiliar with it, was a distinctive weapon, the
  very image of which was inextricably bound with the mythos
  of the Jedi Order and their polar opposites, the Sith. The
  lightsaber also became synonymous with the Jedi Order's
  values to uphold peace and justice throughout the galaxy.
  This perception endured, despite the many conflicts with
  lightsaber-wielding Sith and Dark Jedi.
  Attuning
  You cannot wield a lightsaber to its highest capability until
  you have attuned to it and it has attuned to you. To attune to a
  lightsaber you must take a long rest, meditating on the saber
  as you do so. Make a force ability check against the lightsaber
  crystal's difficulty check. If you succeed, you have completed
  one attuning.
  To completely attune to a lightsaber you must complete a
  number of attunings equal to the attack/damage modifier of
  the crystal in the lightsaber (min 1).
  Until you are attuned to a lightsaber, do not add your
  proficiency bonus to attack rolls made with it even if you are
  proficient with lightsabers.
  Color
  As a new character, if you start with a lightsaber you do not
  get to choose its initial color or properties. Follow the table
  below to see what color your lightsaber is.
  Force Order
  Class
  Color
  Jedi, Gray
  Consular
  Green
  Jedi, Gray
  Guardian
  Blue
  Jedi, Gray
  Sentinel
  Yellow
  Sith
  Any
  Red
  If you happen to find a new Adegan crystal you want to use
  instead of your current one, you can re-assemble your
  lightsaber and use it at the cost of needing to re-attune to
  your saber.
  List of Colors
  Amber
  Amethyst
  Black
  Blue
  Blue, Dark
  Blue, Icy
  Crimson
  Gray
  Green
  Magenta
  Orange
  Pink
  Red
  Teal
  White
  Yellow
  Crystal
  Adegan crystals were commonly used by Jedi as a main
  component of a lightsaber. These rare Force-reactive stones
  were primarily found in the Adega system, though a fair
  amount of these crystals could also be found on the planet
  Halm. Other known locations where Adegan crystals could
  be found included Ilum, Mygeeto, and in parts of the Cularin
  system asteroid belt.
  The Force shared a special connection with Adegan
  crystals and it was through their use that Jedi created a bond
  amongst themselves, the Force, and their weapon. This trait
  caused the Adegan crystals in a lightsaber to give off a weak
  Force signature that could be sensed by any Jedi.
  Crystal
  Rarity
  Properties
  Kathracite
  Common
  +0
  Relacite
  Uncommon
  +1
  Danite
  Rare
  +2
  Mephite
  Rare
  +3
  Pontite
  Extremely Rare
  +4
  Damage
  Traditional lightsabers deal 1d8 radiant damage when held
  with one hand. A lightsaber pike does 1d10 radiant damage.
  Lightsabers and lightsaber pikes that are not attuned to the
  wielder deal 1d6 and 1d8 damage respectively.
  78
  
  Additional Weapon Information
  Ammunition and Explosives (cont'd)
  Name
  Cost
  Damage
  Weight Properties
  Explosives
      Adhesive Grenade
  50 cr
  ––
  1lb.
  10ft radius, difficult terrain, 15 AC, 20 HP
      Bacta Grenade
  100 cr 4d6 healing
  1lb.
  10ft radius
      Breaching Charge
  250 cr 150 bludgeoning 5lb.
  30 seconds to attach
      Concussion Grenade
  50 cr
  2d6 force
  1lb.
  10ft radius, DC 14 Con save or stunned 1 round
      CryoBan Grenade
  50 cr
  2d6 bludgeoning 1lb.
  10ft radius, extra 1d6 cold
      Frag Grenade
  50 cr
  2d6 bludgeoning 1lb.
  10ft radius
      Ion Grenade
  100 cr 1d6 thunder
  1lb.
  10ft radius, extra 2d6 vs droids and vehicles
      Plasma Grenade
  100 cr 3d6 acid
  1lb.
  10ft radius
      Poison Grenade
  100 cr 2d6 poison
  1lb.
  10ft radius, DC 14 Con save or poisoned
      Thermal Detonator
  250 cr 3d6 bludgeoning 1lb.
  10ft radius, extra 1d6 fire
  Ammunition
      Charge Pack
  25 cr
  ––
  .5lb.
  ––
      Rocket
  200 cr ––
  2lb.
  ––
      Kesium Cartridge
  200 cr d4/d8
  1lb.
  DC check or knocked prone
      Rethen Gas Cartridge
  300 cr d4/d8
  1lb.
  DC check or stunned 1 round
      Tibanna Gas Cartridge
  200 cr Normal
  1lb.
  ––
      Vanoorian Ammonia Cartridge
  300 cr d4/d8
  1lb.
  Extra d4/d6 damage against droids
  Cartridges
  Weapon cartridges allow for ranged weapons to do different
  types of damage and different effects when an attack lands. If
  the cartridge properties require a DC check, the DC is 10 +
  proficiency bonus for pistols, and 11 + proficiency bonus for
  carbines and rifles. When referring to damage, it will be
  depicted as X/Y, where X is for pistols, and Y is for carbines
  and rifles.
  You can only replace your current cartridge with a new one
  over a short or long rest.
  Explosives
  With all explosive weapons, creatures within the radius can
  make a DC 14 Dexterity check to halve damage.
  Grenades
  Choose a spot to throw the grenade to. Make a demolitions
  check. The following table decides how close your toss was to
  the intended target.
  For example, if you are 25 feet away from the target
  position and roll a 20 or higher, the grenade will land in the
  target position.
  In addition, if you are 25 feet away from the target position
  and roll a 13, the grenade will land within 10 feet of the target
  position, at the DM's discretion.
  With longer distances, the distances of missing your target
  and likelihood of critical failure increase.
  Grenade Accuracy Table
  Distance to Target
  Roll
  Accuracy
  <= 30 feet
  >= 20
  Desired target
  15 < 20
  Within 5 feet
  10 < 15
  Within 10 feet
  5 < 10
  Within 15 feet
  < 5
  Critical Fail
  30 <= 60 feet
  >= 25
  Desired target
  20 < 25
  Within 5 feet
  15 < 20
  Within 10 feet
  10 < 15
  Within 20 feet
  < 10
  Critical Fail
  60 <= 90 feet
  >= 30
  Desired Target
  25 < 30
  Within 5 feet
  20 < 25
  Within 10 feet
  < 20
  Critical Fail
  > 90 feet
  Any
  Critical Fail
  79
  
  Armor
  Armor
  Cost
  Armor Class (AC)
  Strength
  Stealth
  Weight
  Light Armor
      Combat Suit
  10 cr
  11 + Dex Modifier
  ––
  Disadvantage
  8lb.
      Light Exoskeleton
  30 cr
  11 + Dex modifier
  ––
  ––
  11lb.
      Heavy Combat Suit
  50 cr
  12 + Dex modifier
  ––
  ––
  13lb.
  Medium Armor
      Verpine Fiber Mesh
  20 cr
  12 + Dex modifier (max 2)
  ––
  ––
  12lb.
      Patchwork Battle Armor
  50 cr
  13 + Dex modifier (max 2)
  ––
  ––
  16lb.
      Heavy Exoskeleton
  50 cr
  14 + Dex modifier (max 2)
  ––
  Disadvantage
  25lb.
      Scout Battle Armor
  400 cr
  14 + Dex modifier (max 2)
  ––
  ––
  20lb.
      Light Battle Armor
  750 cr
  15 + Dex modifier (max 2)
  ––
  Disadvantage
  25lb.
  Heavy Armor
      Battle Armor
  30 cr
  14
  ––
  Disadvantage
  30lbs.
      Heavy Battle Armor
  75 cr
  16
  Str 13
  Disadvantage
  40lb.
      Durasteel Armor
  200 cr
  17
  Str 15
  Disadvantage
  50lb.
      Shock Trooper Armor
  1,500 cr
  18
  Str 15
  Disadvantage
  55lb.
  Shield
      Forearm Plasma Shield
  10 cr
  +2
  ––
  ––
  6lb.
  80
  
