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TABLE OF CONTENTS

Berserker Monk
Addicted Approach 2 Aing-Tii Order 50
Ballistic Approach 3 Crimson Order 51
Bloodstorm Approach 4 Jal Shey Order 52
Brawling Approach 5 Kage Order 53
Cyclone Approach 6 Kyuzo Order 54
Frenzied Approach 7 Matukai Order 55
Industrial Approach 8 Trickster Order 56
Juggernaut Approach 10 Whills Order 57
Precision Approach 11 Operative
Consular Acquisitions Practice 58
Way of Con uence 12 Beguiler Practice 59
Way of Endurance 13 Disabling Practice 61
Way of Manipulation 14 Performance Practice 62
Way of Negation 15 Ru an Practice 63
Way of Telekinetics 16 Saboteur Practice 64
Way of the Seer 17 Sawbones Practice 68
Engineer Scrapper Practice 69
Arti cer Engineering 18 Scholar
Audiotech Engineering 21 Chef Pursuit 70
Biochem Engineering 24 Explorer Pursuit 72
Cybertech Engineering 27 Gambler Pursuit 74
Experimental Engineering 30 Geneticist Pursuit 76
Fighter Slicer Pursuit 78
Adept Specialist 32 Zoologist Pursuit 80
Blademaster Specialist 34 Scout
Demolitions Specialist 35 Artillerist Technique 84
Enhancement Specialist 36 Bulwark Technique 87
Heavy Weapons Specialist 37 Illusionist Technique 88
Mounted Specialist 38 Inquisitor Technique 89
Praetorian Specialist 39 Mastermind Technique 90
Guardian Predator Technique 91
Form IV: Ataru 41 Slayer Technique 92
Form V: Shien/Djem So 42 Sentinel
Form VI: Niman 44 Path of Communion 93
Form VII: Juyo/Vapaad 45 Path of the Corsair 94
Form VIII: Sokan 47 Path of Etherealness 95
Form IX: Trakata 48 Path of the Forceblade 96
Form X: Jar'Kai 49 Path of Synthesis 97
Path of Tenacity 98
Path of Witchcraft 99

EXPANDED CONTENT | ARCHETYPES | TABLE OF CONTENTS 1


ADDICTED APPROACH
For some, the consumption of substances is the
entirety of their life. For berserkers of the Addicted
Approach, substances cause their fury to burn
stronger and deeper, granting signi cant bene ts.

SLYTHMONGER SAVVY
When you choose this approach at 3rd level, you gain
pro ciency in your choice of brewer's kit or spicer's kit.
Additionally, you have advantage on saving throws to
avoid the low or addiction to substances. Lastly, you
can consume substances as a bonus action, and when
you do so, you can also enter a rage as a part of this
same bonus action.

FREEDOM THROUGH SLAVERY


Also at 3rd level, while you are raging or experiencing
the high of a substance, you have advantage on
saving throws that would force you to act against your
will, be frightened, or prevent you from attacking a
creature. If you are both raging and experiencing the
high of a substance, you are instead immune to
e ects that would force you to act against your will or
would prevent you from attacking a creature.

RELEASE THE BEAST


At 6th level, while you are raging or experiencing the
high of a substance, when you hit a creature with a
melee weapon attack, you can expend a Hit Die to
deal additional damage to the target. Roll the Hit Die,
adding the result of the die to the damage roll. If you
are both raging and experiencing the high of a
substance, you also add your Constitution modi er to
the damage roll.

SEEING SOUND
Starting at 10th level, while you are raging or
experiencing the high of a substance, you have
blindsight with a range of 10 feet. If you are both
raging and experiencing the high of a substance, you
instead have blindsight with a range of 30 feet.

FUEL THE RAMPAGE


At 14th level, while you are both raging and
experiencing the high of a substance, having 0 hit
points doesn't knock you unconscious. You still must
make death saving throws, and you su er the normal
e ects of taking damage while at 0 hit points.
However, if you would die due to failing death saving
throws, you don't die until your rage ends, and you
die then only if you still have 0 hit points.

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BALLISTIC APPROACH BRAWN
For many, rushing an opponent with guns blazing is a At 14th level, when you use the burst property of a
last resort. For Berserkers of the Ballistic Approach, blaster with which are you pro cient, you can apply
this isn't a last resort; it's the primary plan. Leading your rage damage bonus to every target that takes
with a blaster and pure, unbridled rage, the berserker damage. Additionally, when a creature fails the saving
never lets an empty gun diminish their fury. throw against your burst or rapid property, it is
knocked prone.
FIRESTORM
When you choose this approach at 3rd level, you gain
pro ciency in martial blasters with the burst or rapid
property. Additionally, you've learned to use ranged
weapons with untold fury. While wielding a blaster
with which you are pro cient, you gain the following
bene ts:
When making a ranged weapon attack while within 30
feet of your target, you use your choice of Strength or
Dexterity modi er for the attack and damage rolls. You
must use the same modi er for both rolls.
When you use a blaster as an improvised weapon, you
are considered pro cient with it.

EXPLOSIVE
Also at 3rd level, while raging, you gain the following
bene ts:
When you roll a 1 or 2 on a damage die for an attack
made with a blaster weapon, you can reroll the die
and must use the new roll, even if the new roll is
a 1 or a 2.
You add your rage damage to damage rolls
from ranged weapon attacks while within 30
feet of your target. You may only apply your
rage damage to one target when you use the
burst property.

RAMPAGE
At 6th level, while raging, when you deal
damage with a blaster with which you are
pro cient while within 30 feet of your
target, you can use a bonus action to move
up to half your speed towards your target. You
must end this movement closer to your target than
you started. If you end this movement within 5 feet of
your target, you can make one melee weapon attack
with your blaster as a part of this bonus action.

DOWN, NOT OUT


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

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BLOODSTORM APPROACH RAGING WHIRLWIND
The Bloodstorm Approach is said to have originated At 14th level, you can send your weapon spinning into
from the ancient wookiee Hroufrasnooohn clan a gravity-defying whirlwind of pain. Once per rage as
(which loosely translates to Bloodstorm in Galactic an action, you may throw a weapon with the thrown
Basic), whose warriors performed gravity-defying feats property to a point you choose within 60 feet. The
with their ying vibroaxes through a combination of weapon lls the air as a cyclone in a 10 foot radius
unorthodox techniques and a mystical belief in their sphere centered on that point. A creature takes
own abilities. A berserker who follows this approach damage equal to the thrown weapon's damage + your
can hurl their devastating weapons at enemies with Strength modi er + your Rage Damage when it enter's
such power and skill that it completely blurs the line the whirlwind's area for the rst time on a turn or
between melee and ranged combat. starts its turn there. This e ect ends when you
command the weapon to return to you as a free
FURIOUS THROW action or your rage ends.
When you choose this approach at 3rd level, your
throwing techniques have become a perfect extension
of your melee prowess. You may count your thrown
weapon attacks as if they were melee weapon attacks
for the purposes of your class features and feats, such
as your Berserker Rage and Reckless Attack abilities.

RETURNING ATTACKS
Also at 3rd level, any weapon you throw can ricochet
back to you at your command. When you make a
thrown weapon attack, you may have the weapon y
back to your hand immediately after the attack.

THROW ANYTHING
At 6th level, your strength and mastery of throwing
techniques has allowed you to throw vibroaxes as
easily as others hurl vibrodaggers. When you are
wielding a melee weapon that you have pro ciency
with, it gains the thrown property (range 20/60).

FLING PEOPLE
Starting at 10th level, you learn to throw creatures as
easily as you throw your weapons. When you
successfully grapple a creature, you may
immediately throw the creature:
THROW FRIEND
If the creature is a willing ally and volunteers
to be grappled, you throw the target into any
unoccupied space within 60 feet. That creature
may immediately use its reaction to make one
melee weapon attack, adding your Strength
modi er to the attack's damage roll.
THROW FOE
If the creature is an opponent, you throw the target
into any unoccupied space within 30 feet, where it
takes damage equal to your Strength modi er and
falls prone.

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BRAWLING APPROACH STOP HITTING EACHOTHER
Most berserkers require weapons. For berserkers of Starting at 10th level, you can grapple creatures two
the Brawling Approach, however, everything is their sizes larger than you, instead of one.
weapon. Additionally, you can use creatures you have
grappled that are at least one size smaller than you as
FISTS OF FURY improvised weapons. When you do so, when you hit
with an attack using a creature as a weapon, it takes
When you choose this approach at 3rd level, you've
damage equal to your Strength modi er. While raging,
learned to hone your rage through your sts. Your
you can instead use creatures your size or smaller as
unarmed strike damage increases by one step (from 1
improvised weapons.
to d4, d4 to d6, or d6 to d8).

RECKLESS STRIKES ENFORCER


At 14th level, when you would make an unarmed
Also at 3rd level, while you are raging, not wearing
strike or attack with an improvised weapon with
heavy armor, and not wielding a shield, when you hit a
advantage, you can choose to forgo the advantage. If
creature with an unarmed strike or improvised
you do so, you score a critical hit on a roll of 19 or 20.
weapon, you can choose to forgo your rage damage
Additionally, on a hit, you deal the maximum instead
to make the attack a reckless strike.
of rolling.
Some of your reckless strikes require your target to
make a saving throw to resist the reckless strike's
e ects. The saving throw DC is calculated as follows:

Reckless Strike save DC = 8 + your pro ciency bonus


+
your Strength modi er

BRACING STRIKE
You gain temporary hit points equal to your rage
damage bonus. If the target is grappled by you, you
instead gain temporary hit points equal to twice your
rage damage bonus.
PUNISHING STRIKE
Your target must make a Constitution saving throw.
On a failed save, the creature is deafened until the
start of its next turn. If the target is grappled by you, it
is instead incapacitated until the start of its next turn.
STAGGERING STRIKE
Your target must make a Strength or Dexterity saving
throw (the target chooses the ability score to use). On
a failed save, your target is pushed back 5 feet. If the
target is grappled by you, it instead knocked prone.

SHATTERING STRIKES
At 6th level, your rage causes your strikes to overcome
the hardest of materials. While raging, you gain the
following bene ts:
Your unarmed strikes and improved weapons count as
enhanced for the purpose of overcoming resistance
and immunity to unenhanced attacks and damage.
Your unarmed strikes deal double damage against
structures.

EXPANDED CONTENT | ARCHETYPES | BERSERKER 5


CYCLONE APPROACH MIGHTY LEAP
The Cyclone Approach empowers the berserker's Starting at 10th level, the distance you can jump is
ability to ght with weapons in each hand. Followers doubled, and you do not provoke attacks of
of this approach learn to move quickly to avoid opportunity if you leave a hostile creature's reach
attacks and can become a whirlwind of fury and steel, while jumping.
cleaving through hordes of enemies. TORNADO
DUAL WIELDER At 14th level, you can become a tornado of attacks.
When you take the Attack action on your turn, you
When you choose this approach at 3rd level, when
can forgo one of your regular attacks to make a melee
you engage in Two-Weapon Fighting, you can add
attack against any number of creatures within 5 feet of
your Strength or Dexterity modi er (your choice) to
you, with a separate attack roll for each target. If you
the damage of your Two-Weapon Fighting attack as
are wielding a separate melee weapon in each hand,
long as it doesn't already include that modi er.
each successful hit against a target deals damage
DOUBLE SWING equal to the damage dice of both weapons + your
ability modi er + any other modi ers.
Also at 3rd level, once on each of your turns when you
You can use this feature a number of times equal to
miss with an attack while raging, you can immediately
your Strength modi er (a minimum of once). You
make a melee attack with the weapon in your other
regain all expended uses when you nish a short or
hand.
long rest.
TWISTING WINDS
At 6th level, your unpredictable movement makes you
harder to hit and pin down. When you make a saving
throw or ability checks to avoid being knocked prone,
pushed, grappled, or restrained, it gains a bonus equal
to your Strength or Dexterity modi er (your choice) as
long as it doesn't already include that modi er.

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FRENZIED APPROACH
For some berserkers, rage is a means to an end—that
end being violence. The Frenzied Approach is that of
untrammeled fury, slick with blood. As you enter the
berserker's rage, you thrill in the chaos of battle,
heedless of your own health or well-being.

FRENZY
When you choose this approach at 3rd level, you can
go into a frenzy when you rage. If you do so, for the
duration of your rage you can make a single melee
weapon attack as a bonus action on each of your
turns after this one. When your rage ends, you su er
one level of exhaustion (as described in appendix A).
When you nish a long rest, you reduce your
exhaustion level by 2 rather than 1.
Additionally, any e ect that removes
exhaustion reduces your exhaustion
by 1 additional level.

MINDLESS RAGE
At 6th level, you can't be
charmed or frightened while
raging. If you are charmed or
frightened when you enter your
rage, the e ect is suspended for
the duration of the rage.

INTIMIDATING PRESENCE
Starting at 10th level, you can use your action to
frighten someone with your menacing presence.
When you do so, choose one creature that you can
see within 30 feet of you. If the creature can see or
hear you, it must succeed on a Wisdom saving
throw (DC = 8 + your pro ciency bonus + your
Charisma modi er) or be frightened of you
until the end of your next turn. On subsequent
turns, you can use your action to extend the
duration of this e ect on the frightened creature
until the end of your next turn. This e ect ends if
the creature ends its turn out of line of sight or
more than 60 feet away from you.
If the creature succeeds on its saving throw, you
can't use this feature on that creature again for 24
hours.

RETALIATION
At 14th level, when you take damage from a creature
that is within 5 feet of you, you can use your reaction
to make a melee weapon attack against that creature.

EXPANDED CONTENT | ARCHETYPES | BERSERKER 7


INDUSTRIAL APPROACH TECHCASTING
While some berserkers are content to surrender to When you choose this approach at 3rd level, you have
their rage, others prefer a more tactful approach. derived powers from schematics with the aid of your
Berserkers of the Industrial Approach augment their wristpad. See chapter 10 for the general rules of
rage with the versatility of technology, adding techcasting and chapter 12 for the tech powers list.
elemental explosions to their already fearsome TECH POWERS KNOWN
arsenal. You learn 4 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers
Known column of the Industrial Approach Techcasting
table. You may not learn a tech power of a level higher
than your Max Power Level.
TECH POINTS
You have a number of tech points equal to half of your
berserker level (rounded up), as shown in the Tech
Points column of the Industrial Approach Techcasting
table, + your Intelligence modi er. You use these tech
points to cast tech powers. You regain all expended
tech points when you nish a short or long rest.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming
more tech points to create a greater e ect. You can
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Industrial Approach Techcasting
table.
You may only cast tech powers at
  4th-level once. You regain the
ability to do so after a long rest.
TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a power
refers to your techcasting ability. In addition, you use
your Intelligence modi er when setting the saving
throw DC for a tech power you cast and when making
an attack roll with one.

Tech save DC = 8 + your pro ciency bonus +


your Intelligence modi er

Tech attack modifier = your pro ciency bonus +


your Intelligence modi er

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

INDUSTRIOUS TECH
Also at 3rd level, you can cast tech powers while raging
as long as the power's casting time is no more than 1
action, the power does not require concentration, and
you are not wearing heavy armor or wielding a
medium or heavy shield. While raging, you add your
rage damage to damage rolls from tech powers you
cast. If a tech power damages more than one target,
you may only apply your rage damage to one of the
targets.
Casting tech powers during rage counts as attacking
for the purposes of maintaining rage, and you can use
your Reckless Attack feature to gain advantage when
casting a tech power that requires an attack roll.

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EXPLOSIVE RESILIENCE
At 6th level, once per round, when you deal damage
that includes your rage damage, you can cause a
localized explosion around the recipient of that INDUSTRIAL APPROACH TECHCASTING
damage. Each creature within 5 feet of the damaged
Tech Powers Tech Max Power
creature other than you takes acid, cold, re, ion, or
Level Known Points Level
lightning damage (your choice) equal to your rage
damage bonus, and you gain resistance to the chosen 3rd 4 2 1st
damage type until the end of your next turn. 4th 4 2 1st
You can use this feature a number of times equal to
5th 5 3 1st
your Intelligence modi er. You regain all expended
uses when you complete a short or long rest. 6th 5 3 1st
7th 6 4 2nd
PAINKILLER
8th 6 4 2nd
Starting at 10th level, whenever you cast a tech power
of 1st-level or higher, or deal damage using your 9th 7 5 2nd
Explosive Resilience feature, you can cause a friendly 10th 7 5 2nd
creature you can see within 30 feet to gain temporary 11th 8 6 2nd
hit points equal to half your berserker level (rounded
up) + your Intelligence modi er. Additionally, while 12th 8 6 2nd
they have these temporary hit points, they have 13th 9 7 3rd
advantage on saving throws against e ects that 14th 9 7 3rd
would cause them to be frightened.
15th 10 8 3rd
FINAL COUNTDOWN 16th 10 8 3rd
At 14th level, when you are reduced to 0 hit points but 17th 11 9 4th
not killed outright, and you have at least one tech
18th 11 9 4th
point remaining, you can expend all your remaining
tech points and instead to drop to one hit point. If you 19th 12 10 4th
do so, each creature within 30 feet of you must make a 20th 12 10 4th
Dexterity saving throw. On a failed save, they take 10
acid, cold, re, ion, or lightning damage (your choice)
damage for each tech point spent in this way, or half
as much on a successful one.