  Chapter 7: Factions
  Galactic Alignments
  The galactic alignments are the main factions of the galaxy.
  Joining each of them comes with its own pros and cons,
  namely making it difficult or easy to traverse certain systems
  without running into some form of combat.
  Black Sun
  Black Sun held a massive amount of reach and influence,
  extending its tendrils of corruption deep in the various
  galactic governments of each era. It was infamous for its
  involvement in piracy and smuggling. But smuggling was just
  the tip of the iceberg of the galaxy-wide organization. It was
  involved in every known type of illegal activity; its information
  networks surpassed even the accuracy and scope of Imperial
  Intelligence. The resources available to Black Sun rivaled
  those belonging to a large planetary army, including foot
  soldiers.
  Alignment. Chaotic Neutral
  Neutralities. Mando'ade, Republic, Sith
  Starfighter Corps
  Exchange Consortium. You must receive an invitation to join
  this starfighter corps.
  Black Sun Pirate Fleet. You must receive an invitation to
  join this starfighter corps.
  White Maw. You must receive an invitation to join this
  starfighter corps.
  Chiss Ascendancy
  The Chiss Ascendancy, sometimes termed Chiss Space or
  the Chiss Empire by outsiders, was a portion of the galaxy
  just inside the Unknown Regions that was ruled by the Chiss.
  Alignment. Neutral Good
  Allies. Republic
  Starfighter Corps
  Chiss Expansionary Defense Force. You must be aligned
  with the Chiss to join this starfighter corps.
  Republic
  The Galactic Republic was a representative democracy,
  composed of various star systems, sectors and member
  worlds throughout most of the known galaxy. Its central
  government consisted of three branches: legislative, executive
  and judicial.
  Alignment. Lawful Good
  Allies. Black Sun, Chiss Ascendancy, Jedi
  Sub-Factions
  Havoc Squad.
  Starfighter Corps
  Republic Navy. You must be aligned with the Republic to join
  this starfighter corps.
  Victor Group. An elite group of pilots, Victor Group is the
  Republic's main nautical-based special forces group. They
  perform high-risk and stealth missions for the Republic in
  tandem with some members of the Jedi Starfighter Corps.
  You must be at least a level 10 pilot and complete missions
  for the Republic Navy to join this starfighter corps.
  81
  
  Jedi
  Originally formed as a philosophical study group situated on
  the planet Tython, the Jedi became revered as guardians of
  peace and justice in the galaxy. As mystical wielders of the
  Force and of their signature lightsabers, their powers
  inspired all citizens in the galaxy. The calm, considered
  demeanor of the Jedi made them ideal brokers of peace in
  times of conflict or dispute. Yet, for all their power and
  diversity, the Jedi were few. Often beset by foes in times of
  doubt and confusion, undercurrents of evil often challenged
  their order and the establishment they served, the most
  notable being the Sith.
  Alignment. Neutral Good
  Allies. Republic
  Starfighter Corps
  Jedi Starfighter Corps. You must be aligned with the Jedi to
  join this starfighter corps.
  Mando'ade
  "Here's why you can't exterminate us, aruetii. We're not
  huddled in one place—we span the galaxy. We need no lords
  or leaders—so you can't destroy our command. We can live
  without technology—so we can fight with our bare hands. We
  have no species or bloodline—so we can rebuild our ranks
  with others who want to join us. We're more than just a
  people or an army, aruetii. We're a culture. We're an idea. And
  you can't kill ideas—but we can certainly kill you."  
  ― Mandalore the Destroyer
  The Mandalorians—known in Mando'a as the Mando'ade,
  or "Children of Mandalore"—were a nomadic group of clan-
  based people consisting of members from multiple species
  and multiple genders, all bound by a common culture.
  Alignment. Neutral
  Neutralities. Black Sun
  Starfighter Corps
  Mando'a Defense Corps. You must be aligned with the
  Mando'ade to join this starfighter corps. Black Watch. You
  must be aligned with the Mando'ade to join this starfighter
  corps.
  Sith
  The Sith Order was a sect of Force-sensitives who utilized
  the dark side of the Force. The term "Sith" originally referred
  to a species of aliens native to the planets Korriban and Ziost,
  who were later enslaved and ruled by exiled Dark Jedi from
  the Galactic Republic. These Dark Jedi had once been
  members of the Jedi Order, a monastic Force religion
  dedicated to peace through the use of the light side of the
  Force. The Dark Jedi, who refused to rely exclusively on the
  light side, challenged the Jedi by giving in to the dark side,
  which started the Hundred-Year Darkness.
  Alignment. Lawful Evil
  Neutralities. Black Sun
  Starfighter Corps
  Sith Navy. You must be aligned with the Sith to join this
  starfighter corps.
  Black Fleet. You must be at least a level 10 pilot and
  complete missions for the Sith Navy to join this starfighter
  corps.
  82
  
  Chapter 8: Starships and Dogfighting
  S
  tarships are what pilots use to traverse the galaxy
  in search of new worlds and adventures.
  Starships can be as small as a single-man
  starfighter or as large as a Star-Dreadnaught. As
  with normal combat, there are rules to starship
  combat as well. They are similar to normal
  combat rules, but with a few changes. These
  changes are detailed in this section.
  Movement
  Just like with characters, ships have a turn-based movement
  speed. In order to make a 60° turn, a ship must move at least
  one space-unit of distance.
  Space unit of distance: 500ft
  Combat
  Combat is more or less the same, but with a few changes.
  Surprise, Initiative, and Reaction are the same, but
  intiative uses an Intelligence check instead of Dexterity.
  Defense
  Starship combat revolves heavily around the Intelligence
  score and whether or not your character is proficient with the
  starship they are piloting.
  Starship AC is calculated by the following formula:  
  AC = Armor AC + ⌊(Ship Speed / 1000)⌋ + INT (if proficient)
  For ships larger than a starfighter, the AC when shields are
  up is restricted to 8.
  Turns
  In a given round, the player may perform the following:
  The player can move his or her starship up to it's
  movement and handling limits.
  The player can perform a singular action: Attack, Evade,
  or Disengage.
  The player can perform a bonus action.
  The player can perform a singular reaction.
  Attacking
  Unless you are manning a turret, a ship can only hit a target
  in a 60° cone in front of itself. This 60° cone is called the
  attack vector.
  Attack value is calculated by the following formula:  
   
  Attack = 1d20 + INT
  All turrets can rotate completely around in one turn. If no
  one is manning a turret, the pilot may use the turret as if
  it were mounted, thus imposing the 60° restriction for
  targeting.
  As well as being restricted by direction, any mounted
  weapons are also restricted by how far away a target is in a
  similar fashion to ranged weapons. See the table below for
  details.  
   
  Targeting Computers
  Class
  Range
  Cost
  Class 1
  3000ft/5000ft
  Standard
  Class 2
  5000ft/7000ft
  50,000 cr
  Class 3
  7000ft/9000ft
  150,000 cr
  This current system for starship combat works, but is
  being reconstructed as it is not working how I intended it
  to, primarily in the amount of time it takes to destroy a
  ship and movement speed. The rework will come in a
  later update and will include changes to the Pilot class as
  necessary.
  83
  
  Starfighters (Small)
  Class
  Speed
  HP
  SP
  Hardware
  Cost
  Sith Starfighter
  3500ft
  100
  –
  Laser Cannon x2  
  Targeting Computer Class 1
  10,000 cr
  BT-7 Thunderclap
  3000ft
  75
  25
  Light Laser Cannon x2  
  Missiles  
  Targeting Computer Class 1
  12,000 cr
  Fury Interceptor
  4000ft
  100
  25
  Light Laser Cannon x2  
  Missiles  
  Targeting Computer Class 1
  14,000 cr
  Liberator
  3500ft
  100
  50
  Laser Cannon x2  
  Concussion Missiles  
  Targeting Computer Class 1
  16,000 cr
  D-5 Mantis
  3000ft
  100
  75
  Weapon slot x3  
  Missiles  
  Targeting Computer Class 1
  25,000 cr
  Savage Starfighter
  4000ft
  100
  75
  Laser Cannon x2  
  Proton Torpedo Launcher x2  
  Targeting Computer Class 1
  30,000 cr
  Aurek Strikefighter
  4500ft
  100
  100
  Heavy Laser Cannon x2  
  Proton Torpedo Launcher x2  
  Targeting Computer Class 1
  35,000 cr
  Freighters (Medium)
  Class
  Speed
  HP
  SP
  Hardware
  Cost
  XS Stock
  3000ft
  250
  –
  Quad Laser Turret  
  Laser Cannon x2  
  Missiles  
  Targeting Computer Class 1
  25,000 cr
  Dynamic
  3500ft
  250
  100
  Quad Laser Turret  
  Laser Cannon x2  
  Missiles  
  Targeting Computer Class 1
  45,000 cr
  Shuttles (Medium)
  Class
  Speed
  HP
  SP
  Hardware
  Cost
  Ministry
  3000ft
  50
  100
  Laser Cannon x2  
  Targeting Computer Class 1
  7,500 cr
   
  Yachts (Medium)
  Class
  Speed
  HP
  SP
  Hardware
  Cost
  X-70B Phantom
  4500ft
  150
  100
  Weapon slot x4  
  Missiles  
  Stealth Plating  
  Cloaking Device  
  Targeting Computer Class 1
  100,000 cr
   
  84
  
  Frigates (Large)
  Class
  Speed
  HP
  SP
  Hardware
  Cost
  Venator
  1500ft
  500
  200
  Turbolaser Cannon Turret x4 
  Ion Cannon Turret x2 
  Targeting Computer Class 1
  175,000 cr
  Derriphan
  1500ft
  750
  -
  Auto Cannon x6  
  Concussion Missile Launcher x2  
  Targeting Computer Class 1
  200,000 cr
  Praetorian
  1500ft
  750
  250
  Turbolaser Cannon x2  
  Ion Cannon x2  
  Point-Defense Battery x2  
  Tractor Beam Generator x2  
  Targeting Computer Class 1
  250,000 cr
  Cruisers (Large)
  Class
  Speed
  HP
  SP
  Hardware
  Cost
  Hammerhead
  1500ft
  1000
  500
  Dual Light Turbolaser Cannon x4  
  Turbolaser Cannon x2  
  Ion Cannon x2  
  Point-Defense Battery x2  
  Tractor Beam Generator  
  Targeting Computer Class 1
  2,500,000 cr
  Hammerhead II
  1500ft
  1500
  500
  Turbolaser Cannon x12  
  Dual Heavy Turbolaser Cannon x8  
  Heavy Ion Cannon x2  
  Point-Defense Battery  
  Tractor Beam Generator  
  Targeting Computer Class 1
  5,000,000 cr
  Valor
  1500ft
  3000
  1000
  Dual Light Turbolaser Cannon x8  
  Turbolaser Cannon x12  
  Dual Heavy Turbolaser Cannon x8  
  Heavy Ion Cannon x4  
  Point-Defense Battery x4  
  Tractor Beam Generator x2  
  Targeting Computer Class 1
  10,000,000 cr
  85
  
  Laser Weaponry
  Name
  Cost
  Damage
  Damage Modifiers
  Autocannon
  1000 cr
  3d8
  -
  Light Laser Cannon
  1500 cr
  2d10
  -
  Laser Cannon
  1750 cr
  3d10
  -
  Heavy Laser Cannon
  2000 cr
  4d10
  -
  Quad Laser Turret
  2000 cr
  4d8
  -
  Light Turbolaser Cannon
  2500 cr
  2d12
  -
  Turbolaser Cannon
  2750 cr
  3d12
  -
  Heavy Turbolaser Cannon
  3000 cr
  4d12
  -
  Light Ion Cannon
  2000 cr
  2d8
  x2 Damage againts shields
  Ion Cannon
  2250 cr
  3d8
  x2 Damage againts shields
  Heavy Ion Cannon
  2500 cr
  4d8
  x2 Damage againts shields
  Missile Weaponry
  Name
  Cost
  Damage
  Damage Modifiers
  Standard Missile
  500 cr
  3d8
  -
  Concussion Missile
  600 cr
  2d8
  x2 Damage against hulls
  Ion Missile
  600 cr
  2d8
  x2 Damage against shields
  Proton Torpedo
  750 cr
  4d10
  -
  Heavy Standard Missile
  1000 cr
  3d12
  -
  Heavy Concussion Missile
  1200 cr
  2d12
  x2 Damage against hulls
  Heavy Ion Missile
  1200 cr
  2d12
  x2 Damage against shields
  Armor
  Name
  Cost (S/M/L)
  AC
  Corellian Engineering Durasteel
  Installed by default
  8
  Republic Sienar Systems Mark I Starship Armor
  1000/3000/9000 cr
  8
  Gallofree Starship Plating
  1500/4500/13,500 cr
  9
  SoroSuub Plastisteel Armor
  2000/6000/18,000 cr
  10
  Koensayr Plastisteel Plating
  2500/7500/22,500 cr
  11
  Republic Sienar Systems Mark II Starship Armor
  3000/9000/27,000 cr
  12
  MandalMotors Durasteel Plating
  3500/10,500/31,500 cr
  12
  Republic Sienar Systems Mark III Starship Armor
  4000/12,000/36,000 cr
  13
  Starship Weapons & Armor
  86
  
  Chapter 9: Feats
  Fast Hands
  You have become a master at reloading. You can now reload
  pistols as a free action. The sniper rifle, flame thrower, and
  rocket launcher you can now reload as a bonus action (except
  you can fire one rocket per turn). And the Gatling gun you can
  reload as an action.
  Force Initiate
  You learn one force talent of your choice, knowledge of one
  force discipline, 5 force points, and have a force limit of 2.
  The number of force points and force limit increases at level
  7 to 10 force points and a limit of 3, at level 12 to 15 force
  points and a limit of 4, and level 17 to 20 force points and a
  limit of 5.
  If you do not already have a force ability modifier, then your
  force ability modifier is the force ability modifier of
  discipline's class. I.e: Choosing a Sentinel discipline would
  mean your force ability modifier is Intelligence.
  Force Sniper
  Prerequisite: The ability to use the force 
  You have learned techniques to enhance your attacks with
  certain kinds of force abilities, gaining the following benefits:
  When you use a force ability that requires you to make an
  attack roll, the ability’s range is doubled.
  Your ranged abilities ignore half cover and three-quarters
  cover.
  You learn one cantrip that requires an attack roll. You use
  your force ability modifier for that cantrip.
  Grappler
  Prerequisite: Strength 13 or higher 
  You’ve developed the skills necessary to hold your own in
  close-quarters grappling. You gain the following benefits:
  You have advantage on attack rolls against a creature you
  are grappling.
  You can use your action to try to pin a creature grappled
  by you. To do so, make another grapple check. If you
  succeed, you and the creature are both restrained until the
  grapple ends.
  Creatures that are one size larger than you don’t
  automatically succeed on checks to escape your grapple.
  Headshot
  You have mastered the art of blowing people’s brains out.
  When making a ranged attack and you don’t have
  disadvantage your crit die moves down a rank (but it can’t go
  lower then 18). If your can already crit on 18’s then when you
  roll a natural 20 your weapons damage die do maximum
  damage.
  Heavy Weapon Master
  You’ve learned to put the weight of a weapon to your
  advantage, letting its momentum empower your strikes. You
  gain the following benefits:
  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 heavy weapon that
  you are proficient with, you can choose to take a -5 penalty
  to the attack roll. If the attack hits, you add +10 to the
  attack’s damage.
  Improvised Weapon Master
  You are accustomed to having to use your ranged weapons as
  a melee weapon when necessary. You gain the following
  benefits:
  You can use your blaster to make a melee attack against
  one enemy when they are within 5ft of you. When you do
  so, use your Strength modifier for the attack roll, ignoring
  the modifier if it is negative. If you hit, your attack does
  1d4 damage, unless the weapon has the Heavy property,
  in which case it deals 1d6 damage.
  Infiltrator
  Prerequisite: Dexterity 13 or higher 
  You are expert at slinking through shadows. You gain the
  following benefits:
  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.
  Jedi Slayer
  You have practiced techniques useful in melee combat
  against spellcasters, gaining the following benefits:
  When a creature within 5 feet of you uses a force ability,
  you can use your reaction to make a melee weapon attack
  against that creature.
  When you damage a creature that is concentrating on a
  spell, that creature has disadvantage on the saving throw it
  makes to maintain its concentration.
  You have advantage on saving throws against spells cast
  by creatures within 5 feet of you.
  Martial Arts
  You gain the following benefits while you are unarmed and
  not wearing heavy armor:
  You can use Dexterity instead of Strength for the attack
  and damage rolls of your unarmed strikes.
  You can roll a d4 in place of the normal damage of your
  unarmed strike or monk weapon. This die increases to a
  d6 at level 5, a d8 at level 11, and a d10 at level 17.
  87
  