EXPANDED CONTENT | ARCHETYPES | BERSERKER 9


JUGGERNAUT APPROACH OVERWHELMING CLEAVE
Certain berserkers nd that the strongest o ense is a Starting at 10th level, when you successfully push a
good defense. Berserkers of the Juggernaut Approach creature into a surface or another creature while
wear the heaviest of armor not because they fear raging, the pushed creature takes kinetic damage
injury, but to strike fear in their hapless attackers. equal to your Rage Damage. Additionally, the rst time
you hit with a melee weapon attack using Strength
ARMORED BRUTE each turn, you can attempt to damage another
creature with the same attack. Choose another
When you choose this approach at 3rd level, you've
creature within 5 feet of the original target and within
learned to ght in the heaviest of armors, using your
your reach. If the original attack roll would hit the
weight to your advantage. You gain pro ciency in
second creature, it takes damage equal to your
heavy armor, and you can gain the bene ts of your
Strength modi er. The damage is of the same type
Rage feature while wearing heavy armor.
dealt by the original attack.
When you reach 5th level, you can gain the bene ts
of your Fast Movement feature while wearing heavy RELENTLESS ASSAULT
armor.
At 14th level, you're able to charge in unerring bursts.
UNSTOPPABLE FORCE As an action, you can charge up to twice your speed in
a straight line without provoking opportunity attacks.
Also at 3rd level, your momentum makes you nigh Each creature within 5 feet of your path must make a
unstoppable. While raging, you can move through a Strength or Dexterity saving throw (DC = 8 + your
hostile creature's space regardless of that creature's pro ciency bonus + your Strength modi er, the target
size. When you do so, you must make a Strength chooses the ability they use use). On a failed save, a
(Athletics) check contested by the target's Strength creature takes damage equal to your Strength
(Athletics) check. If you move at least 10 feet before modi er + your Rage Bonus and is pushed back 5 feet
moving through a hostile creature's space, and that in a direction of your choice. Creatures smaller than
creature is your size or smaller, they have you make this save with disadvantage. When you end
disadvantage on the check. If you succeed, you don't this movement, if a creature is within 5 feet of you,
treat the movement as di cult terrain, the creature is you can make one melee weapon attack (no action
pushed 5 feet in a direction of your choice, and you required). On a hit, the creature takes additional
don't provoke opportunity attacks from that creature damage equal to your berserker level.
until the end of your turn.
Once you've used this feature, you must complete
RAGING BULWARK a short or long rest before you can use it again.
At 6th level, your imposing form acts as a shield for
your allies. When a friendly creature you can see is
the target of a ranged attack, or forced to make a
Dexterity saving throw, and you can see the source
of the e ect, you can use your reaction to move up to
half your speed towards the friendly creature. You
must end this move closer to the ally than you
started. If you end this movement between your ally
and the source of the e ect, you provide cover for the
attack.
Additionally, you provide three-quarters cover,
instead of half-cover, to creatures your size, and you
provide full cover to creatures smaller than you.

10 EXPANDED CONTENT | ARCHETYPES | BERSERKER


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

CAREFUL STEPS
When you choose this approach at 3rd level, you gain
skills that represent your precise movement. You gain
pro ciency your choice of Acrobatics or Stealth.

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

EXACT AWARENESS
At 6th level, you gain pro ciency in Dexterity saving
throws.

BATTLE ANTICIPATION
Starting at 10th level, while raging, when you are
subjected to an e ect that allows you to make a
Dexterity saving throw to take only half damage
against e ects that you can see, such as traps and
powers, you instead take no damage if you succeed
on a saving throw, and only half damage if you fail.
Additionally, while raging, melee weapon attacks
using Dexterity score a critical hit on a roll of 19 or 20.

CALM WITHIN THE STORM


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

EXPANDED CONTENT | ARCHETYPES | BERSERKER 11


WAY OF CONFLUENCE INTERCONNECTEDNESS
The Force binds us, creating an intangible bridge At 14th level, when you cast a 5th level or lower force
connecting all living things. Those consulars who power that deals damage or restores hit points and
follow the Way of Con uence master this power, targets only one creature, the power can instead
manipulating those connections to both sustain and target two creatures within range and within 5 feet of
torment. each other.
You can use this feature a number of times equal to
MANIPULATE LIFE FORCE your Wisdom or Charisma modi er (your choice, a
minimum of once). You regain all expended uses when
Starting when you choose this tradition at 3rd level,
you nish a long rest.
when you reduce a hostile creature to 0 hit points with
a force power, or restore hit points to a creature with 0 DYNAMIC ATTACHMENT
hit points with a force power, you gain temporary hit
points equal to half your consular level (rounded Starting at 18th level, while you have temporary hit
down) + your Wisdom or Charisma modi er (your points, you have resistance against the damage of
choice, minimum of one). force powers, and your force powers ignore
resistances.
EMPOWERED CONNECTION
At 6th level, while you have temporary hit points, you
can add half your Wisdom or Charisma modi er (your
choice, rounded up, minimum of one) to any damage
or healing you do with force powers that doesn't
already include that modi er.

LIFE ETERNAL
Beginning at 10th level, you can use your powerful
connection to the Force to keep ghting when others
would fall. When you are reduced to 0 hit
points but not killed outright, you can
spend 5 force points to drop
to 1 hit point instead.

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WAY OF ENDURANCE UNRELENTING RESILIENCE
The Force manifests in myriad ways; while some use At 14th level, when you use your Boundless Vitality
the Force to manipulate the world around them, feature while concentrating on a force power, you can
others use it to enhance themselves. Those consulars add the result of the roll to the Constitution saving
who follow the Way of Endurance channel the Force to throw made to maintain concentration.
allow them to overcome and re ect the most grievous Additionally, when you are reduced to 0 hit points
of injuries. but not killed outright while Upheld by the Force is
active, you can drop to 1 hit point instead. You can't
UPHELD BY THE FORCE use this feature again until you nish a long rest.
Starting when you choose this tradition at 3rd level, THE FORCE UNLEASHED
the Force owing through your body strengthens you,
granting the following bene ts: Starting at 18th level, as an action, you can choose a
point within 60 feet. Each creature of your choice
Your hit point maximum increases by 3, and it within 30 feet of that point must make a Constitution
increases by 1 again whenever you gain a level in this saving throw against your universal force save DC. On
class. a failed save, a creature takes 5d10 force damage and
Your base AC becomes 13 + your Constitution modi er. su ers 1 level of exhaustion. On a successful save, a
When you make a melee weapon attack as a part of a creature takes half damage and does not su er
force power you cast, you can use Wisdom or Charisma exhaustion.
(your choice) instead of Strength for the attack and For each creature that fails this saving throw, a
damage rolls. friendly creature within 30 feet of them can regain hit
points equal to the amount of damage dealt. A
Additionally, as an action, you can gain resistance to friendly creature can only gain this bene t once per
kinetic and energy damage for 1 minute. This e ect turn.
lasts until you end it as a bonus action, you are You can use this feature a number of times equal to
incapacitated, or you don armor other than a shield. your Wisdom or Charisma modi er (your choice, a
You can use this feature twice. You regain all expended minimum of once). You regain all expended uses when
uses of it when you nish a short or long rest. you nish a long rest.
RETALIATION STRIKE
At 6th level, you learn to turn
an opponent's aggression back
on them. When you deal damage
with a force power or a melee weapon
attack, if you took damage since the start
of your last turn, you deal an extra 1d6
damage. The damage is the same type as the
power or weapon's damage.
This die increases when you reach certain
levels in this class: to 1d8 at 10th level, to 1d10
at 14th level, and to 1d12 at 18th level.

BOUNDLESS VITALITY
Beginning at 10th level, when you take damage, you
can use your reaction and expend a force point to
regain health equal to 1d8 + your Wisdom or Charisma
modi er (your choice, minimum of one) as long as the
damage would not reduce your hit points to 0.
This die increases when you reach certain levels in
this class: to 1d10 at 14th level, and to 1d12 at 18th
level.

EXPANDED CONTENT | ARCHETYPES | CONSULAR 13


WAY OF MANIPULATION GUARDING WEAPON
The power of the Force is both vast and diverse, with Beginning at 10th level, you can direct your animated
uses varying drastically based on their wielder. Those weapons to absorb damage while your Saber Storm is
consulars who follow the Way of Manipulation learn to activate. When you take damage, you can use your
control their weapons with the Force, maneuvering reaction to expend one force slot to have your
them across the battle eld. animated weapon intercept it, and reduce that
damage to you by an amount equal to ve times the
SABER STORM force slot's level.
When you choose this tradition at 3rd level, you learn ISOLATE
to deftly control your weapons utilizing the Force. As
At 14th level, when you deal damage to a creature
an action, you can initiate your Saber Storm. When
while Saber Storm is active, and that creature fails a
you do so, select a light- or vibro-weapon within 5 feet
Constitution saving throw to maintain concentration
that is not worn or carried by a conscious creature
on a force power, you can steal and redirect the
other than you, and use the Force to cause it to
power. Until the end of your next turn, either you or
levitate, acting as an extension of your will for 1
the creature who failed the Constitution saving throw
minute. When you activate this feature, you can cause
gain the e ects of the power (your choice).
the weapon to move up to 10 feet and make a melee
force attack against a creature within 5 feet of it. On a SAPPING STORM
hit, the target takes 1d8 + your forcecasting ability
modi er damage. The type is of the normal damage Starting at 18th level, when you reduce a hostile
dealt by the weapon. The weapon then returns to creature to 0 hit points while Saber Storm is active,
your side. you gain temporary force points equal to your
Your weapon moves with you, and while Saber Wisdom or Charisma modi er (your choice, minimum
Storm is active and you have a weapon animated, on of one). These temporary force points can not exceed
each of your turns you can use an action to move a your Wisdom or Charisma modi er (your choice), and
weapon up to 10 feet and repeat the attack against a when you would spend a force point while you have
creature within 5 feet of it. The weapon then returns temporary force points, the temporary force points
to your side. Your Saber Storm ends early if you are are spent rst. When Saber Storm ends, you lose any
incapacitated. At any time, you can end this feature remaining temporary force points.
and return the animated weapon to your hand.
Additionally, while your Saber Storm is active, and at
least one animated weapon is within 5 feet of you, you
gain the following bene ts:
You gain a bonus to your AC equal to your Wisdom or
Charisma modi er (your choice, minimum of +1) if it
doesn't already include that modi er.
You gain a bonus to any Constitution saving throw you
make to maintain your concentration on a power. The
bonus equals your Wisdom or Charisma modi er (your
choice, minimum of +1).

This feature can animate more than one weapon


when you reach higher levels: two weapons
at 5th level, three weapons at 11th level,
and four weapons at 17th level. When
you use your action to attack with your
weapons, you can direct them at the
same target or at di erent ones. Make a
separate attack roll for each weapon.
At 5th level, the distance your weapon can travel
increases to 20 feet. This distance increases to 30 feet
at 11th level, and 40 feet at 17th level.
You can use this feature twice. You regain all
expended uses of it when you nish a short or long
rest.

DECEPTIVE STRIKE
At 6th level, when you cast a force power with a range
of touch while Saber Storm is active, your animated
weapon can move up to its range and deliver the
power as if it had cast it.

14 EXPANDED CONTENT | ARCHETYPES | CONSULAR


Once per turn, when you deal damage to a creature
WAY OF NEGATION or object with a force power, you can spend one
Some force users seek mastery over the fundamentals power surge to deal extra damage to that target. The
of energy manipulation, known as tutaminis. Those extra damage is of the same type as the power's
consulars who follow the Way of Negation harness damage, and it equals half your consular level
this power to limit the havoc that other force-wielders (rounded down).
might wreak. Whenever you nish a long rest, your number of
power surges resets to one. If you end a short rest
FORCE DEFLECTION with no power surges, you gain one power surge.
At 3rd level, when you fail a saving throw, you can use
your reaction to gain a +4 bonus to that saving throw. ENDURING FOCUS
You can use this feature a number of times equal to At 10th level, you can casually de ect attacks while
your Wisdom or Charisma modi er (your choice, a channeling your power. While you are concentrating
minimum of once). You regain all expended uses when on a Force power, you have a +2 bonus to your AC and
you nish a short or long rest. all saving throws.
Additionally, you can extend your Force De ection
POWER SURGE to a creature within 5 feet of you when they fail a
Starting at 6th level, you learn to simultaneously limit saving throw.
a creature's force powers and store that power within
yourself to later strengthen your damaging force CONFLUX
powers. At 14th level, when you use your Force De ection
You can store a maximum number of power surges feature, you can cause a ripple in the Force to expand
equal to your Wisdom or Charisma modi er (your from you. Up to three creatures of your choice that
choice, minimum of one). Whenever you successfully you can see within 60 feet of you each take force
end a force power with a power such as force damage equal to half your consular level.
suppression or sever force, or use your Force Shield or
Force De ection features to successfully avoid an TUTAMINIS MASTERY
attack or succeed on a saving throw, you gain one At 18th level, when you use a Force-Empowered
power surge, as you redirect the ow of the Force into Casting option, you can spend a power surge to use it
yourself. without spending additional force points.

EXPANDED CONTENT | ARCHETYPES | CONSULAR 15


Additionally, when you use your action to cast a
WAY OF TELEKINETICS force power, you can use a bonus action to y up to
The consular knows how to manipulate the essence of 10 feet without provoking opportunity attacks.
the surrounding elements with the power of the
Force. Those consulars who follow the Way of REPULSING WAVE
Telekinetics create torrential gusts of telekinetic At 14th level, when you are dealt damage by a
energy, forming a potent combination that can creature within 5 feet of you, you can use your
pummel even the toughest adversaries into reaction to deal force damage to the creature equal to
submission. your consular level + your Wisdom or Charisma
modi er (your choice, minimum of +1). If the attacker
STAGGERING STRATAGEM is Huge or smaller, it must also make a Strength saving
When you choose this tradition at 3rd level, your throw against your universal force save DC. On a failed
potency with the telekinetic power of the Force save, the attacker is pushed in a straight line up to 20
heightens. You can manipulate creatures of Large size feet away from you.
or smaller with your force powers and Way of You can use this feature a number of times equal to
Telekinetics features. Additionally, once per turn, when your Wisdom or Charisma modi er (your choice, a
you deal force or kinetic damage to a Large or smaller minimum of once). You regain all expended uses when
creature with a force power or class feature, you can you nish a short or long rest.
choose to either push it up to 10 feet away from you
or pull it up to 10 feet closer to you. MY ALLY IS THE FORCE
Starting at 18th level, you can manipulate creatures of
MIGHTY BLAST
Gargantuan size or smaller with your force powers and
At 6th level, your force powers batter and blast your Way of Telekinetics features.
enemies with the strength of a hurricane. When you Additionally, whenever a force power you cast
cast a force power of 1st level or higher that deals pushes or pulls a creature, you can increase the
force or kinetic damage, one creature of your choice distance of that push or pull by an additional 20 feet.
damaged by that power must make a Strength saving
throw against your universal force save DC or be
knocked prone.
This feature can a ect additional creatures when
you reach higher levels: two creatures at 11th
level and three creatures at 17th level.

SIZE MATTERS NOT


Beginning at 10th level, you can
manipulate creatures of Huge size or
smaller with your force powers and
Way of Telekinetics features.

16 EXPANDED CONTENT | ARCHETYPES | CONSULAR


WAY OF THE SEER VISIONS OF THE PAST
The Force guides us in innumerable ways, often Beginning at 10th level, you can call up visions of the
manifesting as visions. Those consulars who follow the past that relate to an object you hold or your
Way of Seer attempt to harness these visions in an immediate surroundings. You spend at least 1 minute
attempt to work towards the best possible future, as in meditation, then receive dreamlike, shadowy
they see it. glimpses of recent events. You can meditate in this
way for a number of minutes equal to your Wisdom
FORCE VISIONS score and must maintain concentration during that
time, as if you were casting a force power. Once you've
When you choose this tradition at 3rd level, glimpses
used this feature, you can't use it again until you nish
of the future begin to press in on your awareness.
a short or long rest.
When you nish a long rest, roll two d20s and record
Object Reading. Holding an object as you meditate,
the numbers rolled. You can replace any attack roll,
you can see visions of the object's previous owner.
saving throw, or ability check made by you or a
After meditating for 1 minute, you learn how the
creature that you can see with one of these foretelling
owner acquired and lost the object, as well as the
rolls. You must choose to do so before the roll, and
most recent signi cant event involving the object and
you can replace a roll in this way only once per turn.
that owner. If the object was owned by another
Each foretelling roll can be used only once. When you
creature in the recent past (within a number of days
nish a long rest, you lose any unused foretelling rolls.
equal to your Wisdom score), you can spend 1
POWERFUL MIND additional minute for each owner to learn the same
information about that creature.
At 6th level, you can use your force abilities to read a
Area Reading. As you meditate, you see visions of
creature's thoughts. You can then use your access to
recent events in your immediate vicinity (a room,
the creature's mind to command it.
street, tunnel, clearing, or the like, up to a 50-foot
As an action, choose one creature that you can see cube), going back a number of days equal to your
within 60 feet of you. That creature must make a Wisdom score. For each minute you meditate, you
Wisdom saving throw against your universal force learn about one signi cant event, beginning with the
save DC. If the creature succeeds on the saving throw, most recent. Signi cant events typically involve
you can't use this feature on it again until you nish a powerful emotions, such as battles and betrayals,
long rest. If the creature fails its save, you can read its marriages and murders, births and funerals. However,
surface thoughts (those foremost in its mind, they might also include more mundane events that
re ecting its current emotions and what it is actively are nevertheless important in your current situation.
thinking about.) when it is within 60 feet of you. This
e ect lasts for 1 minute. During that time, you can use SHIELDED THOUGHTS
your action to end this e ect and use the coerce mind
At 14th level, your thoughts can't be read by telepathy
force power on the creature without expending force
or other means unless you allow it. You also have
points. The target automatically fails its saving throw
resistance to psychic damage, and whenever a
against the power.
creature deals psychic damage to you, that creature
You can use this feature a number of times equal to
takes the  same amount of damage that you do.
your Wisdom or Charisma modi er (your
choice, a minimum of once). You regain CLARITY OF VISION
any expended uses when you nish a
long rest. Starting at 18th level, the visions in your dreams
intensify and paint a more accurate picture in
your mind of what is to come. You roll three
d20s for your Force Visions feature, rather than two.

EXPANDED CONTENT | ARCHETYPES | CONSULAR 17


ARTIFICER ENGINEERING FORCE RESONANCE
Those engineers who choose the Arti cer Engineering Lastly at 3rd level, once per round, when you hit a
discipline focus on building and modifying lightsabers, creature with your modi ed lightsaber, you can
while tapping into the latent presence of the Force in expend one use of your Potent Aptitude to deal an
these lightsaber crystals. extra 2d6 damage to that target. The damage is the
same type as your modi ed lightsaber's damage.
BONUS PROFICIENCIES The damage increases when you reach certain levels
in this class, increasing to 3d6 at 5th level, 5d6 at 11th
When you choose this discipline at 3rd level, you gain
level, and 8d6 at 17th level.
pro ciency in arti cer's implements, and with the
lightsaber simple lightweapon. Additionally, when you KYBER KNOWLEDGE
engage in crafting with arti cer's implements, the rate
at which you craft doubles. Beginning at 6th level, your study of kyber crystals has
awakened a latent force sensitivity. Choose two force
MODIFIED LIGHTSABER powers of 1st level. The chosen powers count as tech
powers for you, but are not included in the number in
Also at 3rd level, you learn to modify an unenhanced
the Powers Known column of the engineer table.
lightsaber utilizing your arti cer knowledge. Over the
At 10th level, you learn two additional force powers
course of a long rest, you can expend materials equal
of 1st or 2nd level. At 14th level, you learn two force
to half the cost of the lightsaber in order to modify it.
powers of 1st-3rd level, and at 18th level, you learn
You must have the lightsaber, materials, and arti cer's
two force powers of 1st-4th level. Whenever you gain a
implements in order to perform this modi cation.
level in this class, you can choose one of the force
Your modi ed lightsaber is enhanced, requires
powers you know and replace it with another force
attunement, can only be used by you, and counts as a
power of the same level.
tech focus for your tech powers while you are attuned
to it. Your modi ed lightsaber has 4 modi cation slots, DISRUPTIVE RESONANCE
and it gains more at higher levels, as shown in the
Modi cation Slots column of the engineer table. For At 14th level, when you hit a creature that is
each modi cation installed, your tech point maximum concentrating on a power with your modi ed
is reduced by 1. Over the course of a long rest, you can lightsaber, the creature has disadvantage on the
replace or remove a number of modi cations up to Constitution saving throw to maintain concentration.
your Intelligence modi er (minimum of one). Additionally, on a failed save, the creature immediately
Some modi cation e ects require saving throws. takes psychic damage equal to your engineer level +
When you use such an e ect from this class, the DC your Intelligence modi er.
equals your tech save DC. RESONATING RECOVERY
At 9th level, you can maintain two di erent
modi ed lightsabers. The total modi cation slots are Starting at 18th level, once per turn, when you reduce
split across the two items. a hostile creature to 0 hit points, you regain a use of
your Potent Aptitude. Your number of Potent
Aptitude uses can not exceed your Intelligence
modi er.

18 EXPANDED CONTENT | ARCHETYPES | ENGINEER


ARTIFICER MODIFICATIONS BARRIER
Prerequisite: 5th level
If a modi cation has prerequisites, you must meet On your turn, when you make an attack roll with your
them to install it. You can install the modi cation at modi ed lightsaber, you can choose to forgo your
the same time that you meet its prerequisites. pro ciency bonus. If you do, you can use your
ADDITONAL BEAM PORT reaction to erect a temporary barrier that lasts until
You install a second beam port into your modi ed the start of your next turn. While the barrier is
lightsaber. Your modi ed lightsaber gains the double activated, you have a bonus to AC against the rst
(1d8) property. You can only bene t from this attack roll made against you equal to your pro ciency
property while wielding your modi ed lightsaber with bonus.
two hands. BEAM GEM LENS
ADEGAN CRYSTAL Prerequisite: 5th level
Prerequisite: 5th level You gain a +1 bonus to attack rolls made with this
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 11th level and
weapon. This bonus increases to +2 at 11th level and +3 at 17th level.
+3 at 17th level. BIOMETRIC SAFETY MEASURES
ADVANCED BLASTSABER A security system is installed into the hilt of your
Prerequisite: 15th level lightweapon. When a creature other than you
Prerequisite: Prototype Blastsaber attempts to activate your lightweapon, the activation
You further ne tune your blastsaber. As an action, fails. Additionally, the creature attempting to activate
you can disable a single electronic device not being must make on a Constitution saving throw or take
worn or held by another creature within 5 feet of you. lightning damage equal to engineer level, and become
The device is then disabled until it is rebooted. shocked until the start of its next turn. On a successful
Additionally, when you activate this conversion to save the creature takes half damage and is not
alter the properties of your lightweapon, you create a shocked. Regardless of success or failure, the creature
projected barrier of ion energy in a 10-foot-radius drops your modi ed lightsaber.
sphere around you until the start of your next turn. BLASTSABER CONVERSION
Hostile creatures treat this area as di cult terrain. Incompatible with other conversions
When a hostile creature enters the shielded area or You heavily modify your lightweapon to allow you to
starts its turn there, that creature takes 3d4 ion make a ranged weapon attack. With this modi cation,
damage. Any electronics not being worn or held within you can make a ranged weapon attack with a range of
the barrier's radius are disabled until rebooted. 30/60. On a hit, it deals 1d6 energy damage.
ADVANCED BRIGHTSABER Additionally, when you make your rst attack on
Prerequisite: 15th level your turn, you can alter the properties of your
Prerequisite: Prototype Brightsaber modi ed lightsaber. Until the start of your next turn,
You further ne tune your brightsaber. While the damage type of your modi ed lightsaber is
activated, your modi ed lightsaber's bright light now changed to ion.
automatically dispels illusions and can detect You can use this trait a number of times equal to
invisibility, as with truesight. your Intelligence modi er (a minimum of once). You
Additionally, when you activate this conversion to regain all expended uses when you complete a short
alter the properties of your lightweapon and use a or long rest.
bonus action to attempt to blind your target, it makes BRIGHTSABER CONVERSION
the saving throw with disadvantage. Incompatible with other conversions
ADVANCED DISRUPTORSABER You modify your lightweapon, giving it a brighter glow.
Prerequisite: 15th level While activated, your modi ed lightsaber sheds bright
Prerequisite: Prototype Disruptorsaber light in a 20-foot radius and dim light for an additional
You further ne tune your disruptorsaber. While 20 feet.
activated, your modi ed lightsaber lightly obscures Additionally, when you make your rst attack on
the area within 5 feet of it. your turn, you can alter the properties of your
Additionally, when you activate this conversion to modi ed lightsaber. Until the start of your next turn,
alter the properties of your lightweapon and use a the damage type of your modi ed lightsaber is
bonus action to attempt to knock your target prone, changed to re.
the next saving throw you make before the end of You can use this trait a number of times equal to
your next turn has advantage. your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a short
or long rest.
BURN THROUGH
When you score a critical hit with your modi ed
lightsaber, you have advantage on the next attack roll
you make against that creature.

EXPANDED CONTENT | ARCHETYPES | ENGINEER 19


COMFORTABLE HANDLE PROTOTYPE BLASTSABER
You make minor modi cations to the ergonomics of Prerequisite: 7th level
your modi ed saber's hilt. Your modi ed lightsaber Prerequisite: Blastsaber Conversion
gains the nesse property. You ne tune your blastsaber. When you activate this
conversion to alter the properties of your
CROSSGUARD lightweapon, you can use your bonus action to cause
You add an energy guard at the base of your modi ed your modi ed lightsaber to let loose a burst of energy.
lightsaber's blade. While wielding your modi ed Creatures other than yourself within 5 feet of the
lightsaber, you gain a +1 bonus to your armor class target creature must succeed on a Dexterity saving
against melee weapon attacks. throw. On a failed save, they take ion damage equal to
DISRUPTORSABER CONVERSION your Intelligence modi er.
Incompatible with other conversions PROTOTYPE BRIGHTSABER
You modify your lightweapon, causing it to eminate a Prerequisite: 7th level
sickly green light. Your modi ed lightsaber loses the Prerequisite: Brightsaber Conversion
luminous property. You ne tune your brightsaber. When you activate
Additionally, when you make your rst attack on this conversion to alter the properties of your
your turn, you can alter the properties of your lightweapon, you can use your bonus action to
modi ed lightsaber. Until the start of your next turn, attempt to blind the target of the attack. The creature
the damage type of your modi ed lightsaber is must succeed on a Constitution saving throw or be
changed to acid. blinded.
You can use this trait a number of times equal to
your Intelligence modi er (a minimum of once). You PROTOTYPE DISRUPTORSABER
regain all expended uses when you complete a short Prerequisite: 7th level
or long rest. Prerequisite: Disruptorsaber Conversion
You ne tune your disruptorsaber. When you activate
EXTENDED BEAM this conversion to alter the properties of your
You install a series of beam focusing ampli ers into lightweapon, you can use your bonus action to
your modi ed lightsaber. Your modi ed lightsaber attempt to knock the target of your attack prone. The
gains the reach property. creature must make a Strength saving throw or be
GREATSABER ARRAY knocked prone.
You augment the con guration of your modi ed RETURNING WEAPON
lightsaber. Your modi ed lightsaber gains the two- You install a retractible chain in the hilt of your
handed property, and it's damage die increases to modi ed lightsaber. Your modi ed lightsaber gains
1d12. the thrown property with a range of 20/60, and when
INTENSE BEAM you throw the weapon, it immediately returns to your
Prerequisite: 11th level hand.
Prerequisite: Burn Through
Your modi ed lightsaber now scores a critical hit on a
roll of 19 or 20.
MAGNETIC-LOCK GRIP
You insert a series of magnetically charged grips into
your modi ed lightsaber's hilt. While wielding your
modi ed lightsaber, you have advantage on ability
checks and saving throws made to disarm or avoid
being disarmed.

20 EXPANDED CONTENT | ARCHETYPES | ENGINEER


SONG OF BATTLE
AUDIOTECH ENGINEERING When an ally within 60 feet of you that can hear you
Those engineers who choose the Audiotech deals damage to a creature, you can use your reaction
Engineering focus on using a specially modi ed to expend one use of your Potent Aptitude, adding
instrument to use music to assist their allies and the result of the die to the damage dealt.
disrupt their enemies.
SONG OF SUPPORT
BONUS PROFICIENCIES When an ally within 60 feet of you that can hear you
When you choose this discipline at 3rd level, you gain makes a saving throw against a harmful e ect, you
pro ciency in three musical instruments of your can use your reaction to expend one use of your
choice, as well as the Performance skill. Additionally, Potent Aptitude, adding the result of the die to their
you can use Intelligence instead of Charisma when saving throw.
you make a Performance check while wielding your SONG OF DISRUPTION
modi ed instrument. When an enemy within 60 feet of you that can hear
you makes a saving throw, you can use your reaction
MODIFIED INSTRUMENT
to expend one use of your Potent Aptitude,
Also at 3rd level, you learn to modify an instrument subtracting the result of the die from their saving
utilizing your audiotech knowledge. Over the course of throw.
a long rest, you can expend 500 cr worth of materials
to modify a single instrument. You must have the CONCUSSIVE BLAST
instrument, materials, and tinker's implements in Beginning at 6th level, you add your Intelligence
order to perform this modi cation. modi er (a minimum of +1) to any damage you deal
Your modi ed instrument is enhanced, requires with tech powers and class features that deal sonic
attunement, can only be used by you, and counts as a damage.
tech focus for your tech powers while you are attuned
to it. Your modi ed instrument has 4 modi cation SMOOTH RHYTHM
slots, and it gains more at higher levels, as shown in At 14th level, whenever you use your Potent Aptitude
the Modi cation Slots column of the engineer table. while your playing an enhanced song, you can roll a d6
For each modi cation installed, your tech point and use it instead of expending a Potent Aptitude
maximum is reduced by 1. Over the course of a long Dice.
rest, you can replace or remove a number of
modi cations up to your Intelligence modi er LEGENDARY CODA
(minimum of one). Starting at 18th level, you've gained mastery over your
Some modi cation e ects require saving throws. modi ed instrument. As an action, you can end your
When you use such an e ect from this class, the DC enhanced song in a triumphant blast of power with an
equals your tech save DC. e ect determined by the song you are playing.
POTENT AMPLITUDE Once you've used this feature, you must complete a
long rest before you can use it again.
Lastly at 3rd level, as an action while wielding your
modi ed instrument, you can begin performing an BATTLE CRESCENDO
enhanced song, which lasts for 1 minute. While playing Choose up to 10 creatures of your choice that you can
a song, you gain access to a new use for your Potent see and that can hear your song. Each must make a
Aptitude, as determined by the song, listed below. You Constitution saving throw. On a failed save, a target
can end your song at any time, no action required. takes 14d6 sonic damage and is stunned for 1d4+1
Whenever you take damage while playing your turns. On a success, it takes half damage and isn't
song, you must make a Constitution saving throw to stunned. If a creature is killed by this power, its head
continue playing. The DC equals 10 or half the damage explodes.
you take, which number is higher. If you take damage
from multiple sources, you must make a separate SUPPORT CRESCENDO
saving throw for each source of damage. Choose up to 10 creatures of your choice that you can
When you cast a damage dealing tech power while see and that can hear your song. Once in the next
playing your song that requires an attack roll or saving minute, each creature can, as a free action in response
throw, you can cause that power to instead deal sonic to taking damage, choose to halve that damage.
damage. If you do so, instead of an attack roll or Additionally, if the damage would reduce them to 0 hit
saving throw, the power instead requires a points, they are instead reduced to 1.
Constitution saving throw. DISRUPTION CRESCENDO
Your song ends early if you are incapacitated Choose up to 10 creatures of your choice that you can
or die, or if you are no longer holding see and that can hear your song. Each creature must
your modi ed instrument. succeed on a Constitution saving throw or be
You can initiate playing an enhanced paralyzed for 1d4+1 turns. If a creature a ected by this
song twice. You regain all expended feature is damaged in any way, the e ect ends for that
songs when you nish a short or creature.
long rest.