  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 quarter- staff, you can also
  make an unarmed strike as a bonus action, assuming you
  haven't already taken a bonus action this turn.
  Pistol Expert
  Thanks to extensive practice with the crossbow, you gain the
  following benefits:
  Being within 5 feet o f a hostile creature doesn’t impose
  disadvantage on your ranged attack rolls.
  When you use the Attack action and attack with a
  onehanded weapon, you can use a bonus action to attack
  with a pistol you are holding.
  Reloading pistols becomes a free action
  Planetary Explorer
  Alert to the hidden traps and secret doors found in many
  dungeons, you gain the following benefits:
  When you roll, a Hit Die to regain hit points, the minimum
  number of hit points you regain from the roll equals twice
  your Constitution modifier (minimum of 2).
  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.
  Sniper
  You have mastered ranged weapons and can make shots that
  others find impossible. You gain the following benefits:
  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 proficient with, you can choose to take a – 5 penalty to
  the attack roll. If the attack hits, you add +10 to the
  attack’s damage.
  88
  
  Skill Feats
  Arcanist
  You study the arcane arts, gaining the following benefits:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain proficiency in the Arcana skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  You learn the Third Eye force discipline and have the
  ability to use one of its abilities once per long rest (except
  you can’t use the true sight feature)
  Bombardier
  You are a master at making thing go BOOM!
  Increase your Constitution score by 1, to a maximum of
  20.
  You gain proficiency in the demolitions skill. If you are
  already proficient in this skill, you add double your
  proficiency bonus to checks you make with it.
  You gain advantage on rolls to look for structural
  weaknesses in buildings, ships, and walls.
  Fixer Upper
  You are a master jury-rigging. You gain the following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency in the Repair skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  When jury-rigging a repair on a vehicle you can add one
  extra repair die to your roll.
  Hacker
  You have a lot of experience breaking electronic locks.
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency in the Security skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  You are so accustomed to breaking through electronic
  locks that you can judge the difficulty of a lock and once
  per day automatically open a medium or easy lock.
  89
  
  Credits
  A
  big thank you is in order to each of the following
  people for helping me make this conversion
  possible. Without even one of you this
  conversion would have certainly been missing
  something. These eight people were a part of
  the pilot campaign and each helped in
  invaluable ways. You know who you are.
  Andrew
  Assistance. Armor, backgrounds, feats, Trooper, starship
  combat, vehicles, and weapons  
  Character. Pithax Sec, a nautolan gunslinger trooper who
  became the one true Sith after being possessed by the spirits
  of Darth Nihilus and Naga Sadow.
  Avery
  Character. Iaari, a wookiee Jedi consular
  Connor
  Character. Row Row Plagueis Plagueis Seewaps, a gungan
  Jedi sentinel. Loved spicy maki-makis and his "Zabrak-cake"
  Lyla.
  Haley
  Character. Utinni, the vornskr-riding, beastmaster-scoundrel
  jawa.
  Mackenzie
  Assistance. Images, starship combat  
  Character. I.Q., an assassin droid who, while a great engineer,
  really only aspired to study the habits of sentients.
  Michael
  Assistance. Classes, Engineer, Mercenary, races, starship
  combat, and weapons  
  Character. Tribbles, a Sith guardian. May he rest in peace. Dr.
  Drake Ramoray, a Kel Dor medical officer who left his post
  on Mygeeto after his interns kept killing people. Loved to call
  Row Row "Betty."
  Philip
  Assistance. Weapons  
  Character. Gost Viriam Kaidin Marr, a bothan pilot who led
  the party throughout the galaxy in their Hammerhead
  corvette, affectionately named the Retribution.
  Sarah
  Assistance. Force wielding classes  
  Character. Lakra, the zabrak gray sentinel. She is currently
  the Admiral of the Calamity, a stolen Sith Harrower-class
  dreadnaught.
  Your DM,
  /u/jeddai
  Other Credits
  WotC. The Mystic class was a huge inspiration for the Force
  Wielding classes. Most of the force talents, force disciplines,
  and class abilities for those classes are pulled directly from
  that Unearthed Arcana.
  90
  
  Appendix I: Gadgets
  G
  adgets are the lifeblood of an engineer's trade.
  They are used every single day and in nearly
  everything he does. Some serve specific
  purposes, other vary in what they can do. The
  following gadgets are available to all classes
  for purchase, while some are restricted to
  Mercenarys and Engineers, and even more
  restricted to Engineers alone for building. This will be
  denoted in the gadget description.
  A / V Recorder
  Gadget Level. 1  
  Type. Toolbelt  
  Subtype.  
  Activation. Object Interaction  
  Restrictions. None  
  Standard Cost. 50cr  
  Description. This gadget allows you to record sound and/or
  visual images of objects that you can see and hear within 60
  feet of you. You can begin recording by taking an object
  interaction to activate the gadget and you can take a second
  object interaction to stop the recording. When you activate
  the recorder, you can chose to record sound only, images only,
  or both images and sound. Messages of up to 1 minute in
  length can be recorded and stored recordings can be played
  back by taking an object interaction.
  Adaptive Armor
  Gadget Level. 3  
  Type. Armor  
  Subtype.  
  Activation. Reaction  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 500cr  
  Description. When this is equipped to an armor and you are
  hit with an attack or ability, you can use a reaction to gain
  resistance against thunder, acid, cold, lightning, fire, or
  radiant damage until the beginning of your next turn.
  Advanced Personal Stealth Field
  Gadget Level. 3  
  Type. Tool  
  Subtype.  
  Activation. Action  
  Restrictions. None  
  Standard Cost. 500cr  
  Description. When equipped, as an action, you can activate
  the field to temporarily gain +5 to all stealth check for up to
  10 minutes. This duration of the field increases to 20 minutes
  at level 7, 45 minutes at level 14, and an hour at level 17.
  Shared field. As an action, you may instead create a small
  10ft radius sphere of your stealth field, giving anyone inside
  the field the bonus of the field. However because of the
  expanded range the duration of the field becomes halved, and
  after use, its energy is expended and a long rest must be
  taken to recharge it.
  Anti-Theft Device
  Gadget Level. 1  
  Type. Toolbelt  
  Subtype.  
  Activation. Constant  
  Restrictions. None  
  Standard Cost. 80cr  
  Description. When this gadget is equipped, other creatures
  have disadvantage on any Dexterity (Sleight of Hand) checks
  that they make in an attempt to steal objects that are in your
  possession. Additionally, you automatically know when a
  failed attempt to pick your pockets has been made.
  Arkanian Energy Shield
  Gadget Level. 3  
  Type. Armor  
  Subtype.  
  Activation. Constant  
  Restrictions. None  
  Standard Cost. 550cr  
  Description. Arkanian Energy shields are personal shields
  that protect from extreme temperatures and energy and
  sonic-based weaponry. This shield has an AC of 16 with 40
  HP and has resistances to sonic and energy-based weaponry.
  Once it’s HP hits 0 the shield is destroyed and a new one
  must be built. You may only have one personal shield
  equipped at a time.
  Autoloader
  Gadget Level. 3  
  Type. Weapon  
  Subtype. Attachment  
  Activation. Constant  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 600cr  
  Description. When you attach this gadget to a weapon of
  your choosing it lowers the reload time of the weapon by 1
  action. For example, with a gatling laser, instead of taking a
  full turn to reload, it would instead take a regular action when
  this gadget is attached.
  Breathalyzer
  Gadget Level. 1  
  Type. Toolbelt  
  Subtype.  
  Activation. Object Interaction  
  Restrictions. Engineer  
  Standard Cost. 40cr  
  Description. You can use this gadget to identify a type of
  poison or disease that is affecting a creature. The afflicted
  creature must make an object interaction to breathe into the
  gadget. After 1d4 rounds you can determine indicate the type
  of disease or poison, or the type of creature that created the
  poison.
  91
  
  Synthesize Antidote. After analyzing the breath of an
  infected creature, you can take an action to synthesize an
  antidote or an antitoxin, Once begun, it takes the gadget 1d4
  rounds to create the antidote. Drinking the antidote give the
  infected advantage to their next saving throw against the
  disease or poison. Only the creature that breathed into the
  device can benefit. Once this effect is used, it must be
  recharged and cannot be used again until a short or long rest.
  Bug
  Gadget Level. 1  
  Type. Toolbelt  
  Subtype.  
  Activation. Action  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 150cr  
  Description. This gadget which is a tiny probe bot, when
  activated, has AC 10, 1 hit point, a movement/flying speed of
  30, and cannot attack. It can take no actions on its own, but
  you can control the insectoid robot via a wireless
  communications link. While controlling the robot you
  perceive through the robot’s senses and are deaf and blind
  with regard to your own senses. The wireless link is lost and
  the gadget is deactivated if the robot moves further than 100
  feet away from you or if you take an object interaction to
  disable it. At 10th level its speed is increased to 60 feet and
  the maximum range is increased to 200.
  Cape of the Mynock
  Gadget Level. 3  
  Type. Clothing  
  Subtype. Cloak  
  Activation. Object Interaction  
  Restrictions. Engineer  
  Standard Cost. 800cr  
  Description. When you take an object interaction to activate
  this gadget, your cloak becomes rigid, allowing you to glide
  down from a high place. You can fly at a speed of 30 feet for a
  maximum distance of up to three times the height of your
  starting point (If you begin at a height of 30 feet, you can glide
  a maximum of 90 feet from your starting point). If you are still
  airborne when you reach the maximum distance, you fall.
  Once used, the gadget must be reset and this effect cannot be
  used again until you complete a short or long rest.
  Climbsuit
  Gadget Level. 4  
  Type. Armor  
  Subtype. 
  Activation. Constant  
  Restrictions. None  
  Standard Cost. 2000cr  
  Description. The climbsuit is a suit of light armor that is
  used for climbing. Its knees, elbow pads, and gloves are
  covered in Frictiongrip. This is an armor that has an ac of 11
  + dexterity modifier and can be used to climb any surface as
  long as your knees and hands are on the surface of which you
  are climbing.
  Cluster Charge
  Gadget Level. 4  
  Type. Weapon  
  Subtype. Breaching  
  Activation. Action  
  Restrictions. None  
  Standard Cost. 3500cr  
  Description. When equipped, the cluster charge can be used
  against breachable surfaces. When placed against the
  surface, it releases 5 small grenades into the room. To
  evaluate where they grenades land, divide the room into 10ft.
  squares and assign the squares numbers. Use an appropriate
  die to randomly assign where the grenades land. When the
  grenade explodes it deals 1d4 bludgeoning damage to all
  enemies within the radii, and the radii stack.
  Concealed Carry
  Gadget Level. 2  
  Type. Toolbelt  
  Subtype. 
  Activation. Constant  
  Restrictions. None  
  Standard Cost. 350cr  
  Description. When this gadget is equipped, the weapon that
  this gadget is integrated into becomes easier to hide. You get
  a +2 bonus and have advantage on Dexterity (Sleight of
  Hand) checks to prevent the weapon from being found during
  any search of your person. If the weapon requires
  ammunition, up to 2 charge pack, including the one already
  in your weapon, are hidden as well.
  Cryoban Cells
  Gadget Level. 3  
  Type. Charge Pack  
  Subtype. 
  Activation. Bonus  
  Restrictions. None  
  Standard Cost. 800cr  
  Description. When equipped, the user can load a CryoBan
  Cell into their weapon. When they do so, the damage type of
  their weapon is converted to cold and gains the effect of
  Freeze. The amount of use would be only one cartridge worth
  of ammunition and once used must be recharged through a
  long rest.
  Freeze. When a creature is hit with CryoBan Cells it must
  make a constitution saving throw (DC 15) or it is frozen.
  When you are frozen your movement speed becomes 0, you
  cannot make any actions or reactions, and at the end of your
  turn you may make the DC save again. If you hit them with
  the cells multiple times the effect stacks. If a creature
  remains frozen for more than 1 minutes it dies.
  92
  
  Defibrilator
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Gloves  
  Activation. Object Interaction  
  Restrictions. None  
  Standard Cost. 100cr  
  Description. When you take 1 object interaction to activate
  this gadget, you can target an unconscious, dying target
  within 10 feet of you and they regain 1 hp. Once used, the
  gadget must be recharged and cannot be used until a short or
  long rest.
  Dew Condenser Jugs
  Gadget Level. 1  
  Type. Backpack  
  Subtype. 
  Activation. Object Interaction  
  Restrictions. None  
  Standard Cost. 40cr  
  Description. The Dew condenser Jug was created for use on
  dry planets such as Tatooine to draw water from the
  atmosphere. It is a large water container that once activated
  must be left outside for about 8 hours or less depending upon
  the environment before becoming full.
  Disintegrator 9000
  Gadget Level. 4  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Action  
  Restrictions. None  
  Standard Cost. 10000cr  
  Description. The Disintegrator 9000 takes the form of a
  large heavy beam cannon that shoots out a powerful beam of
  force towards a target up to 60 feet away from you. The target
  can be a creature or an object.
  When targeted, the target must make a dexterity saving
  throw (DC 15). If the target succeeds the saving throw, the
  gadget has no effect. If the saving throw fails, the target takes
  95 (10d6 + 40) force damage. If this damage reduces the
  target to 0 hit points, it is disintegrated. The disintegrated
  creature and everything it is wearing and carrying, except
  magical items, are reduced to a pile of fine gray dust. This
  effect automatically disintegrates a Large or smaller
  nonmagical object or a creation of magical force. If the target
  is a Huge or larger object or creation of force, this effect
  disintegrates a 10-foot-cube portion of it. Magic items are
  unaffected.
  Once this effect has been used, the gadget must be
  recharged and cannot be used again until you have completed
  a short or long rest.
  Durasteel Plating
  Gadget Level. 2  
  Type. Turret  
  Subtype. 
  Activation. Constant  
  Restrictions. Engineer  
  Standard Cost. 300cr  
  Description. When this gadget is equipped, your turret gains
  a +2 to its AC.
  Electrified Net
  Gadget Level. 2  
  Type. Weapon  
  Subtype. Net  
  Activation. Constant  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 200cr  
  Description. This is a normal net for all intents and
  purposes, except it is electrified. Creatures stuck in the net
  will be shocked into submission until they escape or are
  released.
  Ensnare. Ranged Weapon Attack thrown 15/30. On a hit,
  the target is ensnared by the net. When the target becomes
  ensnared and at the beginning of each of its turns while still
  in the net, it must make a DC 12 Constitution saving throw or
  it is stunned until the beginning of its next turn.
  Electromagnetic Gloves
  Gadget Level. 2  
  Type. Clothing  
  Subtype. Gloves  
  Activation. Action  
  Restrictions. Engineer  
  Standard Cost. 300cr  
  Description. When this gadget is equipped, you can take an
  action to target a creature within 30 feet of you that is
  wielding a weapon or holding an object made of metal that
  weighs 9 pounds or less. The target must make a Strength
  saving throw. On a failed save, they drop the object, which
  flies through the air and into your hands. Once used, the
  effect must be recharged and cannot be used again until you
  complete a short or long rest.
  Expanded Turret Capacity
  Gadget Level. 2  
  Type. Turret  
  Subtype. 
  Activation. Constant  
  Restrictions. Engineer  
  Standard Cost. 300cr  
  Description. When this gadget is equipped to your turret, it
  multiplies the number of charge packs it can carry by two.
  93
  