EXPANDED CONTENT | ARCHETYPES | ENGINEER 21


AUDIOTECH MODIFICATIONS ENTHRALLING PERFORMANCE
Prerequisite: 13th level
If a modi cation has prerequisites, you must meet Prerequisite: Hypnotic Melody
them to install it. You can install the modi cation at For the duration of an enhanced song you play,
the same time that you meet its prerequisites. whenever any creature that can hear your song tries
ADVANCED BATTLE ENHANCEMENT to attack you for the rst time on a turn, the attacker
Prerequisite: 15th level must make a Charisma saving throw. On a failed save,
Prerequisite: Prototype Battle Enhancement it can't attack you on this turn, and it must choose a
While playing your Song of Battle, your tech powers new target for its attack or the attack is wasted. On a
and class features ignore resistance to sonic damage, successful save, it can attack you on this turn, but it
and immunity to sonic damage is instead treated as has disadvantage on any saving throw it makes
resistance from any creature within range of your against your powers or features on your next turn.
song that can hear you. Once you've used this feature, you must complete a
Additionally, when you use your Battle Song long rest before you can use it again.
Enhancement feature, you create a fourth burst. FINDING MY WAY
ADVANCED DISRUPTION ENHANCEMENT Prerequisite: Rush
Prerequisite: 15th level While you are playing an enhanced song, when a
Prerequisite: Prototype Disruption Enhancement creature makes a melee attack roll against you, you
While playing your Song of Disruption, any hostile can use your reaction to move 5 feet without
creature within range of your song that can hear you provoking opportunity attacks, imposing
must make a Constitution saving throw at the end of disadvantage on the roll.
each of its turns to maintain concentration on the You can use this feature a number of times equal to
power. your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a short
ADVANCED SUPPORT ENHANCEMENT or long rest.
Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement HYPNOTIC MELODY
While playing your Song of Support, allies add your As an action while wielding your modi ed instrument,
Intelligence modi er to their death saving throws you can begin to play a song woven with subtle
(minimum of +1). If this amount would increase the hypnotic in uence. Choose a number of creature up
roll of the d20 to 20 or greater, the creature regains 1 to your Intelligence modi er. If those creatures listen
hit point. to this song for a full minute, they must succeed on a
Wisdom saving throw or become charmed by you for
BATTLE SONG ENHANCEMENT 1 minute. Creatures that succeed the saving throw are
Prerequisite: 5th level not aware that you attempted to in uence them, nor
While playing your Song of Battle, as an action, you are creatures that failed their saving throw once the
can send forth busts of directed sonic energy, make power ends.
two ranged power attacks. These attacks can target Once you've used this feature, you can't use it again
the same creature di erent ones. Make separate until you nish a short or long rest.
attack rolls for each burst. The attack has a range
equal to the radius of your song, and deals 1d8 sonic INAUDIBLE CASTING
damage on a hit. Prerequisite: 7th level
Prerequisite: Simple Melodies
DISRUPTION SONG ENHANCEMENT When you cast a tech power or make use of a feature
Prerequisite: 5th level that requires playing your modi ed instrument, you
While playing your Song of Disruption, as an action, can choose to do so quietly. Creatures have
you can choose a number of creatures concentrating disadvantage on Intelligence (Investigation) and
on a power equal to your Intelligence modi er (a Wisdom (Perception) checks that rely on sound to
minimum of one) within range of your song that can determine you cast a tech power.
hear you, and force them to make a Concentration
saving throw. If you cause at least one creature to lose LONG RANGE NOISE
concentration on a power using this feature, you can Prerequisite: 13th level
use your reaction to make all creatures that lost The radius of your songs increases to 120 feet.
concentration take damage equal to your Intelligence Additionally, any tech power you cast with your
modi er. modi ed instrument that deals sonic damage and has
a range of 10 feet or greater gains a range of 120 feet.
MAGNIFYING DEVICE
Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus
increases to +2 at 11th level and +3 at 17th level.

22 EXPANDED CONTENT | ARCHETYPES | ENGINEER


OVERWHELMING SOUNDWAVES RUSH
Prerequisite: 15th level While you are playing an enhanced song, your speed
While playing, creatures of your choice treat a 15-foot- increases by 10 feet, and opportunity attacks made
radius sphere around you as di cult terrain. against you have disadvantage.
Additionally, as an action, you can cause each a ected
creature to make a Constitution saving throw, taking SHARP NOISE
3d8 sonic damage on a failed save. As an action while wielding your modi ed instrument,
choose a creature you can see. If it can hear you, it
PROTOTYPE BATTLE ENHANCEMENT must succeed on a Constitution saving throw or take
Prerequisite: 9th level 1d4 sonic damage and have disadvantage on its next
Prerequisite: Battle Song Enhancement attack roll before the end of its next turn.
While playing your Song of Battle, when you cast a This feature's damage increases by 1d4 when you
tech power or use a class feature that a ects other reach 5th level (2d4), 11th level (3d4), and 17th level
creatures within the radius of your song, you can (4d4).
choose a number of them equal to 1 + the power's
level. The chosen creatures automatically succeed on SHOCK MOUNT
their saving throws against the power, and they take Prerequisite: 5th level
no damage if they would normally take half damage You gain a +1 bonus to your tech save DC. This bonus
on a successful save. increases to +2 at 11th level and +3 at 17th level.
Additionally, when you use your Battle Song SIMPLE MELODIES
Enhancement feature, you create a third burst. When you are holding your modi ed instrument, and
PROTOTYPE DISRUPTION ENHANCEMENT not actively playing a song, any tech power that you
Prerequisite: 9th level could cast that could have its damage type altered by
Prerequisite: Disruption Song Enhancement your Potent Amplitude feature can be cast as if used
While playing your Song of Disruption, when a with Potent Amplitude.
creature you can see that can hear you attempts to You can use this feature a number of times equal to
cast a power, you can use your reaction to cast the your Intelligence modi er (a minimum of once). You
tech override power at 3rd level. When you cast this regain all expended uses when you complete a short
power using this feature, the power works against or long rest.
both tech and force powers, and when you make the SONAR PULSE
techcasting ability check as a part of this casting, you As an action while wielding your modi ed instrument,
add double your pro ciency bonus to the check, you can release a wave of sound that provides
instead of your normal pro ciency bonus. feedback on your surroundings. For the next minute,
Once you've used this feature, you must complete a you have advantage on Wisdom (Perception) and
short or long rest before you can use it again. Intelligence (Investigation) checks to search for hidden
PROTOTYPE SUPPORT ENHANCEMENT doors, traps, or invisible creatures.
Prerequisite: 9th level Once you've used this feature, you can't use it again
Prerequisite: Support Song Enhancement until you nish a short or long rest.
While playing your Song of Support, when you use SONG FLOW
your Song of Support's Potent Amplitude feature, the Prerequisite: 11th level
target instead takes no damage if they succeed on the While playing an enhanced song, you can use your
saving throw, and only half damage if they fail. bonus action to change from one song to another.
RESTFUL MELODY SUPPORT SONG ENHANCEMENT
Over the course of a short rest, you can play a Prerequisite: 5th level
rejuvenating song to assist in the recovery of your While playing your Song of Support, when you cast a
allies. If you or any friendly creatures who can hear tech power that restores hit points or grants
your performance regain hit points at the end of the temporary hit points, the amount restored or granted
short rest, each of those creatures regains an extra is increased by an amount equal to your Intelligence
1d6 hit points. modi er (minimum of +1).
The extra hit points increase when you reach certain
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th WEAPON INTEGRATION
level, and to 1d12 at 17th level. You can integrate a single weapon that weighs no
more than 8 lb. into your instrument. While
integrated, that weapon gains the hidden property.

EXPANDED CONTENT | ARCHETYPES | ENGINEER 23


NOXIOUS MIXTURE
BIOCHEM ENGINEERING Your distributor emits a cloud of poison. The target
Those engineers who choose the Biochem Engineering must make a Constitution saving throw. On a failed
discipline focus on utilizing their vast knowledge of save, a creature takes 1d6 + your Intelligence modi er
medicine and chemistry to supply allies with potent poison damage. This mixture's damage increases by
healing and enemies with debilitating poisons and 1d6 when you reach 5th level (2d6), 11th level (3d6),
acids. and 17th level (4d6).
BONUS PROFICIENCIES BIOCHEMIST'S TOUCH
When you choose this discipline at 3rd level you gain Lastly at 3rd level, whenever you grant temporary hit
pro ciency in the Medicine skill, biochemist's kits, and points, or deal acid or poison damage using a tech
poisoner's kits. additionally, when you engage in power or class feature, you may expend one use of
crafting with biochemist's kits and poisoner's kits, the your Potent Aptitude to increase the potency. When
rate at which you craft doubles. you do so, the amount of temporary hit points you
grant or damage you deal is increased by the amount
MODIFIED BIOCHEMIST'S PACK rolled on the die. The damage is the same type as the
Also at 3rd level, you learn to modify and combine original damage.
your biochemist's kit and poisoner's kit, creating a
mobile laboratory using your chemistry expertise. POTENT MIXTURES
Over the course of a long rest, you can expend 500 cr Beginning at 6th level, when you cast a tech power of
worth of materials to create your modi ed 1st-level or higher that grants temporary hit points, or
biochemist's pack. You must have a biochemist's kit, a deals acid or poison damage, you add your
poisoner's kit, and materials in order to perform this Intelligence modi er (a minimum of +1) to the roll.
modi cation.
Your biochemist's pack is enhanced, requires EPICENTER
attunement, can only be used by you, and counts as a At 14th level, as a reaction when you take damage
tech focus for your tech powers while you are attuned from a creature within 15 feet of you that you can see,
to it. Your modi ed biochemist's pack has 4 you can use one of your mixtures. The e ects of the
modi cation slots, and it gains more at higher levels, mixture release in a 15-foot-radius sphere centered on
as shown in the Modi cation Slots column of the you, and if the mixture requires a saving throw, you
engineer table. For each modi cation installed, your automatically succeed on it. Additionally, the a ected
tech point maximum is reduced by 1. Over the course area is di cult terrain to creatures other than you
of a long rest, you can replace or remove a number of until the end of your next turn.
modi cations up to your Intelligence modi er Once you've used this feature, you must complete a
(minimum of one). short or long rest before you can use it again.
Some modi cation e ects require saving throws.
When you use such an e ect from this class, the DC MASTERFUL MIXTURES
equals your tech save DC. Starting at 18th level, when you deal acid or poison
Your modi ed biochemist's pack comes equipped damage using a tech power or class feature, you
with a chemical distribution system, complete with ignore resistance and treat
three chemical mixtures: corrosive, invigorating, and immunity as resistance.
noxious. As an action, you can activate your
distributor and target a creature within 30 feet, with
an
e ect determined by the mixture.
CORROSIVE MIXTURE
Your distributor emits a burst of acid.
The target must make a Dexterity sav-
ing throw. On a failed save, a creature
takes 1d6 + your Intelligence modi er acid
damage. This mixture's damage increases by
1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
INVIGORATING MIXTURE
Your distributor emits a bolt of kolto. The target
gains 1d6 + your Intelligence modi er temporary
hit points, which last until the end of your next
turn. The temporary hit points granted by this
mixture increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

24 EXPANDED CONTENT | ARCHETYPES | ENGINEER


BIOCHEM MODIFICATIONS EXPANDED CHEMICALS: COMBUSTIBLES
Prerequisite: 5th level
If a modi cation has prerequisites, you must meet You add additional chemicals to your modi ed
them to install it. You can install the modi cation at biochemist's pack. When you deal re damage with a
the same time that you meet its prerequisites. tech power or class feature, you can use your
BIOCHEMIST'S AMPLIFER Biochemist's Touch and Potent Mixture features.
Prerequisite: 5th level Additionally, when a creature fails their Dexterity
You gain a +1 bonus to tech attack rolls. This bonus saving throw against your Corrosive Mixtures feature,
increases to +2 at 11th level and +3 at 17th level. you can choose to instead deal re damage. If you do
so, each creature within 5 feet of the target takes re
BIOCHEMIST'S INHIBITOR damage equal to your Intelligence modi er. You can
Prerequisite: 5th level use this feature a number of times equal to your
You gain a +1 bonus to your tech save DC. This bonus Intelligence modi er (a minimum of once). You regain
increases to +2 at 11th level and +3 at 17th level. all expended uses when you complete a short or long
rest.
CHEMICAL COUNTERAGENTS
You may choose one type of damage that bene ts EXPANDED CHEMICALS: CRYOGENICS
from your Biochemist's Touch and Potent Mixtures Prerequisite: 5th level
features. While wearing your modi ed biochemist's You add additional chemicals to your modi ed
pack you have resistance to that type of damage. biochemist's pack. When you deal cold damage with a
You can select this modi cation multiple times. Each tech power or class feature, you can use your
time you do so, you must choose a di erent damage Biochemist's Touch and Potent Mixture features.
type. Additionally, when a creature fails their Constitution
saving throw against your Noxious Mixtures feature,
COUNTERTOXIN
you can choose to instead deal cold damage. If you do
When you or an ally within 30 feet of you is su ering
so, its speed is reduced by 10 feet until the start of
from the poisoned condition, you may use your
your next turn. You can use this feature a number of
reaction on your turn to end the poisoned condition
times equal to your Intelligence modi er (a minimum
on that creature. The creature also gains immunity to
of once). You regain all expended uses when you
the poisoned condition for one minute.
complete a short or long rest.
You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You EXPANDED CHEMICALS: RESTORATIVE
regain all expended uses when you complete a short Prerequisite: 5th level
or long rest. You add additional chemicals to your modi ed
biochemist's pack. When you restore hit points with a
DETACHABLE DISTRIBUTION SYSTEM
tech power or class feature, you can use your
You upgrade your distributor with a secondary,
Biochemist's Touch and Potent Mixture features.
detachable distributor. As a bonus action, you can
Additionally, when you use your Invigorating
throw your detachable distributor at a point within
Mixture to grant temporary hit points to a creature,
range. Your detachable distributor has a range equal
you can choose to restore that many hit points to the
to 30 feet + your Strength modi er x 5. Your
same creature. You can use this feature a number of
detachable distributor works for 1 minute before
times equal to your Intelligence modi er (a minimum
coming inert. Once it does so, you can't use it again
of once). You regain all expended uses when you
until you recover it as an action.
complete a short or long rest.
Additionally, while your detachable distributor is
within 100 feet of you, when you use your action to EXPANDED MIXTURES: ADHESIVE
activate your distributor, you can choose to a ect You've created a new mixture from your chemicals
each creature within 5 feet of your detachable that you can use when you activate your distributor.
distributor. You can use this feature a number of times When you do so, the target creature must make a
equal to your Intelligence modi er (a minimum of Strength saving throw. If the creature is Large or
once). You regain all expended uses when you larger, it has advantage on the saving throw. On a
complete a short or long rest. failed save, a creature's speed is reduced to 0 until the
start of your next turn. As an action on their turn, an
DRONE DISTRIBUTION SYSTEM a ected creature can repeat this saving throw, ending
You upgrade your distributor, interfacing it with the the e ect on a success.
target of your tracker droid interface power. When
you use your action to activate your distributor, while EXPANDED MIXTURES: BLINDING
your tracker droid is within 100 feet of you, you can You've created a new mixture from your chemicals
choose to have your tracker droid deliver the mixture. that you can use when you activate your distributor.
Your tracker droid must use its reaction to deliver the When you do so, the target creature must make a
mixture. Constitution saving throw. On a failed save, a creature
You can use this feature a number of times equal to is blinded until the start of your next turn.
your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a short
or long rest.

EXPANDED CONTENT | ARCHETYPES | ENGINEER 25


EXPANDED MIXTURES: HALLUCINOGENIC You can use this feature a number of times equal to
You've created a new mixture from your chemicals your Intelligence modi er (a minimum of once). You
that you can use when you activate your distributor. regain all expended uses when you complete a short
When you do so, the target creature must make an or long rest.
Intelligence saving throw. On a failed save, the target
LUMINOUS GEL
loses the ability to distinguish friend from foe,
You've added a light-emitting gel to your modi ed
regarding all creatures it can see as enemies until the
biochemist's pack. As an action, you can coat an item,
end of your next turn. Each time the target takes
object, or location up to 5-foot-square with this gel.
damage, it can repeat the saving throw, ending the
When you do so, the gel sheds bright light in a 10-foot
e ect on itself on a success.
radius and dim light for an additional 10 feet. The gel
Whenever the a ected creature chooses another
lasts for 1 hour before losing its potency. You can end
creature as a target, it must choose the target at
this e ect as a bonus action.
random from among the creatures it can see within
range of the attack, power, or other ability it's using. If OIL SPILL
an enemy provokes an opportunity attack from the As an action, you can cast the oil slick tech power
a ected creature, the creature must make that attack without expending tech points. Casting the power in
if it is able to. this way does not require concentration, and the oil
This feature has no e ect on droids or constructs. will remain in place for the full duration of the power.
Once you've used this feature, you must complete a
EXPLOSIVE DISTRIBUTION SYSTEM
short or long rest before you can use it again.
You upgrade your distributor, granting it the ability to
create a volley. When you use your action to activate PERSISTENT CHEMICALS
your distributor, you can choose to a ect each Prerequisite: 7th level
creature in a 10-foot-radius sphere centered on a Whenever you use your Biochemist's Touch feature,
point you can see within 30 feet. you may select one creature that was damaged. At the
You can use this feature a number of times equal to start of each of that creature's turns, it must make a
your Intelligence modi er (a minimum of once). You Constitution saving throw. On a failed save, it takes
regain all expended uses when you complete a short damage of the triggering type equal to your
or long rest. Intelligence modi er and has disadvantage on attack
rolls until the start of its next turn. On a success, this
INJECTION APPARATUS
feature ends, and the creature becomes immune to it
You install a wrist mounted injection apparatus into
for one day.
your modi ed biochemist's pack. It is a simple
Once you've used this feature, you must complete a
vibroweapon with the nesse and light properties,
short or long rest before you can use it again.
and deals 1d4 kinetic damage on a hit. Your injection
apparatus does not ll the hand slot, but you can't PIERCING GEL
use it while the hand is full. Prerequisite: 11th level
When you hit with the weapon, you can activate Prerequisite: Luminous Gel
your distributor to deploy one of your mixtures. If you Your luminous gel now automatically dispels illusions
do so, the target has disadvantage on the saving and can detect invisibility, as with truesight.
throw against your mixture.
SELF-INJECTION MODULE
INOCULATION You install a special kolto injector into your modi ed
You gain immunity to the poisoned and diseased biochemist's pack that can inject you with kolto in
conditions. response to pain. When you take damage, you can use
your reaction and expend a Hit Die to regain health as
INTEGRATED EVA FUNCTIONALITY
long as the damage would not reduce your hit points
You make several additions to your modi ed
to 0.
biochemist's pack, you are protected from hazardous
conditions, as if wearing an EVA suit, for as long as you SMART DISPERSAL SYSTEM
are wearing your modi ed biochemist's pack. When you activate your distributor, you can choose a
number of creature equal to your Intelligence
KOLTO AEROSOL
modi er. Those creature automatically succeed on
Prerequisite: 9th level
their saving throws against your mixtures.
You add a special dispersal system to your modi ed
biochemist's pack. This system slowly disperses small SPRAY DISTRIBUTION SYSTEM
amounts of kolto in the air. If creatures spend the You upgrade your distributor, granting it the ability to
entirety of a long rest within 30 feet of you, they regain spray in a cone. When you use your action to activate
all expended Hit Dice, instead of only half. Additionally, your distributor, you can choose to a ect each
they are cured of any poisons or diseases that are creature in a 15-foot cone.
su ering from. You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You
LONG-RANGE DISTRIBUTION SYSTEM
regain all expended uses when you complete a short
You upgrade your distributor, improving the range.
or long rest.
When you use your action to activate your distributor,
you can choose to increase the range to 60 feet.