  Explosive Trap
  Gadget Level. 3  
  Type. Weapon  
  Subtype. Explosive  
  Activation. Action  
  Restrictions. None  
  Standard Cost. 1000cr  
  Description. As an action, this gadget allows you to place a
  mechanical trap on an unoccupied location within 5 feet of
  you. When you place the trap you may choose its damage type
  and trigger mechanism:
  Location: 10ft x 10ft area within 30 ft of trap.
  Proximity: 10 ft radius circle around trap.
  Timer: An amount of time from 1 minute to an hour.
  The trap becomes active the turn after you activated it and
  remains active unless deactivated or disarmed. When
  activated, the trap explodes and deals 2d10 damage of the
  damage type to each creature within 30 feet of the trap. The
  damage increase by 1d10 at 11th and then again at 17th
  level. Once used it must be recharged and its effects cannot
  be used again until after a successful short or longs rest.
  Extendable Shield
  Gadget Level. 3  
  Type. Armor  
  Subtype. Shield  
  Activation. Constant, Object Interaction  
  Restrictions. Engineer  
  Standard Cost. 600cr  
  Description. When equipped it is a regular shield, but as an
  object interaction you can extend or retract the shield. When
  extended, you gain 3/4 cover in front of you and your
  movement is halved. This shield is considered heavy armor
  for the purposes of proficiency.
  Full Auto Conversion
  Gadget Level. 4  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Action, Object Interaction  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 1800cr  
  Description. When this gadget is equipped, the firearm that
  the gadget is integrated into gains the Burst Fire property.
  You can use the weapon to take a normal attack action, or you
  can use an object interaction in conjunction with an attack
  action to spray a 30 foot cone area within normal range with
  plasma rounds. Each creature in the area must succeed on a
  Dexterity saving throw (DC 15)or take 8 die of the weapon's
  normal damage die of radiant damage. On a failed save a
  creature takes half as much damage. This action consumes
  eight rounds of ammunition.
  G-52 Tactical Shield
  Gadget Level. 3  
  Type. Armor  
  Subtype. Shield  
  Activation. Constant, Action  
  Restrictions. Engineer  
  Standard Cost. 750cr  
  Description. This shield gives a +3 to your AC when
  equipped. This shield has exceptionally bright lights and as an
  action you can flash your light in a 60 ft cone. Everyone
  within this cone must make a constitution saving throw (DC
  14) or be blinded for 1 minute. Once used, this gadget cannot
  be used again until it is recharged via a short or long rest.
  Gatling Turret
  Gadget Level. 3  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Constant  
  Restrictions. Engineer  
  Standard Cost. 600cr  
  Description. When this mod is equipped, you can equip a
  gatling laser onto your turret. Your turret is proficient with
  this weapon and gains and the bonuses and benefits using it.
  Glue Gun
  Gadget Level. 2  
  Type. Weapon  
  Subtype. 
  Activation. Action, Object Interaction  
  Restrictions. None  
  Standard Cost. 150cr  
  Description. When the glue gun is attached to a weapon, you
  use it in conjunction with a weapon attack to shoot a ball of
  super glue that splatters within a ten foot radius. The glue
  lasts for 30 minutes, after which it dries and crumbles away.
  A creature that enters or ends their movement in an area
  covered by the glue must succeed on a Dexterity saving throw
  or become trapped by the glue. A creature trapped by the glue
  has its speed reduced to 0 as long as they remain stuck. As an
  action, a creature stuck by the glue can make a Strength
  saving throw to break free. You get 2 charges and after both
  uses, the glue gun must recharged and cannot be used again
  till a long rest.
  Grenade Launcher
  Gadget Level. 3  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Action, Object Interaction  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 1200cr  
  Description. When you make a weapon attack, you can use
  an object interaction with a grenade of your choosing to
  launch the grenade instead. The attack roll is your normal
  weapon attack roll, plus your demolitions skill. The grenade
  deals its normal damage.
  94
  
  Implanted Healing System
  Gadget Level. 2  
  Type. Armor  
  Subtype. 
  Activation. Action, Reaction  
  Restrictions. Engineer  
  Standard Cost. 500cr  
  Description. When you use an action to activate this gadget
  you regain a number of hit points equal to 1d8 + your
  Intelligence modifier. The amount healed increases by 1d8
  when you reach 5th level (2d8), 11th level (3d8), and 17th
  level (4d8). Once used, the gadget must be reset and cannot
  be used again until you complete a short or long rest.
  Self Defense. When you are damaged by a single attack or
  effect, you can use your reaction to activate your healing
  infusion. You regain a number of hit points equal to 1d4 +
  your Intelligence modifier. The amount healed increases by
  1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th
  level (4d4). Once used, the gadget must be reset and cannot
  be used again until you complete a short or long rest.
  Implanted Tracking Device
  Gadget Level. 2  
  Type. Toolbelt  
  Subtype. 
  Activation. Action  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 450cr  
  Description. When equipped, the user may make an attack
  action to fire dart at a creature within 40 feet of you, adding
  their dexterity modifier to the attack. If hit, the creature takes
  1d4 damage and now has a tracking device implanted within
  them. As long as the device is functional, and you have a
  datapad, you will know the direction of your quarry as long as
  they are on the same planet as you are.The tracking device
  functions for 24 hours or until you take an object interaction
  to deactivate it. The presence of the tracking device is not
  immediately noticeable to the target unless they have a
  passive perception score higher than your gadget saving
  throw DC. An intelligent creature that is aware of the
  presence of the tracking device can chose to cut it out from
  under their skin using a bladed weapon that deals piercing or
  slashing damage. You can chose to fire another dart and
  implant a tracking device under the skin of a different
  creature after taking a short or a long rest. However, you can
  have only one active tracking device at any one time.
  Inflatable Boots
  Gadget Level. 2  
  Type. Clothing  
  Subtype. Boots  
  Activation. Object Interaction  
  Restrictions. None  
  Standard Cost. 200cr  
  Description. When this gadget is equipped, you gain the
  ability to move across any liquid (water, quicksand, lava etc.)
  as if it were solid ground. If the liquid is harmful (such as acid
  or lava) you still take damage for coming into contact with it.
  Invisibility Generator
  Gadget Level. 4  
  Type. Toolbelt  
  Subtype. 
  Activation. Object Interaction  
  Restrictions. None  
  Standard Cost. 50cr  
  Description. When you use an object interaction to activate
  it, this gadget projects a light-bending sphere of energy in a
  10 foot radius around you. The sphere renders you and all
  other creatures inside of it invisible to any creature that is
  outside of the sphere. Equipment that is worn or carried by a
  creature inside of the sphere is invisible as long as it is on the
  creature’s person. The sphere and its effect moves as you
  move. The effect lasts for one minute or until you take a
  second object interaction to cancel it. Once used, the gadget
  must be recharged and cannot be used again until you
  complete a short or a long rest.
  JT-12 Jetpack
  Gadget Level. 4  
  Type. Backpack  
  Subtype. 
  Activation. Action, Constant  
  Restrictions. None  
  Standard Cost. 4000cr  
  Description. This jetpack has 5 fuel units. You regain all
  units of fuels after spending an entire round without using it.
  Flight (1fu). You may expend a unit of fuel to gain a flying
  speed of 30 feet until the end of your turn.
  Hover (1fu). You expend a unit of fuel to hover at your
  current altitude, and become immune to falling damage until
  the beginning of your next turn. While you are hovering you
  may use your jetpack to shift in midair up to your half base
  speed.
  Increased Speed (2fu). You may expend two units of fuel
  to double your flying speed.
  Missile (2fu). You may use two units of fuel and an action
  to fire the Z-6 anti-vehicle homing missile. This attack uses
  your proficiency bonus (as long as you are proficient with
  heavy weapons) and either your dexterity or strength modifier
  for the attack. The attack can be made against a target that
  you do not have direct line of sight to as long as the target is
  within the weapon’s range and you know its location. This
  attack ignores the effects of cover. Once used, this gadget
  must be reset and cannot be used again until you complete
  either a short or a long rest.
  The rocket's damage and DC are equivalent to that of the
  standard rocket launcher.
  95
  
  Lightning Gun
  Gadget Level. 3  
  Type. Weapon  
  Subtype. Mod  
  Activation. Action, Object Interaction  
  Restrictions. None  
  Standard Cost. 1500cr  
  Description. When you make a ranged weapon attack with a
  weapon equipped with this gadget, you may use an object
  interaction to instead shoot a bolt of lightning at an opponent.
  The target takes 6d6 lightning damage on a hit, or half as
  much on a miss, instead of the normal weapon damage. On a
  hit or miss, creatures within 10 feet of the target must make a
  dexterity saving throw (DC 14), taking 3d6 lightning damage
  on a failed save, and half as much on a successful save. Once
  used, this gadget must be recharged and its effect cannot be
  used again until you complete a short or long rest.
  Mandalorian Power Shield
  Gadget Level. 4  
  Type. Armor  
  Subtype. Shield  
  Activation. Constant  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 2500cr  
  Description. When equipped, this shield has an AC of 13, HP
  equal to 10 + your int mod + twice your engineer level, and
  resistance against all melee weapons and energy based
  weapons. When its HP hits 0, it can only be recharged by
  taking a short or long rest. You may only have one personal
  shield equipped at a time.
  Mass Nulling Clip
  Gadget Level. 1  
  Type. Toolbelt  
  Subtype. 
  Activation. Constant  
  Restrictions. None  
  Standard Cost. 40cr  
  Description. The Mass-Nulling Clip is a device that can
  create a field of low gravity to carry heavy loads upon one’s
  back or belt clip. When equipped the carrier’s maximum
  carry weight is doubled.
  Medpac
  Gadget Level. 2  
  Type. Consumable  
  Subtype. 
  Activation. Action  
  Restrictions. None  
  Standard Cost. 100cr  
  Description. When equipped, as an action, you can use the
  medpac on a creature to heal up to 50 hit points. Once used,
  the materials are expended and you must spend the time to
  make another one.
  Memory Flush Unit
  Gadget Level. 2  
  Type. Toolbelt  
  Subtype. 
  Activation. Action  
  Restrictions. Engineer  
  Standard Cost. 120cr  
  Description. When this gadget is equipped, you can take an
  action to activate it, targeting a creature you can see within 5
  feet of you. The target must then make a intelligence saving
  throw. If they succeed, they are immune to the effect of this
  gadget for the next 24 hours. If they fail to save, they
  permanently forget the events of the last 1 minute. At 5th
  level the amount of time they can forget increase to 2
  minutes. This increases again at 11 to 3 minutes, 15 to 4
  minutes, 17 to 5 minutes.
  Mini Missiles
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Gloves  
  Activation. Action  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 300cr  
  Description. When this gadget is equipped you can use an
  action to activate it. If you do, you fire tiny missiles out of your
  gloves. Make a ranged weapon attack against up to three
  creatures of your choice that you can see within 80 feet of
  you. Each rocket deals 1d6+1 bludgeoning damage to its
  target. The three rockets all strike simultaneously, and you
  can direct them both to hit the same, or different targets. At
  5th level you can fire an additional rocket (4 rockets total).
  This increases by two additional rockets at 11th (6 rockets)
  and 17th levels (8 rockets). Once used, this gadget must be
  reloaded and cannot be used again until you complete a short
  or a long rest.
  Mining Drill
  Gadget Level. 4  
  Type. Toolbelt  
  Subtype. 
  Activation. Action  
  Restrictions. None  
  Standard Cost. 3000cr  
  Description. When equipped, the drill allows you to have a
  burrowing speed of equal to half your movement speed,
  which lasts for three turns. The hole created by this drill is 5’
  wide and half as tall as your height. Once used it must be
  recharged, and its effects cannot be used again until after a
  short or long rest.
  96
  
  MM9 Mini Concussion Missile
  Launcher
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Gloves  
  Activation. Action  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 250cr  
  Description. When this gadget is equipped you can use an
  action to activate it. When you do, you fire an explosive rocket
  out of the gauntlet. Make a ranged weapon attack against one
  enemy within 60ft of you. If it hits, it deals 1d8 bludgeoning
  damage. The number of die you roll increases at level 5 to
  2d8, then again at 11 to 3d8 and 17 to 4d8.
  Night-Vision Goggles
  Gadget Level. 2  
  Type. Clothing  
  Subtype. Headgear  
  Activation. Object Interation  
  Restrictions. None  
  Standard Cost. 250cr  
  Description. When activated, the user gains night vision
  equal to their normal vision for up to 8 hours. After it has
  been used it must be recharged and cannot be used until
  after a long or short rest.
  Rebreather
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Headgear  
  Activation. Action, Constant  
  Restrictions. None  
  Standard Cost. 40cr  
  Description. You can breathe underwater while you have this
  gadget equipped.
  Air Filter. While this gadget is equipped, you can take an
  action to activate an emergency air filter that is built into the
  gadget. For one minute after activation, you have advantage
  on saving throws made against harmful gases and vapors.
  Once used, this effect must be recharged and cannot be used
  again until you complete a short or long rest.
  Recovery Field
  Gadget Level. 2  
  Type. Toolbelt  
  Subtype. 
  Activation. Constant  
  Restrictions. Engineer  
  Standard Cost. 250cr  
  Description. Anyone within 60 feet of you regaining hit
  points at the end of a short rest regains an extra 1d4 hit
  points per hit die expended.
  Repairpac
  Gadget Level. 2  
  Type. Consumable  
  Subtype. 
  Activation. Action  
  Restrictions. None  
  Standard Cost. 150cr  
  Description. When equipped, as an action, you can use it to
  give you advantage and +5 to your repair check. Whenever
  you use this item its resources are expended and can be
  recharged after taking a long rest.
  Repulsor Grappling Gun
  Gadget Level. 3  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Action  
  Restrictions. None  
  Standard Cost. 500cr  
  Description. The repulsor grappling gun is a modification
  containing 1000ft of molecularly reinforced line that can pull
  up to 200 kilograms at 60ft per second. As an action, the user
  can aim the grappling gun at a surface and make a weapon
  attack. On a hit, the hook becomes attached to the surface
  and the user can climb up to 360 ft on their turn. The hook
  cannot be used on flat ground and the user must have both
  hands holding the gun while climbing.
  Retractable Bayonet
  Gadget Level. 1  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Action, Object Interaction  
  Restrictions. None  
  Standard Cost. 250cr  
  Description. A weapon equipped with this gadget now has a
  hidden retractable bayonet, allowing the weapon to be used
  as an effective close quarters melee weapon. The bayonet can
  be deployed or hidden using an object interaction. As long as
  the bayonet is deployed, you can use the weapon to make a
  melee attack, adding both your proficiency bonus and your
  choice of either your Strength or Dexterity modifier to the
  attack roll. If the attack hits, the bayonet deals 1d6 plus either
  your Strength or Dexterity modifier in piercing damage. If
  you hit a creature of size large or smaller with the bayonet,
  you can choose to push the creature up to 5 feet away to you.
  Retractable Stilts
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Boots  
  Activation. Object Interaction  
  Restrictions. None  
  Standard Cost. 100cr  
  97
  
  Description. When this gadget is equipped, you can take an
  object interaction to unfold telescoping stilts out of your
  footwear, increasing your effective height by 5 feet and
  enabling you to reach objects which you could not otherwise.
  While the stilts are deployed, walking counts as difficult
  terrain. If you make a weapon attack or are hit by an attack
  you must make a DC 13 Dexterity (Acrobatics) check or be
  knocked prone. You have disadvantage on any check to resist
  being pushed. You can retract the stilts by taking a second
  object interaction.
  Sonic Loudspeaker
  Gadget Level. 2  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Action, Object Interaction  
  Restrictions. Engineer  
  Standard Cost. 350cr  
  Description. This gadget consists of a powerful amplifier
  that can focus a spoken word into a beam of compressed
  sound. When this gadget is equipped, you can use an object
  interaction in conjunction with an attack action to make a
  ranged attack at a target you can see within 60 feet of you.
  You add both your proficiency bonus and Dexterity modifier
  to the attack roll. If the attack hits, the beam deals 3d6
  thunder damage to the target. Additionally, if the target is a
  creature, it must succeed on a Strength saving throw or be
  pushed 10 feet away from you and knocked prone. This
  gadget cannot be used if you are rendered unable to speak.
  Once used this gadget must be recharged and cannot be used
  again until you take a short or a long rest.
  Sonic Screwdriver
  Gadget Level. 4  
  Type. Toolbelt  
  Subtype. 
  Activation. Action  
  Restrictions. None  
  Standard Cost. 5500cr  
  Description. This metal device measures about 8 inches
  long and weighs 1 pound. You can use an action, pointing it at
  an object within 120 feet of you that can be opened, such as a
  door, lid, or lock. The screwdriver issues a sonic tone, and
  one lock or latch on the object opens unless the sound can't
  reach the object. If no locks or latches remain, the object
  itself opens.
  Sound-Dampening Stealth Field
  Gadget Level. 1  
  Type. Toolbelt  
  Subtype. 
  Activation. Constant  
  Restrictions. Engineer  
  Standard Cost. 150cr  
  Description. This gadget creates a field that dampens and
  almost mutes all sound you make but you are still visible.
  When activated, for up to an hour, you gain advantage on all
  stealth checks. Once activated it cannot be used again until
  after a long or short rest.
  Targeting Assistance Mem-Stick
  Gadget Level. 4  
  Type. Datapad  
  Subtype. Memory Stick  
  Activation. Bonus, Constant  
  Restrictions. Engineer  
  Standard Cost. 5500cr  
  Description. The Targeting Assistance Mem-Stick is a
  reformatted memory stick that when plugged into a datapad
  gives the user constant updates on hostile target positions.
  The mem-stick allows the user to use a bonus action to begin
  tracking up to 10 targets. You know a tracked target's position
  within 600 feet of you, and have advantage on attack rolls
  against tracked enemies.
  Targeting Scope
  Gadget Level. 3  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Constant  
  Restrictions. Engineer  
  Standard Cost. 600cr  
  Description. This gadget increases your accuracy when you
  make an attack with the weapon it is attached to. You do not
  suffer disadvantage when you use this weapon to attack a
  target outside the weapon's effective range.
  Tinfoil Hat
  Gadget Level. 3  
  Type. Clothing  
  Subtype. Hat  
  Activation. Continuous  
  Restrictions. None  
  Standard Cost. 300cr  
  Description. As long as you are wearing this gadget you gain
  resistance to psychic damage and gain advantage on saving
  throws against your mind.
  Tranquilizer Watch
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Armpiece  
  Activation. Action, Constant  
  Restrictions. None  
  Standard Cost. 150cr  
  Description. This gadget tells you the exact time, date, and
  day of the week.
  Tranq Dart. When this gadget is equipped, you can use an
  object interaction in conjunction with an attack action to fire
  a spring, loaded dart at a target you can see within 30 feet of
  you. You add your proficiency bonus and Dexterity modifier to
  the attack roll. If the attack hits, the target takes 1d4 piercing
  damage and must make a Constitution saving throw or fall
  unconscious for 10 minutes. The unconscious creature
  awakens if it takes damage or if someone uses an action to
  shake or slap it awake. Once used, the effect must be reset
  and cannot be used again until you complete a short or long
  rest.
  98
  