26 EXPANDED CONTENT | ARCHETYPES | ENGINEER


CYBERTECH ENGINEERING PERFECTED PURPOSING
Those engineers who choose the Cybertech Starting at 18th level, when you cast a tech power, you
Engineering discipline focus on the ability to craft can choose to deal maximum damage or provide
reusable consumables and items that augment and maximum healing with that power.
complement their techcasting abilities. Once you've used this feature, you must complete a
short or long rest before you can use it again.
BONUS PROFICIENCIES
When you choose this discipline at 3rd level, you gain
pro ciency in cybertech's implements. additionally,
when you engage in crafting with cybertech's
implements, the rate at which you craft doubles.

CYBERTECH CONTRAPTIONS
Also at 3rd level, you learn modify gadgets and
wristpads utilizing your cybertech knowledge. Over
the course of a long rest, you can expend 500 cr worth
of materials to modify your wristpad. You must have a
wristpad, materials, and cybertech's implements in
order to perform this modi cation.
Your wristpad requires attunement, can only be
used by you, and counts as a tech focus for your tech
powers while you are attuned to it. Your modi ed
wristpad has 4 modi cation slots, and it gains more at
higher levels, as shown in the Modi cation Slots
column of the engineer table. For each modi cation
installed, your tech point maximum is reduced by 1.
Over the course of a long rest, you can replace or
remove a number of modi cations up to your
Intelligence modi er (minimum of one).
Some modi cation e ects require saving throws.
When you use such an e ect from this class, the DC
equals your tech save DC.

POTENT TECHCASTING
Lastly at 3rd level, when you miss with a tech attack
roll, or a creature succeeds on a saving throw against a
tech power you cast, you can expend one use of your
Potent Aptitude to overwhelm them. Roll the die, and
either add it to the attack roll or subtract it from their
saving throw.

ADAPTABLE APPLICATIONS
Beginning at 6th level, when you cast a tech power of
1st level or higher, you can choose to deal additional
damage or provide additional healing with that power.
The additional damage or healing equals half your
engineer level (rounded down).
You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a long
rest.

COMBAT CONTRIVANCES
At 14th level, when you use your action to a cast a 1st-
level or higher tech power, you can use your bonus
action to gain temporary hit points equal to the level
of the tech power + your Intelligence modi er.

EXPANDED CONTENT | ARCHETYPES | ENGINEER 27


CYBERTECH MODIFICATIONS BIOTIC AMPLIFIER
You integrate a biotic ampli er in your wristpad that
If a modi cation has prerequisites, you must meet increases the potency of your healing tech powers.
them to install it. You can install the modi cation at While wielding this ampli er, when a creature regains
the same time that you meet its prerequisites. hit points from a tech power you cast, you can grant
ADVANCED BIOTIC AMPLIFIER them temporary hit points equal to the amount of
Prerequisite: 15th level tech points spent. This amount can't exceed the
Prerequisite: Prototype Biotic Ampli er number of hit points restored.
You further ne tune your biotic ampli er. While You can use this ampli er a number of times equal
wielding this ampli er, when a creature gains to your Intelligence modi er. You regain all expended
temporary hit points from your biotic ampli er, it uses when you complete a short or long rest.
instead gains four times as many. This amount can't CLIMBING GLOVES
exceed the number of hit points regained. You craft a set of gloves with a powerful assisted grip.
ADVANCED CORROSIVE AMPLIFIER While wearing these gloves, you have a climbing speed
Prerequisite: 15th level of 20 feet, and you have advantage on Strength saving
Prerequisite: Prototype Corrosive Ampli er throws and Strength (Athletics) checks that involve
You further ne tune your Corrosive Ampli er. When climbing.
you activate this ampli er, the next attack roll made CORROSIVE AMPLIFIER
by that creature before the end of its next turn has You integrate a booster in your wristpad that
disadvantage. enhances your tech powers that deal acid damage.
ADVANCED CRYO AMPLIFIER While wielding this ampli er, when a creature takes
Prerequisite: 15th level acid damage from a tech power you cast, you can
Prerequisite: Prototype Cryo Ampli er choose to deal additional acid damage equal to your
You further ne tune your Cryo Ampli er. When you Intelligence modi er.
activate this ampli er, the creature is restrained until You can use this ampli er a number of times equal
the end of your next turn. to your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a short
ADVANCED EXPLOSIVE AMPLIFIER or long rest.
Prerequisite: 15th level
Prerequisite: Prototype Explosive Ampli er CRYO AMPLIFIER
You further ne tune your Explosive Ampli er. When a You integrate a booster in your wristpad that
creature takes re damage while ignited, the creature enhances your tech powers that deal cold damage.
has disadvantage on the next Dexterity saving throw While wielding this ampli er, when a creature takes
it makes before the start of your next turn. cold damage from a tech power you cast, you can
choose to deal additional cold damage equal to your
ARAKYD VECTOR Intelligence modi er.
Prerequisite: 5th level You can use this ampli er a number of times equal
You gain a +1 bonus to tech attack rolls. This bonus to your Intelligence modi er (a minimum of once). You
increases to +2 at 11th level and +3 at 17th level. regain all expended uses when you complete a short
or long rest.
AUGMENTED EXPLOSIVE
You can augment a single grenade, mine, or thermal DARKVISION GOGGLES
detonator to regain its charge. An augmented You craft a pair of sight-enhancing goggles. While
explosive can only be used by you, and it uses your wearing these goggles, you have darkvision to a range
tech save DC instead of its own. Once you've activated of 60 feet. If you already have darkvision, this
an explosive, it can't be activated again until you nish modi cation increases its range by 30 feet.
a short or long rest.
You can select this modi cation multiple times. Each EXPLOSIVE AMPLIFIER
time you do so, you can maintain an additional You integrate a booster in your wristpad that
augmented explosive, to a maximum equal to your enhances your tech powers that deal re damage.
Intelligence modi er. While wielding this ampli er, when a creature takes
re damage from a tech power you cast, you can
BELASCO DYNAMICS choose to deal additional re damage equal to your
Prerequisite: 5th level Intelligence modi er.
You gain a +1 bonus to your tech save DC. This bonus You can use this ampli er a number of times equal
increases to +2 at 11th level and +3 at 17th level. to your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a short
or long rest.

28 EXPANDED CONTENT | ARCHETYPES | ENGINEER


IMAGING AMPLIFIER Prerequisite: 7th level takes a
You integrate a booster in your wristpad that Prerequisite: Explosive Ampli er modi
enhances your illusionary tech powers. While wielding You ne tune your Explosive Ampli er. When you against
this ampli er, when a creature attempts an activate this ampli er, the creature is also ignited for 1 succes
Intelligence (Investigation) check against a tech power minute. At the start of each of its turns, the creature uses an
you cast to discern the illusion for what it is, you can e ect d
force the creature to have disadvantage on the roll (no
POWE
action required). Alternatively, when you cast the
Prereq
mirror image tech power, you create a fourth
Prereq
duplicate. While you have four duplicates, you must
While y
roll a 5 or higher on the d20 roll to change an attack's
when y
target to a duplicate.
your h
You can use this ampli er a number of times equal
to your Intelligence modi er (a minimum of once). You SENTR
regain all expended uses when you complete a short You lea
or long rest. globes
bonus
JET BOOTS
a point
Prerequisite: 7th level
Streng
You nd tune your augmented boots to give you
turns,
temporary, limited ight. Activating or deactivating
hostile
the boots requires a bonus action and, while active,
are ava
you have a ying speed of 30 feet.
must m
The rocket boots last for 1 minute before
it takes
deactivating. Once the boots have been activated,
by 5 un
they can't be activated again until you nish a short or
The s
long rest.
and ca
MECHANICAL ARM Each se
You create a mechanical arm which mounts to your can ma
shoulder, which you can use independently. You can Intellig
only gain the bene t of items held by two of your activat
arms at any given time. short o
You can choose this modi cation twice.
TRUES
PROTOTYPE BIOTIC AMPLIFIER Prereq
Prerequisite: 7th level Prereq
Prerequisite: Biotic Ampli er You m
You ne tune your biotic ampli er. While wielding this brie y
ampli er, when a creature gains temporary hit points activat
from your biotic ampli er, it instead gains twice as toggled
many. This amount can't exceed the number of hit autom
points regained. invisib
Once
PROTOTYPE CORROSIVE AMPLIFIER short o
Prerequisite: 7th level
Prerequisite: Corrosive Ampli er WRIST
You ne tune your Corrosive Ampli er. When you You cra
activate this ampli er, the next attack roll made attach
against that creature before the end of its next turn you ca
has advantage. 30/60.
can tar
PROTOTYPE CRYO AMPLIFIER A cre
Prerequisite: 7th level hook. A
Prerequisite: Cryo Ampli er the ho
You ne tune your Cryo Ampli er. When you activate check.
this ampli er, the creature's speed is reduced by 10 connec
feet until the end of your next turn. If the tech power Whil
already reduces the creature's speed, that amount is action
instead increased by 5 feet. locatio
PROTOTYPE EXPLOSIVE AMPLIFIER object
you ca
Once
until yo

EXPANDED CONTENT | ARCHETYPES | ENGINEER 29


This damage increases when you reach certain levels
EXPERIMENTAL ENGINEERING in this class, increasing to 2d6 at 5th level, 3d6 at 11th
Those engineers who choose the Experimental level, and 4d6 at 17th level.
Engineering discipline create and use untested
combinations, resulting in powerful—and often CREATIVE DESTRUCTION
unpredictable—e ects. Beginning at 6th level, you can add your Intelligence
modi er (a minimum of +1) to any damage you deal
BONUS PROFICIENCIES with tech powers and class features. If the tech power
When you choose this discipline at 3rd level, you gain or class feature would damage multiple creatures, you
pro ciency in a set of implements of your choice. can only deal this additional damage to one of them.
Additionally, when you engage in crafting with tinker's If you choose to deal this additional damage, your
implements, the rate at which you craft doubles. GM can have you roll on the Experimental Engineering
Surge table.
MODIFIED TINKERCANNON
Also at 3rd level, you learn to enhance your tinker's EXPERIMENTAL OVERRIDES
implements with unproven science, modifying them At 14th level, you gain a modicum of control over your
into a backpack with a cannon. Over the course of a surges. Whenever you roll on the Experimental
long rest, you can expend 500 cr worth of materials to Engineering Surge table and use one of your overrides,
modify your tinker's implements. You must have you can choose either total.
materials and tinker's implements in order to perform
this modi cation. ENGINEERING BOMBARDMENT
Whenever you cast a tech power of 1st level or Starting at 18th level, the harmful energies of your
higher while wielding your tinker's implements, you tech powers and class features intensify. When you
risk unexpected complications. Your GM can have you roll damage for a tech power or class feature and roll
roll a d20. If you roll a 1, roll on the Experimental the highest number possible on any of the dice, you
Engineering Surge table to create a random e ect. can roll it again and use both results. You can only use
Additionally, your tinker's implements come this ability once per tech power or class feature.
equipped with 4 overrides, and they gain more at
higher levels, as shown in the Modi cation Slots
column of the engineer table. Each time you trigger an
Experimental Engineering Surge, you can use an
override to reroll the percentile dice. You must use the
new result, you can only do this once per surge, and
your
maximum tech points is reduced by 1 until
you complete a long rest. You regain all
expended overrides when you complete
a long rest.

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

30 EXPANDED CONTENT | ARCHETYPES | ENGINEER


EXPERIMENTAL ENGINEERING SURGE
d100 Result d100 Result
 01- Roll on this table at the start of each of your turns for 1  51- A shimmering energy barrier grants you a +2 bonus to
 02 minute, ignoring this result on subsequent rolls.  52 AC for 1 minute.
 03- For the next minute, you can see any invisible creature  53- You are immune to being intoxicated by alcohol for the
 04 if you have line of sight to it.  54 next 5d6 days.
 05- A DRK-1 tracker droid appears with 5 feet of you, then  55- Your hair falls out but grows back within 24 hours. If
 06 disappears 1 minute later.  56 you don't have hair, you instead grow it for 24 hours.
 07- You cast explosion at 3rd-level centered on yourself  57- For 1 minute, any ammable object not worn or carried
 08 without expending tech points.  58 you touch bursts into ame.
 09- You cast homing rockets at 5th-level without  59- You regain tech points equal to your Intelligence
 10 expending tech points.  60 modi er (minimum of one).
 11- Roll a d10. Your height changes by a number of inches  61-
For the next minute, you shout whenever you speak.
 12 equal to the roll: if odd, you shrink; if even, you grow.  62
 13- You fall asleep standing for 1 minute or until you take  63- You cast smoke cloud centered on yourself without
 14 damage.  64 expending tech points.
 15- For the next minute, you regain 5 hit points at the start  65- Up to three creatures you choose within 30 feet of you
 16 of each of your turns  66 take 4d10 lightning damage.
 17- You grow a long beard made of feathers that remains  67- You are frightened by the nearest creature until the end
 18 until you sneeze.  68 of your next turn.
 19- You cast oil slick centered on yourself without  69- Each creature within 30 feet of you becomes invisible
 20 expending tech points.  70 for 1 minute, or until it attacks or casts a power.
 21- Creatures have disadvantage on the rst saving throw  71-
You gain resistance to all damage for the next minute.
 22 they make against you in the next minute.  72
 23- Your skin turns a vibrant shade of blue. Any e ect that  73- A random creature within 60 feet of you becomes
 24 ends a curse ends this.  74 poisoned for 1d4 hours.
 25- You grow an extra eye, granting advantage on Wisdom  75-
You emit bright light in a 30-foot radius for 1 minute.
 26 (Perception) checks that rely on sight for 1 minute.  76
 27- For the next minute, all your tech powers with a casting  77- Each creature within 30 feet of you except you gains
 28 time of 1 action have a casting time of 1 bonus action.  78 the bene ts of mirror image for 1 minute.
 29- You teleport up to 60 feet to an unoccupied space of  79- Illusory butter ies and ower petals utter in the air
 30 your choice that you can see.  80 within 10 feet of you for the next minute.
 31- You take 2d10 lightning damage and are shocked for 1  81-
You can take one additional action immediately.
 32 minute.  82
 33- Maximize the damage of the next damaging tech power  83- Each creature within 30 feet of you takes 1d10 necrotic
 34 you cast within the next minute.  84 damage and you gain hit points equal to the damage.
 35- Roll a d10. Your age changes by a number of years  85-
You cast mirror image without expending tech points.
 36 equal to the roll: if odd, younger; if even, older.  86
 37- You start running uncontrollably for 1 minute, moving  87- You are frozen in carbonite and paralyzed for 1 minute
 38 your entire speed each turn.  88 or until you take damage.
 39-  89- You turn invisible and can't make sound for 1 minute,
You regain 2d10 hit points.
 40  90 or until you attack or cast a power.
 41- Each creature within 30 feet of you is subjected to the  91- If you die within the next minute, you immediately
 42 gleaming outline tech power for 1 minute.  92 come back to life as if by the de brillate power.
 43- For the next minute, you can teleport up to 20 feet as a  93- Your size increases by one size category for the next
 44 bonus action on each of your turns.  94 minute.
 45-  95- You and all creatures within 30 feet of you gain
You are blinded and deafened for 1 minute.
 46  96 vulnerability to energy damage for the next minute.
 47- You have disadvantage on the rst ability check, attack  97- You are surrounded by faint, ethereal music for the
 48 roll, or saving throw you make each turn for 1 minute.  98 next minute.
 49- You can't speak for the next minute. Whenever you try,  99-
You regain half your expended tech points.
 50 pink bubbles oat out of your mouth.  100

EXPANDED CONTENT | ARCHETYPES | ENGINEER 31


FORCECASTING ABILITY
ADEPT SPECIALIST Your forcecasting ability varies based on the alignment
Those ghters who choose to become Adept of the powers you cast. You use your Wisdom for light
Specialists tap into a latent Force-sensitivity to side powers, Charisma for dark side powers, and
augment their martial prowess, blending the two to Wisdom or Charisma for universal powers (your
accelerate their bodies and blows. An adept speeds choice). You use this ability score modi er whenever a
across the battle eld, attacking opponents in a urry power refers to your forcecasting ability. In addition,
of blows before dashing o again. you use this ability score modi er when setting the
saving throw DC for a force power you cast and when
FORCECASTING making an attack roll with one.
When you choose this specialty at 3rd level, you have
learned powers, fragments of knowledge that imbue Force save DC = 8 + your pro ciency bonus +
you with an abiding force ability. See chapter 10 for your forcecasting ability modi er
the general rules of forcecasting and chapter 11 for the
Force attack modifier = your pro ciency bonus +
force powers list.
your forcecasting ability modi er
FORCE POWERS KNOWN
You learn 4 force powers of your choice, and you learn GROWING MOMENTUM
more at higher levels, as shown in the Force Powers Also at 3rd level, you can cast the burst of speed force
Known column of the Adept Specialist Forcecasting power targeting yourself at 1st-level without
table. You may not learn a force power of a level expending force points. At 10th level, when you do so,
higher than your Max Power Level, and you may learn your speed increases by an additional 10 feet. At 18th
a force power at the same time you learn its level, when you do so, your speed increases by an
prerequisite. additional 10 feet.
FORCE POINTS You can use this feature a number of times equal to
You have a number of force points equal to your your Wisdom or Charisma modi er (your choice, a
ghter level, as shown in the Force Points column of minimum of once). You regain any expended uses
the Adept Specialist Forcecasting table, + your Wisdom when you nish a long rest.
or Charisma modi er (your choice). You use these
force points to cast force powers. You regain all
expended force points when you nish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater e ect. You can
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Adept Specialist Forcecasting
table.
You may only cast force powers at 4th-level once.
You regain the ability to do so after a long rest.