  Ultra Power Blast
  Gadget Level. 4  
  Type. Weapon  
  Subtype. Starship  
  Activation. Action  
  Restrictions. None  
  Standard Cost. 10000cr  
  Description. The ultra-power blast is a weapon that can be
  added to any small or larger starship. It is capable of dealing
  immense amounts of ion damage and can even disable Star
  Destroyers.
  When equipped on a ship, you can make an weapon attack
  with the ultra power blast. If it hits, it deals 5,000 ion damage.
  Universal Translator
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Headgear  
  Activation. Constant  
  Restrictions. None  
  Standard Cost. 150cr  
  Description. While you have this gadget equipped, you
  understand and can speak any known language.
  Valkyrie Cameras
  Gadget Level. 3  
  Type. Toolbelt  
  Subtype. Grenade  
  Activation. Action, Object Interaction  
  Restrictions. None  
  Standard Cost. 1000cr  
  Description. When you have this gadget equipped you gain
  two small, deployable cameras that can attach to any surface.
  To use them, you must make a grenade check with them to
  see where they land. These cameras have 60ft. darkvision. It
  takes 1 object interaction to see through the chosen camera.
  The cameras last up to 8 hours. After you use a camera, you
  cannot use it again until you recharge it during a short or
  long rest. The number of cameras you can have increases to
  3 at level 11 and 4 at level 17.
  Velocity-7 Dart Shooter
  Gadget Level. 4  
  Type. Weapon  
  Subtype. Ranged  
  Activation. Action  
  Restrictions. Engineer, Mercenary  
  Standard Cost. 5000cr  
  Description. This gadget is a Velocity-7 Dart Shooter
  integrated into your gloves/gauntlets. You can use an object
  interaction in conjunction with an attack action to fire a
  powerful dart of your choosing at a target you can see within
  60 feet of you. You add your proficiency bonus and dexterity
  modifier to the attack roll. If the attack hits the target suffers
  the effect of the chosen dart. The darts you can choose from
  are listed below. Once used, the effect must be reset and
  cannot be used again until you complete a short or long rest.
  Kaminoan Saberdart. When hit with this dart the enemy
  must make a constitution saving throw. On a failed throw the
  target takes 62 (12d6 + 20) poison damage.
  Sleep Dart. The target takes 2d4 piercing damage and
  must make a Constitution saving throw (DC 16) or fall
  unconscious for 24 hours.
  Water Purifier
  Gadget Level. 1  
  Type. Backpack  
  Subtype. 
  Activation. 1hr  
  Restrictions. None  
  Standard Cost. 150cr  
  Description. The Water purifier is a tool that is placed within
  a body of water and can be used to pull out water and purify it
  to become drinkable. This process takes 1hr.
  Wheeled Heels
  Gadget Level. 4  
  Type. Clothing  
  Subtype. Shoes  
  Activation. Bonus, Object Interaction  
  Restrictions. None  
  Standard Cost. 2000cr  
  Description. While this gadget is equipped, you can use a
  bonus action on each of your turns to take the Dash action.
  Rocket Shoes. You can take an object interaction to fire
  rockets built into your boots, causing your walking speed to
  be doubled and any creature that makes an opportunity
  attack against you has disadvantage on the attack roll. This
  effect lasts for one minute. Once used, this effect must be
  recharged and it cannot be used again until you complete a
  short or long rest.
  ZX Miniature Flame Projector
  Gadget Level. 1  
  Type. Clothing  
  Subtype. Gloves  
  Activation. Action  
  Restrictions. None  
  Standard Cost. 750cr  
  Description. When you use this gadget, you shoot a 15ft. line
  of flames from your wrist. Anyone along this line must make
  a dexterity saving throw (DC 15). On a failed save, the
  creature takes 4d6 fire damage and is on fire, taking 1d6 fire
  damage at the start of its turn. On a successful save the
  creature takes half damage. Creatures on fire can use an
  action to put the fire out. Once used, this gadget must be
  recharged and its effect cannot be used again until you
  complete a short or long rest.
  99
  
  Appendix II: Weapon Mods
  Melee Weapons
  Bonding Alloy
  Mod Type. Alloy  
  Restrictions. None  
  Description. Bonding Alloys alter the properties of the metal
  in melee weapons. This allows for better damage output
  potential.
  Name
  Bonus
  DC Check Cost
  Enhanced Bonding Alloy
  Damage +1 18
  500
  Plastisteel Bonding Alloy
  Damage +2 21
  1500
  Durasteel Bonding Alloy
  Damage +3 24
  4000
  Vibration Cell
  Mod Type. Cell  
  Restrictions. None  
  Description. Vibration cells enhance the balance of
  weapons, allowing for more fine-tuned movements and
  enhanced precision.
  Name
  Bonus
  DC Check
  Cost
  Vibration Cell
  Attack +1
  15
  150
  Improved Vibration Cell
  Attack +2
  18
  500
  Enhanced Vibration Cell
  Attack +3
  21
  1500
  Ranged Weapons
  Beam Splitter
  Mod Type. Beam Splitter  
  Restrictions. None  
  Description. Beam Splitters shape the plasma beam fired
  from blasters to maximize the damage output.
  Name
  Bonus
  DC Check Cost
  Aftermarket Beam Splitter
  Damage +1 18
  500
  Improved Beam Splitter
  Damage +2 21
  1500
  Enhanced Beam Splitter
  Damage +3 24
  4000
  Emitter
  Mod Type. Emitter  
  Restrictions. Pistols, Carbines, Rifles  
  Description. The Emitter modulates the amount of energy
  passed through to the Beam Splitter. Advanced Emitters will
  allow for more sustained fire.
  Name
  Bonus
  DC Check
  Cost
  Improved Emitter
  Reload +1
  21
  1500
  Enhanced Emitter
  Reload +2
  24
  4000
  Energy Cell
  Mod Type. Cell  
  Restrictions. None  
  Description. Energy Cells enhance the accuracy of blaster
  shots by reducing recoil.
  Name
  Bonus
  DC Check
  Cost
  Aftermarket Energy Cell
  Attack +1
  15
  150
  Improved Energy Cell
  Attack +2
  18
  500
  Enhanced Energy Cell
  Attack +3
  21
  1500
  Zoom Optic
  Mod Type. Scope  
  Restrictions. Pistols, Carbines, Rifles  
  Description. The Zoom Optic can be applied to increase the
  effective range of a blaster. It will increase the standard range
  by the listed amount, and the disadvantage range by 4 x the
  listed amount.
  Name
  Bonus
  DC Check
  Cost
  1.5x Zoom Optic
  +10ft
  15
  150
  2.0x Zoom Optic
  +20ft
  18
  500
  4.0x Zoom Optic*
  +50ft
  21
  1500
  15.0x Zoom Optic*
  +150ft
  24
  4000
  Note: The 4.0x Zoom Optic can only be applied to Carbines
  and Rifles, and the 15.0x Zoom Optic can only be applied to
  Sniper Rifles.
  100
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Star Wars 5e - Player's Handbook.pdf