32 EXPANDED CONTENT | ARCHETYPES | FIGHTER


WHIRLING WEAPONS
Beginning at 7th level, your constant blur of motion
and attacks becomes an unending barrage as you
build momentum. Once on your turn when you miss ADEPT SPECIALIST FORCECASTING
with a weapon attack you can make another weapon
Force Powers Force Max Power
attack, no action required.
Level Known Points Level
3rd 4 3 1st
4th 5 4 1st
5th 6 5 1st
6th 7 6 1st
7th 8 7 2nd
8th 9 8 2nd
9th 10 9 2nd
10th 11 10 2nd
11th 12 11 2nd
12th 13 12 2nd
13th 14 13 3rd
14th 15 14 3rd
15th 16 15 3rd
16th 17 16 3rd
17th 18 17 4th
18th 18 18 4th
19th 19 19 4th
20th 19 20 4th

FOCUSED BREATHING
At 10th level, you learn to recover some of your
expended power quickly. When you use your Second
Wind you also regain a number of force points equal
to your Wisdom or Charisma modi er (your choice, a
minimum of one).

UNSTOPPABLE FORCE
Starting at 15th level, you learn to completely ignore
many of the most devastating impediments of
combat. You can expend a use of Indomitable to gain
the e ect of the freedom of movement force power
until the end of your next turn.

INSTANT ACCELERATION
At 18th level you reach the pinnacle of your training,
moving faster than eyes or most sensors can track.
When you use Action Surge feature, you can teleport
up to 30 feet to an unoccupied space you can see. You
can teleport before or after the additional action.

EXPANDED CONTENT | ARCHETYPES | FIGHTER 33


BLADEMASTER SPECIALIST DERVISH
Those ghters who choose to become Blademaster Beginning at 7th level, when you score a critical hit
Specialists hone their focus to a blade's edge, with a melee weapon attack, you regain a use of your
becoming so in tune with their arsenal that it becomes Adaptive Fighting, to a maximum of your Strength or
both their weapon and their armor. Dexterity modi er (your choice, minimum of one).

UNARMORED DEFENSE RESILIENT FIGHTING


At 10th level, when you expend a use of your Adaptive
When you choose this specialty at 3rd level, while you
Fighting, you gain resistance to energy and kinetic
are wearing no armor and not wielding a shield, your
damage dealt by weapons until the start of your next
AC equals 10 + your Dexterity modi er + your Strength
turn.
modi er.

ADAPTIVE FIGHTING ADRENALINE RUSH


Also at 3rd level, you've learned to make adaptations Starting at 15th level, when you use your Action Surge
to your ghting style on the y. You have three such feature, you can take an extra bonus action on top of
e ects: Change Up, Draw, and Stow. When you use the additional action.
your Adaptive Fighting, you choose which e ect to BLADESTORM
create.
You can use this features a number of times equal to At 18th level, you can use your action to make a single
your Strength or Dexterity modi er (your choice, a melee weapon attack against each creature within
minimum of once). You regain all expended uses when your reach. Make a separate attack roll against each
you complete a short or long rest. target. The rst attack gains a +1 bonus to its attack
roll, and each attack after the rst gains an additional
CHANGE UP +1 bonus to its attack roll, cumulatively, to a
You can use your object interaction and expend a use maximum bonus of +6. If you are wielding two light- or
of your Adaptive Fighting to change the Fighting Style vibro-weapons, or a weapon with the double
option granted to you by your ghter class feature. property, you also add this bonus to your damage
You can't take a Fighting Style option more than once. rolls, and you can use your bonus action to engage in
Double- or Two-Weapon Fighting.
DRAW Once you've used this feature, you must complete a
When you use your object interaction to draw one or short or long rest before you can use it again.
more weapons, you can expend a use of your
Adaptive Fighting (no action required) to make your
weapon attacks with the weapon(s) score a critical hit
on a roll of 19 or 20 until the start of your next turn.
STOW
When you use your object interaction to stow a
weapon, you can expend a use of your Adaptive
Fighting (no action required) to take the Disengage
action.

34 EXPANDED CONTENT | ARCHETYPES | FIGHTER


DEMOLITIONS SPECIALIST BACKUP PLANS
Those ghters who choose to become Demolitions Starting at 15th level, when you roll initiative and have
Specialists are experts in using explosives in combat. no charges remaining, you can create 2 charges.
They have an explosive for every situation, whether it Additionally, whenever you create a charge, you can
be breaching a forti ed bunker, taking down a walker, change the damage type to acid, energy, re, ion,
or simply demonstrating that in combat, standing too lightning, or sonic.
close to your squadmates can be fatal. BOMBARD
BONUS PROFICIENCIES At 18th level, when a creature fails its saving throw
against a charge or grenade thrown by you, it has
When you choose this specialty at 3rd level, you gain
disadvantage on the next Dexterity saving throw it
pro ciency in demolitions kit. Additionally, when you
makes before the end of your next turn.
would install a breaching charge, you can do so in half
the time.

EXPLOSIVE CHARGE
Also at 3rd level, you learn to create a number of small
explosives known as charges. Over the course of a
short or long rest, you can create a number of charges
equal to your Intelligence modi er. You must have a
demolitions kit in order to create these charges. Your
charges can only be used by you, and they lose their
potency at the end of your next short or long rest.
Once per turn, when you would make a ranged
weapon attack, you can instead throw one of your
charges. Your charges have a range equal to 30 feet +
your Strength modi er x 5. You can throw a charge
at a point you can see within range. Each creat-
ure within 5 feet must make a Dexterity sav-
ing throw (DC = 8 + your pro ciency bonus
+ your Intelligence modi er). A creature
takes 2d4 + your Intelligence modi er kin-
etic damage on a failed save, or half as
much on a successful one.
The damage of your charges increases
to 3d4 at 7th level and 4d4 at 15th level.

CAUSE AND EFFECT


Beginning at 7th level, you learn to throw grenades
as a bonus action. Additionally, when a creature
fails a saving throw against a charge or grenade,
you can expend a superiority die to apply one of
your maneuvers. You can only use this feature
once per grenade.

VOLATILE REFLEXES
At 10th level, when a creature within 5 feet of
you makes a melee attack against you, you can
use your reaction and throw a charge behind
the target. If the target fails its saving throw
against the charge, you impose disadvantage on
the attack roll made against you.

EXPANDED CONTENT | ARCHETYPES | FIGHTER 35


ENHANCEMENT SPECIALIST STUDIED SHOOTER
Those ghters who choose to become Enhancement When you choose this specialty at 3rd level, you learn
Specialists learn to apply their technological prowess specialized theory typical for practitioners of the
to their blasters. With their deep understanding of enhancement trade. You gain pro ciency in your
both their weapon and how to manipulate its choice of the Lore or Technology skills. Additionally,
ammunition on the y, they can often turn the tides you learn your choice of the encrypted message or
of a battle with a single shot. minor image tech power. Intelligence is your
techcasting ability for these powers.

SPECIAL AMMUNITION
Also at 3rd level, you learn ammunition enhancements
that are fueled by ampli ed shots to unleash special
enhanced e ects.
AMMUNITION ENHANCEMENTS
You know two ammunition enhancements of your
choice, which are detailed under "Ammunition
Enhancements" below, and you earn more at higher
levels. Many ammunition enhancements boost an
attack in some way. Once per turn when you re a
shot from a blaster as part of the Attack action, you
can apply one of your Ammunition Enhancement
options to that shot,
You gain an additional Ammunition Enhancement
option of your choice when you reach certain levels in
this class: 7th, 10th, 15th, and 18th level. Each option
also improves when you become an 18th-level ghter.
Each time you learn new ammunition
enhancements, you can also replace one ammunition
enhancement you know with a di erent one.
AMPLIFIED SHOTS
You have two ampli ed shots, which you use to
activate your ammunition enhancements. An
ampli ed shot is expended when you use it. When
you re an ampli ed shot, your weapon is treated as
enhanced for overcoming resistance and immunity to
unenhanced attacks and damage. You decide to use
the option when the shot hits a creature, unless the
option doesn't involve an attack roll. You regain all of
your ampli ed shots when you nish a short or long
rest.
SAVING THROWS
Some of your ammunition enhancements require
your target to make a saving throw to resist the
maneuver's e ects. The saving throw DC is calculated
as follows:

Ammunition save DC = 8 + your pro ciency bonus +


your Dexterity modi er

36 EXPANDED CONTENT | ARCHETYPES | FIGHTER


AMMUNITION ENHANCEMENTS QUELL SHOT
You re a shot enhanced with a debilitating poison.
The ammunition enhancements are presented in The creature hit by the shot takes an extra 2d6 poison
alphabetical order. damage. The target must also succeed on a
CARBONITE SHOT Constitution saving throw, or the damage dealt by its
When this shot strikes its target, shards of carbonite weapon attacks is halved until the start of your next
wrap around the target. The creature hit by the shot turn.
takes an extra 2d6 cold damage, its speed is reduced The poison damage increases to 4d6 when you
by 10 feet, and it takes 2d6 kinetic damage the rst reach 18th level in this class.
time on each turn it moves 1 foot or more without SEEKING SHOT
teleporting. The target or any creature that can reach You apply a tracing signal to your shot. When you use
it can use its action to remove the carbonite with a this option, you don't make an attack roll for the
successful Strength (Athletics) check against your attack. Instead, choose one creature you have seen in
Special Ammunition save DC. Otherwise, the carbonite the past minute. The shot ies toward that creature,
lasts for 1 minute or until you use this option again. moving around corners if necessary and ignoring
The cold damage and kinetic damage both increase three-quarters cover and half cover. If the target is
to 4d6 when you reach 18th level in this class. within the weapon's range and there is a path large
COERCING SHOT enough for the shot to travel to the target, the target
You enhance your shot with chemicals that confuse must make a Dexterity saving throw. Otherwise, the
the target. The creature hit by the shot takes an extra shot disappears after traveling as far as it can. On a
2d6 poison damage, and choose one of your allies failed save, the target takes damage as if it were hit by
within 30 feet of the target. The target must succeed the shot, plus an extra 1d6 kinetic damage, and you
on a Wisdom saving throw, or it is charmed by the learn the target's current location. On a successful
chosen ally until the start of your next turn. This e ect save, the target takes half as much damage, and you
ends early if the chosen ally attacks the charmed don't learn its location.
target, deals damage to it, or forces it to make a saving The kinetic damage increases to 2d6 when you reach
throw. 18th level in this class.
The poison damage increases to 4d6 when you
ENHANCED SHOT
reach 18th level in this class.
Beginning at 7th level, you gain the ability to enhance
EXPLOSIVE SHOT your shots. Whenever you re an unenhanced shot
You re a shot set to explode on impact. The shot from a blaster, you can make it enhanced for the
detonates after your attack. Immediately after the purpose of overcoming resistance and immunity to
shot hits the creature, the target and all other unenhanced attacks and damage.
creatures within 10 feet of it take 2d6 re damage
each. REDIRECTED SHOT
The re damage increases to 4d6 when you reach At 10th level, you learn how to direct an errant shot
18th level in this class. toward a new target. When you make an attack roll
HALLUCINOGEN SHOT with an enhanced shot and miss, you can use a bonus
You enhance your shot with hallucinogenic chemicals. action to reroll the attack roll against a di erent target
The creature hit by the shot takes an extra 2d6 psychic within 60 feet of the original target.
damage, and it must succeed on a Wisdom saving EVER-READY SHOT
throw or be unable to see anything farther than 5 feet
away until the start of your next turn. Starting at 15th level, your enhanced ammunition is
The psychic damage increases to 4d6 when you available whenever battle starts. If you roll initiative
reach 18th level in this class. and have no uses of Special Ammunition remaining,
you regain one use of it.
PIERCING SHOT
You enhance your shot with armor-piercing AMMUNITION UPGRADES
properties. When you use this option, you don't make At 18th level, your ammunition enhancements
an attack roll for the attack. Instead, the shot shoots improve.
forward in a line, which is 1 foot wide and 30 feet long,
before disappearing. The shot passes through objects,
ignoring cover. Each creature in that line must make a
Dexterity saving throw. On a failed save, a creature
takes damage as if it were hit by the shot, plus an
extra 1d6 damage of the weapon's type. On a
successful save, a target takes half as much damage.
The extra damage increases to 2d6 when you reach
18th level in this class.

EXPANDED CONTENT | ARCHETYPES | FIGHTER 37


HEAVY WEAPONS SPECIALIST OVERWHELM
Some manned instruments of war require their user Starting at 15th level, when you use your Second Wind
to have superior physical prowess to overcome their while wielding a weapon with the heavy or strength
weight and encumbrance. Those ghters who choose properties, if you hit with the rst attack roll you make
to become Heavy Weapons Specialists use their before the end of your next turn, you treat the hit as a
powerful bodies, and powerful armaments, to critical hit. If you miss with the rst attack roll you
overwhelm their foes. make before the end of your next turn, you instead
treat the miss as a hit.
ROCK STEADY
PURE PERFORMANCE
When you choose this specialty at 3rd level, you have
At 18th level, attack rolls you make while wielding a
learned to use the heft of your weapon to root
weapon with the heavy or strength properties can't
yourself in place. At the end of each of your turns, if
su er from disadvantage.
you move less than half your speed while wielding a
weapon with the heavy or strength properties, you
have advantage on saving throws to avoid being
restrained, moved, or knocked prone. This advantage
lasts until the end of your next turn.

MY LITTLE FRIEND SAYS HELLO THERE


Also at 3rd level, you know how to use the sheer size
of your weapon to strike fear in those around you.
You can add your Strength modi er to any Charisma
(Intimidation) check you make while wielding a
weapon with the heavy or strength properties that
doesn't already include that modi er.

MAXIMUM OUTPUT
Beginning at 7th level, when you take the Attack
action while wielding a weapon with the heavy or
strength properties, you can forgo one or more
attacks.
If you do so, you deal additional damage the
rst time you hit with an attack roll before
the end of your next turn. For each attack
you forgo in this fashion, you deal extra
damage equal to 1d12 + half your
ghter level (rounded down). If you
miss with the rst attack roll you
make before the end of your next
turn, you instead deal normal weapon
damage.

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

38 EXPANDED CONTENT | ARCHETYPES | FIGHTER


MOUNTED SPECIALIST HOLD THE LINE
Those ghters who choose to become Mounted At 10th level, you become a master of locking down
Specialists excel at mounted combat. Mounted your enemies. Creatures provoke an opportunity
Specialists are most dangerous from the seat of a attack from you when they move 5 feet or more while
speeder or saddle of a varactyl, though they can hold within your reach, and if you hit a creature with an
their own from the ground. Their versatility often has opportunity attack, the target's speed is reduced to 0
them leading the charge or protecting the team. until the end of the current turn.

BONUS PROFICIENCIES FEROCIOUS CHARGER


Starting at 15th level, you can run down your foes,
When you choose this specialty at 3rd level, you gain
whether you're mounted or not. If you move at least
pro ciency in Animal Handling or Piloting.
10 feet in a straight line right before attacking a
BORN TO THE SADDLE creature and you hit it with the attack, that target
must succeed on a Strength saving throw (DC = 8 +
Also at 3rd level, your mastery as a rider becomes
your pro ciency bonus + your Strength modi er) or
apparent. You have advantage on saving throws made
be knocked prone. You can use this feature only once
to avoid falling o your mount. If you fall o your
on each of your turns.
mount and descend no more than 10 feet, you can
land on your feet if you're not incapacitated. VIGILANT DEFENDER
Finally, mounting or dismounting a creature or
At 18th level, you respond to danger with
vehicle costs you only 5 feet of movement, rather than
extraordinary vigilance. In combat, you get a special
half your speed.
reaction that you can take once on every creature's
UNWAVERING MARK turn, except your turn.
You can use this special
Lastly at 3rd level, you can menace your foes, foiling
reaction only to make
their attacks and punishing them for harming others.
an opportunity attack,
When you hit a creature with a melee weapon attack,
and you can't use it on
you can mark the creature until the end of your next
the same turn that you
turn. This e ect ends early if you are incapacitated or
take your normal reaction.
you die, or if someone else marks the creature. While it
is within 5 feet of you, a creature marked by you has
disadvantage on any attack roll that doesn't target
you.
In addition, if a creature marked by you deals
damage to anyone other than you, you can make a
special melee weapon attack against the marked
creature as a bonus action on your next turn. You
have advantage on the attack roll, and if it hits, the
attacks weapon deals extra damage to the target
equal to half your ghter level.
Regardless of the number of creatures you mark,
you can make this special attack a number of times
equal to your Strength modi er (minimum of once),
and you regain all expended uses when you nish a
long rest.

WARDING MANEUVER
Beginning at 7th level, you learn to fend o strikes
directed at you, your mount, or other creatures
nearby. If you or a creature you can see within 5 feet
of you is hit by an attack, you can roll ld8 as a reaction
if you're wielding a melee weapon or a shield. Roll the
die, and add the number rolled to the target's AC
against that attack. If the attack still hits, the target
has resistance against the attack's damage.
You can use this feature a number of times equal to
your Constitution modi er (a minimum of once), and
you regain all expended uses of it when you nish a
long rest.

EXPANDED CONTENT | ARCHETYPES | FIGHTER 39


PRAETORIAN SPECIALIST STRENGTH BEFORE DEATH
Those ghters who choose to become Praetorian Starting at 18th level, your ghting spirit can delay the
Specialists seek perfection of both body and mind. grasp of death. If you take damage that reduces you
These warriors master the art of warfare, and are often to 0 hit points, you can use your reaction to delay
sought as bodyguards for the galaxy's elite. They are falling unconscious, and you can immediately take an
engines of destruction and resilience, able to ght on extra turn. While you have 0 hit points during that
to their last breath. extra turn, taking damage causes death saving throw
failures as normal, and three death saving throw
BONUS PROFICIENCY failures can still kill you. When the extra turn ends, you
fall unconscious if you still have 0 hit points.
When you choose this archetype at 3rd level, you gain
Once you've used this feature, you can't use it again
pro ciency in one of the following skills of your choice:
until you nish a long rest.
Insight, Lore, Performance, or Persuasion.
Alternatively, you learn one language of your choice.

FIGHTING SPIRIT
Starting at 3rd level, your intensity in battle can shield
you and help you strike true. As a bonus action on
your turn, you can give yourself advantage on all
weapon attack rolls until the end of the current turn.
When you do so, you also gain 5 temporary hit points.
The number of hit points increases when you reach
certain levels in this class, increasing to 10 at
10th level and 15 at 15th level.
You can use this feature three times.
You regain all expended uses when you
nish a long rest.

RESILIENT RETAINER
Starting at 7th level, your discipline and attention to
detail allow you to excel in social situations. Whenever
you make a Charisma (Persuasion) check, you gain a
bonus to the check equal to your Wisdom modi er.
Your self-control also causes you to gain pro ciency
in Wisdom saving throws. If you already have this
pro ciency, you instead gain pro ciency in Intelligence
or Charisma saving throws (your choice).

TIRELESS SPIRIT
Starting at 10th level, when you roll initiative and have
no uses of Fighting Spirit remaining, you regain one
use.

RAPID STRIKE
Starting at 15th level, you learn to trade accuracy for
swift strikes. If you take the Attack action on your turn
and have advantage on an attack roll against one of
the targets, you can forgo the advantage for that roll
to make an additional weapon attack against that
target, as part of the same action. You can do so no
more than once per turn.

40 EXPANDED CONTENT | ARCHETYPES | FIGHTER


FORM IV: ATARU MASTER OF AGGRESSION
Form IV, also know as Aggression Form, is a kinetically At 20th level, your presence on the eld of battle is as
active form that relies on speed, acrobatics, and a graceful blur of deadly blades and daring acrobatics.
power. Those guardians who focus on Ataru Form Your Dexterity and Wisdom or Charisma scores (your
utilize high energy tactics to confuse and distract their choice) increase by 2. Your maximum for those scores
opponents, quickly moving about the battle eld. increases by 2. Additionally, you can use your action to
gain the following bene ts for 1 minute:
FORM BASICS You have resistance to kinetic and energy damage
When you choose this form as your focus at 3rd level, from unenhanced weapons.
you learn the basics of the chosen form. You gain the When an ally within 30 feet of you takes the Attack
Form IV: Ataru Lightsaber Form, detailed in Chapter 6 action, they can make one additional attack as a part of
of the Player's Handbook. If you already know this that same action.
form, you can instead choose another Lightsaber When you hit a creature with a weapon attack, you can
Form. You can't take a Lightsaber Form option more move up to 10 feet. This movement does not provoke
than once, even if you later get to choose again. opportunity attacks.

THE WAY OF THE HAWK-BAT This e ect ends early if you are incapacitated or die.
Also at 3rd level, as a bonus action, you can take an Once you've used this feature, you can't use it again
aggressive stance, leaping around the battle eld for 1 until you nish a long rest.
minute. As a part of this bonus action, and as a bonus
action on each of your turns, you can cast the force
jump power at 1st-level without expending force
points. Additionally, when you cast force jump, you
have advantage on the rst attack roll you make
against each creature within 5 feet of where you land.
This e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you nish a long rest.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following Channel the
Force option.
RETREATING LEAP
When a creature makes a melee attack roll against
you, you can expend a use of your Channel the Force
and your reaction to jump 10 feet in a direction of
your choice, imposing disadvantage on the roll. This
movement does not provoke opportunity attacks.
You can wait until after the attack roll is made, but
before the DM determines whether the attack hits.

HAWK-BAT SWOOP
At 7th level, you gain the ability to move along vertical
surfaces without falIing during the move. If you end
your turn in the air, you fall immediately to the
ground.
Additionally, you no longer take damage when
falling from a distance no greater than your walking
speed.

WHIRLWIND ATTACK
At 15th level, you can use your action to make melee
attacks against any number of creatures within 5 feet
of you, with a separate attack roll for each target.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN 41


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

BONUS PROFICIENCIES
You gain pro ciency in heavy armor.

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

THE WAY OF THE KRAYT DRAGON


Also at 3rd level, as a bonus action, you can take a
threatening stance for one minute. While in this
stance, the rst time you hit with a melee weapon
attack using Strength each turn, you can attempt to
damage another creature with the same attack.
Choose another creature within 5 feet of the original
target and within your reach. If the original attack roll
would hit the second creature, it takes damage equal
to your Strength modi er. The damage is of the same
type dealt by the original attack.
This e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you nish a long rest.

CHANNEL THE FORCE


Lastly at 3rd level, you gain one of the following
Channel the Force options. Choose Blade Barrier for
Shien or Falling Avalanche for Djem So.
BLADE BARRIER
On your turn, when you deal melee weapon damage
that includes your Strength modi er, you can forgo
your Strength modi er to the damage roll, expend a
use of your Channel the Force (no action required),
and reduce your speed by half. If you do so, energy
and kinetic damage you take from weapons before
the end of your next turn is reduced by an amount
equal to your Strength modi er. You can not use this
feature if you have moved more than half your speed
this turn.
FALLING AVALANCHE
On your turn, you can expend a use of your Channel
the Force (no action required) and reduce your speed
by half to gain advantage on the next ability check or
attack roll you make using Strength before the end of
your next turn. You can not use this feature if you
have moved more than half your speed this turn.

42 EXPANDED CONTENT | ARCHETYPES | GUARDIAN


DETERMINATION
At 7th level, you gain one of the following features.
Choose Aggressive Negotiations for Shien or Reliable
Vigor for Djem So.
AGGRESSIVE NEGOTIATIONS
When you make a Charisma (Intimidation) or
Charisma (Persuasion) check, you gain a bonus to the
check equal to half your Strength modi er (rounded
down) if it doesn't already include that modi er.
RELIABLE VIGOR
If your total for a Strength check or saving throw is
less than your Guardian level, you can use that value
in place of the total.

PRESENCE
Starting at 15th level, you gain one of the following
features. Choose Precise Re ection for Shien or Brutal
Strikes for Djem So.
PRECISE REFLECTION
When you hit with an attack made by the saber re ect
power, you can expend force points to deal additional
damage to the target, which is the same type as the
weapon's damage. The additional damage is 1d8 for
each point spent in this way. You can't deal more
additional damage than the amount shown in the
Focused Strikes column of the guardian table.
BRUTAL STRIKES
The Force owing through you grants you incredible
strength. When you roll a 1 or 2 on a Force-
Empowered Strikes or Improved Force-Empowered
Strikes damage die, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.
Additionally, when you spend force points to use
your Force-Empowered Strikes feature, you gain
temporary hit points equal to twice the number of
points spent.

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

You have resistance to kinetic and energy damage


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

This e ect ends early if you are incapacitated or die.


Once you've used this feature, you can't use it again
until you nish a long rest.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN 43


FORM VI: NIMAN MASTER OF MODERATION
Form VI, also known as Moderation Form, strikes a At 20th level, the Force ows in perfect concert with
balance between bladework and force powers. Those your weapon attacks. Your Dexterity and Wisdom or
guardians who focus on Niman Form weave Force Charisma scores (your choice) increase by 2. Your
manipulation with their melee weapon strikes, maximum for these scores increases by 2. Additionally,
pushing their opponents o -balance to create an you can use your action to gain the following bene ts
opening. for 1 minute:
You have resistance to kinetic and energy damage
FORM BASICS from unenhanced weapons.
When you choose this form as your focus at 3rd level, You have advantage on saving throws against force
you learn the basics of the chosen form. You gain the powers. Additionally, you have resistance against the
Form VI: Niman Lightsaber Form, detailed in Chapter 6 damage of force powers.
of the Player's Handbook. If you already know this When you use your action to cast an at-will force power
form, you can instead choose another Lightsaber that targets only one creature, you can target an
Form. You can't take a Lightsaber Form option more additional creature within 5 feet of the original target
than once, even if you later get to choose again. and within the power's range.

THE WAY OF THE RANCOR This e ect ends early if you are incapacitated or die.
Also at 3rd level, as a bonus action, you can enter a Once you've used this feature, you can't use it again
balanced stance for one minute. As a part of this until you nish a long rest.
bonus action, and as a bonus action on each of your
turns, when you use your action to cast a force power,
you can make one melee weapon attack.
This e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you nish a long rest.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following Channel the
Force option.
TELEKINETIC SLASH
When you deal damage with an at-will force power
that requires a force attack or a saving throw, you can
expend a use of your Channel the Force and expend
force points to deal additional damage to the target,
which is the same type as the power's damage. The
additional damage is 1d8 for each point spent in this
way. You can't deal more additional damage than the
amount shown in the Focused Strikes column of the
guardian table.

ENLIGHTENMENT
Starting at 7th level, you can add half your Wisdom or
Charisma modi er (your choice, rounded down,
minimum of one) to any saving throw you make that
doesn't already include that modi er.

REDIRECT
Starting at 15th level, when you would be a ected by
a force power that requires a Dexterity saving throw
or attack roll and would e ect only you, you may
redirect that power to another target within 30 feet. If
the power required a melee or ranged attack roll,
make a melee or ranged force attack roll against the
new target, as appropriate. If it required a Dexterity
saving throw, the new target must make a Dexterity
saving throw against your universal force save DC.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

44 EXPANDED CONTENT | ARCHETYPES | GUARDIAN


FORM VII: JUYO/VAPAAD CHANNEL THE FORCE
Form VII, also known as Ferocity Form, revels in the Lastly at 3rd level, you gain one of the following
satisfaction of battle and victory. Those guardians who Channel the Force options. Choose Snap Aggression
focus on Juyo/Vapaad Form channel their emotions for Juyo or Assertive Defense for Vapaad.
into their ghting, making heavy, sweeping strikes. SNAP AGGRESSION
If you are surprised at the start of combat and aren't
BONUS PROFICIENCIES incapacitated, you can expend a use of your Channel
You gain pro ciency in heavy armor. the Force to act normally on your rst turn.
FORM BASICS ASSERTIVE DEFENSE
When you choose this form as your focus at 3rd level, When you reduce the damage dealt by a force power
you learn the basics of the chosen form. You gain the to 0 using the saber re ect power, and you're wielding
Form VII: Juyo/Vapaad, detailed in Chapter 6 of the a lightweapon or vibroweapon, you can expend a use
Player's Handbook. If you already know this form, you of your Channel the Force to re ect the attack at a
can instead choose another Lightsaber Form. You target within range, regardless of what type the
can't take a Lightsaber Form option more than once, damage is.
even if you later get to choose again.

THE WAY OF THE VORNSKR


Also at 3rd level, as a bonus action, you can take a
savage stance, designating one creature you can see
within 10 feet of you as your prey for 1 minute. You
have advantage on attack rolls against the creature. If
the target drops to 0 hit points, you can use a bonus
action on a subsequent turn to mark a new creature.
This e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you complete a long rest.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN 45


FURY MASTER OF FEROCITY
At 7th level, you gain one of the following features. At 20th level, you are a paragon of extraordinary
Choose Relentless for Juyo or Punishing Charge for martial prowess. Your Strength and Dexterity scores
Vapaad. increase by 2. Your maximum for those scores
increases by 2. Additionally, you can use your action to
RELENTLESS gain the following bene ts for 1 minute:
You have advantage on initiative checks, and gain a 10
foot bonus to your speed on your rst turn of You have resistance to all damage.
combat. When you take the Attack action on your turn, you can
make one additional attack as part of that action.
PUNISHING CHARGE Your critical hit range with melee weapons increases
When a hostile creature you can see or hear within 30 by 1.
feet of you casts a force power, you can use your
reaction to move up half your speed. You must end This e ect ends early if you are incapacitated or die.
this move closer to the enemy than you started. If you Once you've used this feature, you can't use it again
end this movement within 5 feet of the creature, and until you complete a long rest.
the triggering force power required a ranged attack
roll, they have disadvantage on the roll.

VENGEANCE
Starting at 15th level, you gain one of the following
features. Choose Devastating Critical for Juyo or Their
Power, My Strength for Vapaad.
DEVASTATING CRITICAL
When you score a critical hit with a melee weapon
attack, you gain a bonus to that weapon's damage
roll equal to your guardian level.
THEIR POWER, MY STRENGTH
When you are dealt damage by a force power, you
can reduce that damage by an amount equal to your
guardian level (no action required).
You can use this feature a number of times equal to
your Wisdom or Charisma modi er (your choice, a
minimum of once). You regain all expended uses when
you complete a short or long rest.

46 EXPANDED CONTENT | ARCHETYPES | GUARDIAN


FORM VIII: SOKAN UNWAVERING SELF
Form VIII, also known as Persistence Form, uses Beginning at 7th level, if you fail a Strength, Dexterity,
determined movements followed by swift strokes to or Constitution saving throw, you can reroll the die.
keep their opponents' footing unsteady. Those You must use the new roll.
guardians who focus on Persistence Form make use of Once you've used this feature, you must complete a
the terrain, trying to maneuver their opponents into long rest before you can use it again. At 15th level you
vulnerable areas before dispatching them. can use this feature twice between long rests.

BONUS PROFICIENCIES UNHINDERED CHARGE


You gain pro ciency in heavy armor. Starting at 15th level, when you move at least 10 feet
before making a melee weapon attack, you deal
FORM BASICS additional damage equal to your Strength modi er.
When you choose this form as your focus at 3rd level, MASTER OF PERSISTENCE
you learn the basics of the chosen form. You gain the
Form VIII: Sokan Lightsaber Form, detailed in Chapter At 20th level, you are an unrelenting force on the eld
6 of the Player's Handbook. If you already know this of battle. Your Strength and Wisdom or Charisma
form, you can instead choose another Lightsaber scores (your choice) increase by 2. Your maximum for
Form. You can't take a Lightsaber Form option more these scores increases by 2. Additionally, you can use
than once, even if you later get to choose again. your action to gain the following bene ts for 1 minute:

You have resistance to kinetic and energy damage


THE WAY OF THE VARACTYL
from unenhanced weapons.
Also at 3rd level, as a bonus action, you can enter an You ignore e ects that would reduce your speed.
unyielding stance for one minute. While in this stance, Once per turn, when you push a creature, you can
you have advantage on ability checks and saving move up to 10 feet as a part of this push without
throws to shove, trip, and avoid being moved, and provoking opportunity attacks. If you end this
you ignore di cult terrain. Additionally, once per turn, movement within 5 feet of that creature, you can
when you hit with a melee weapon attack, you can make one melee weapon attack (no action required).
attempt to shove the target up to 10 feet away from
you (no action required). This e ect ends early if you are incap-
This e ect ends early if you are incapacitated or die. acitated or die. Once you've used this feature,
Once you've used this feature, you can't use it again you can't use it again until you complete
until you complete a long rest. a long rest.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following
Channel the Force option.
HIGH GROUND DEFENSE
When an opponent within 5 feet of you
makes a melee attack against you,
you can use your reaction and
expend a use of your Channel the
Force to move to another space
within 5 feet of that creature
without provoking opportunity
attacks, imposing disadvantage
on the roll. If the attack misses,
you can attempt
to shove the
creature up to
10 feet away from you as a
part of that same reaction.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN 47


FORM IX: TRAKATA MASTER OF DECEPTION
Form IX, also known as Deception Form, capitalizes on At 20th level, your skill with a lightweapon is both
a lightweapon's ability to quickly be toggled on and mesmerizing and confounding. Your Dexterity and
o . Those guardians who focus on Trakata Form Wisdom or Charisma scores (your choice) increase by
perform dazzling tricks with their lightweapon, 2. Your maximum for these scores increases by 2.
confusing their opponents before dispatching them. Additionally, you can use your action to gain the
following bene ts for 1 minute:
FORM BASICS You have resistance to kinetic and energy damage
When you choose this form as your focus at 3rd level, from unenhanced weapons.
you learn the basics of the chosen form. You gain the Your attack rolls can't su er from disadvantage.
Form IX: Trakata Lightsaber Form, detailed in Chapter Whenever a creature misses you with a melee attack, it
6 of the Player's Handbook. If you already know this takes 5 energy damage.
form, you can instead choose another Lightsaber Whenever a creature hits you with a melee attack, it
Form. You can't take a Lightsaber Form option more takes damage equal to half of the damage you take
than once, even if you later get to choose again. from the attack.

THE WAY OF THE MONKEY-LIZARD This e ect ends early if you are incapacitated or die.
Also at 3rd level, as a bonus action, you can enter a Once you use this feature, you can't use it again until
confusing stance for one minute. As a part of this you nish a long rest.
bonus action, and as a bonus action on each of your
turns, when you take the Dodge action, you can make
one melee weapon attack against a creature within
range. Additionally, when you make this melee
weapon attack, you can ourish your weapon to
attempt to distract your target. Make a Dexterity
(Sleight of Hand) check contested by a Wisdom
(Perception) check of the target of your attack. On a
success, you make this attack roll with advantage.
This e ect ends early if you are incapacitated or die.
Once you use this feature, you can't use it again until
you nish a long rest.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following Channel the
Force option.
UNBALANCING BLOCK
When you are hit with a melee weapon attack, and
you are wielding a lightweapon with which you are
pro cient, you can use your reaction and expend a
use of your Channel the Force to add your Wisdom or
Charisma modi er (your choice, minimum of +1) to
your AC for that attack, potentially causing the attack
to miss you.

DUPLICITOUS FORCE
Beginning at 7th level, when you make a Dexterity
(Sleight of Hand) check, you gain a bonus to that
check equal to your Wisdom or Charisma modi er
(your choice, minimum of one).

PASS THE BLADE


Starting at 15th level, when a creature misses you with
an attack, you gain temporary hit points equal to your
Wisdom or Charisma modi er (your choice, minimum
of one), and you add your Wisdom or Charisma
modi er (your choice, minimum of one) to the rst
melee weapon attack and damage rolls you make
against that creature before the end of your next turn.

48 EXPANDED CONTENT | ARCHETYPES | GUARDIAN


FORM X: JAR'KAI MASTER OF DOMINATION
Form X, also known as Domination Form, utilizes two At 20th level, you are a whirlwind of strikes,
weapons to overwhelm their foes. Those guardians eviscerating all who step within your reach. Your
who focus on Jar'Kai Form know that two weapons Strength and Dexterity scores increase by 2. Your
o er greater versatility than one, and capitalize on the maximum for these scores increases by 2. Additionally,
twin angles from which they attack to subdue their you can use your action to gain the following bene ts
enemies. for 1 minute:
You have resistance to kinetic and energy damage
FORM BASICS from unenhanced weapons.
When you choose this form as your focus at 3rd level, When you hit a creature with a melee weapon attack,
you learn the basics of the chosen form. You gain the you have advantage on the next melee weapon attack
Form X: Jar'Kai Lightsaber Form, detailed in Chapter 6 roll you make against that creature, and that creature
of the Player's Handbook. If you already know this provokes an opportunity attack from you even if they
form, you can instead choose another Lightsaber take the Disengage action before leaving your reach
Form. You can't take a Lightsaber Form option more until the end of your next turn.
than once, even if you later get to choose again. Creatures provoke an opportunity attack from you
when they enter your reach.
THE WAY OF THE ACKLAY
Also at 3rd level, as a bonus action, you can enter a This e ect ends early if you are incapacitated or die.
destructive stance for one minute. While in this stance, Once you use this feature, you can't use it again until
you can add half your Strength or Dexterity modi er you nish a long rest.
(your choice, minimum of one) to any melee weapon
damage roll you make that doesn't already include
that modi er. Additionally, when you hit a creature
with a melee weapon attack, you can move up to 5
feet without provoking opportunity attacks.
This e ect ends early if you are incapacitated or die.
Once you use this feature, you can't use it again until
you nish a long rest.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following Channel the
Force option.
TWIN STRIKE
Once per turn, when you miss with a melee weapon
attack, you can expend a use of your Channel the
Force to immediately make another melee weapon
attack against the same target (no action required).

EYE OF THE STORM


Beginning at 7th level, when you score a critical hit
with a melee weapon attack, you regain a use of your
Channel the Force, to a maximum of your Wisdom or
Charisma modi er (your choice, minimum of one).

RISING WHIRLWIND
Starting at 15th level, as an action, you can rush
forward up to 30 feet to an unoccupied space you can
see without provoking opportunity attacks. Each
creature within 5 feet of your path must make a
Dexterity saving throw. A creature takes normal
weapon damage on a failed save, or half as much on a
successful one. If you are wielding two light- or vibro-
weapons, or a weapon with the double property, a
creature makes this save with disadvantage, and takes
additional damage equal to your Strength or Dexterity
modi er (your choice, minimum of one) on a failed
save if it doesn't already include that modi er.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

EXPANDED CONTENT | ARCHETYPES | GUARDIAN 49


AING-TII ORDER
Monks of the Aing-Tii Order blend an attunement to AING-TII ORDER FORCECASTING
the Force with their supreme focus to become a blur
of motion in the heat of battle. Force Powers Force Max Power
Level Known Points Level
FORCECASTING 3rd 4 3 1st
When you choose this order at 3rd level, you have 4th 5 4 1st
learned powers, fragments of knowledge that imbue
5th 6 5 1st
you with an abiding force ability. See chapter 10 for
the general rules of forcecasting and chapter 11 for the 6th 7 6 1st
force powers list. 7th 8 7 2nd
FORCE POWERS KNOWN 8th 9 8 2nd
You learn 4 force powers of your choice, and you learn 9th 10 9 2nd
more at higher levels, as shown in the Force Powers
10th 11 10 2nd
Known column of the Aing-Tii Order Forcecasting
table. You may not learn a force power of a level 11th 12 11 2nd
higher than your Max Power Level, and you may learn 12th 13 12 2nd
a force power at the same time you learn its
13th 14 13 3rd
prerequisite.
14th 15 14 3rd
FORCE POINTS
15th 16 15 3rd
You have a number of force points equal to your
monk level, as shown in the Force Points column of 16th 17 16 3rd
the Aing-Tii Order Forcecasting table, + your Wisdom 17th 18 17 4th
or Charisma modi er (your choice). You use these
18th 18 18 4th
force points to cast force powers. You regain all
expended force points when you nish a long rest. 19th 19 19 4th
20th 19 20 4th
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater e ect. You can
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Aing-Tii Order Forcecasting table.
You can use this feature a number of times equal to
You may only cast force powers at 4th-level once.
your Wisdom or Charisma modi er (your choice, a
You regain the ability to do so after a long rest.
minimum of once). You regain any expended uses
FORCECASTING ABILITY when you nish a long rest.
Your forcecasting ability varies based on the alignment
of the powers you cast. You use your Wisdom for light FOCUSED FLURRY
side powers, Charisma for dark side powers, and At 6th level, when you use your action to cast an at-
Wisdom or Charisma for universal powers (your will force power, you can use your Martial Arts and
choice). You use this ability score modi er whenever a Focus features.
power refers to your forcecasting ability. In addition,
you use this ability score modi er when setting the PRISMATIC STEP
saving throw DC for a force power you cast and when At 11th level, when you take the Attack action, you can
making an attack roll with one. teleport up to 10 feet before each attack to an
unoccupied space you can see.
Force save DC = 8 + your pro ciency bonus + If you attack at least two di erent creatures with the
your forcecasting ability modi er action, you can make one additional attack against a
third creature (no action required).
Force attack modifier = your pro ciency bonus +
your forcecasting ability modi er IRIDESCENT STRIKES
Starting at 17th level, when you use your action to
FLOW-WALKING cast a force power, you can spend 2 focus points to
teleport to a space within 5 feet of a creature a ected
Also at 3rd level, you can cast the phasestrike force by the power and make two unarmed attacks against
power without expending force points. When you that creature as a bonus action.
reach 11th level, the damage bonus of the special
attack made during phasestrike increases to 2d8, and
at 17th level it increases to 3d8.

50 EXPANDED CONTENT | ARCHETYPES | MONK


CRIMSON ORDER SOVEREIGN PROTECTOR
Monks of the Crimson Order are unyielding in their At 17th level, your mastery of focus has allowed you to
resolve. They pledge themselves to a singular entity or unlock your fullest potential in combat, tapping into a
belief, and uphold their service with solemnity and degree of the force. As a bonus action, you can gain
diligence. the following e ects for 1 minute.
Your speed is doubled.
CRIMSON ARMAMENTS Your AC increases by 2.
Beginning when you choose this order at 3rd level, You have advantage on Dexterity saving throws.
you've learned to perform your martial arts while You gain an additional action of each of your turns. This
armored. You gain pro ciency in all armor, and you action can be used only to take the Attack (one weapon
can now gain the bene ts of your Martial Arts and attack only), Dash, Disengage, Hide, or Use an Object
Unarmored Movement features while wearing armor action.
but not wielding a shield.
Additionally, you've learned to adapt to new This e ect ends early if you are incapacitated or die.
weaponry. Over the course of an hour, which can be Once you've used this feature, you can't use it again
performed during a short rest, you can perform a kata until you nish a long rest.
with a weapon of your choice. You gain pro ciency in
that weapon if you do not already have pro ciency,
and it becomes a monk weapon for you. You can only
adapt to one weapon at a time, and if you attempt to
adapt to another weapon you immediately lose your
pro ciency with the chosen weapon.

DIVERT STRIKE
Also at 3rd level, you can use your reaction to divert
an attack when you or a friendly creature within 5 feet
of you are hit by a melee weapon attack. When you do
so, the damage taken by the attack is reduced by 1d10
+ your Dexterity modi er + your monk level.

CRIMSON SQUALL
At 6th level, you've learned to enhance your kata.
As a bonus action while wielding a monk weapon,
you can expend 1 focus point to cause the area
within 5 feet of you to become di cult terrain
for 1 minute. This area travels with you, and
creatures within the area can not make
opportunity attacks.
At 11th level, the range of this area increases to
15 feet, and at 17th level, the range of this
area increases to 30 feet.

VIGILANT SENTINEL
Starting at 11th level,
when you attempt
to perceive your
surroundings
on your turn,
you can opt
to not move on that turn. If you avoid moving, you
gain a +10 bonus to your Wisdom (Perception) checks
until the start of your next turn. You lose this bene t
if you move or fall prone, either voluntarily or because
of some external e ect.

EXPANDED CONTENT | ARCHETYPES | MONK 51


JAL SHEY ORDER MIND OF MERCURY
Monks of the Jal Shey order, driven by the pursuit of Starting at 11th level, you've honed your awareness
knowledge, maintain one of the most well-respected and re exes through mental aptitude and pattern
and heavily guarded repositories of history and recognition. Once per turn, if you've already used your
knowledge across the galaxy: the Archives of the Jal reaction, you can spend 1 focus point to take an
Shey. Here, young folk of all species seeking the clarity additional reaction. You can only take one reaction per
of truth and the strength of knowledge pledge to learn turn.
the arts of seeking enlightenment by understanding DEBILITATING BARRAGE
the world around them, and mastering the techniques
to defend it. To become a Jal Shey monk is to give At 17th level, you've gained the knowledge to
one's self to the quest for unveiling the deepest temporarily inhibit a creature's fortitude by striking a
mysteries of the galaxy, to bring light to the secrets of series of pressure points. Whenever you hit a creature
the dark, and guard the most powerful and dangerous with one of the attacks granted by your Flurry of
of truths. Blows, you can spend 3 focus points to cause the
creature to become vulnerable to a damage type of
MYSTICAL ERUDITION your choice. This e ect lasts for 1 minute or until they
take damage of the chosen type.
Beginning when you choose this order at 3rd level,
you've undergone extensive training in lore from the
Jal Shey's collected knowledge. You learn one language
of your choice, and you gain pro ciency in your choice
of Lore, Medicine, Nature, or Technology.
You learn an additional language and an additional
skill pro ciency from the above list at 11th and 17th
level.

EXTRACT ASPECTS
Also at 3rd level, you can strike multiple pressure
points to extract crucial details about your foe.
Whenever you hit a creature with one of the attacks
granted by your Flurry of Blows, you can learn learn
certain information about its capabilities. The GM tells
you if the creature has two of the following
characteristics of your choice:
Condition immunities
Damage vulnerabilities
Damage resistances
Damage immunities

EXTORT TRUTH
At 6th level, you can hit a series of hidden nerves on a
creature with precision, temporarily causing them to
be unable to mask their true thoughts and intent.
When you hit a creature with a melee weapon attack,
you can have the attack deal no damage and spend 1
focus point to force them to make a Charisma saving
throw against your focus save DC. On a failed save, the
creature is unable to speak a deliberate lie for 1
minute and all Charisma checks directed at the
creature are made with advantage for the duration.
On a success or failure, a creature is aware that you
attempted to in uence them. They can choose to
avoid answering questions to which they would
normally respond with a lie.

PRETERNATURAL COUNTER
Also at 6th level, your quick mind and study of your
foe allows you to use their failure to your advantage.
When a creature within 5 feet of you misses you with a
melee attack, you can use your reaction to make an
unarmed strike against that creature.

52 EXPANDENT CONTENT | ARCHETYPES | MONK


KAGE ORDER OPPORTUNIST
Monks of the Kage Order, known as Kage warriors, At 17th level, you can exploit a creature's momentary
have mastered ghting in darkness, using that which distraction when it is hit by an attack. Whenever a
others fear as a weapon against them. Kage warriors creature within 5 feet of you is hit by an attack made
learn tricks to create darkness where none exists, and by a creature other than you, you can use your
learn to ght using their intuition rather than relying reaction to make a melee attack against that creature.
on sight.

INTUITIVE SIGHT
Beginning when you choose this order at 3rd level,
you can no longer have disadvantage on attack rolls
against targets within 10 feet of you due to not being
able to see them. Additionally, you have advantage on
Dexterity (Stealth) checks that rely on sound.

CONJURE DARKNESS
Also at 3rd level, you learn to create a number of small
explosive devices that create darkness. Over the
course of a short or long rest, you can create a
number of devices equal to your Wisdom or Charisma
modi er (your choice). Your devices can only be used
by you, and they lose their potency at the end of your
next short or long rest.
Once per turn, when you would make a weapon
attack or unarmed strike, you can instead throw one
of your devices. Your devices have a range equal to 30
feet + your Strength modi er x 5. You can throw a
device at a point you can see within range. The devices
create a pocket of darkness in a 10-foot radius sphere
centered on that point. The darkness spreads around
corners. It lasts for 1 minute or until an enhanced
source of brigiht light dispells it.

DISRUPTIVE SHOCK
At 6th level, once per turn, when you hit a
creature with a melee weapon attack when
you have advantage, or it fails a saving
throw against an e ect that you control,
you can choose to roll a Martial Arts die and
deal additional psychic damage equal to the
amount rolled.
You can use this feature a number of times
equal to your Wisdom or Charisma modi er
(your choice, a minimum of once). You regain any
expended uses when you nish a
short or long rest.

ONE WITH DARKNESS


Starting at 11th level, you
have learned to become
one with the shadows.
When you are in an
area of dim light
or darkness, you
can use your
action to
become
invis-
ible. You
remain invisible until you make an
attack, cast a power, or are in an area of bright light.

EXPANDENT CONTENT | ARCHETYPES | MONK 53


KYUZO ORDER CURVED THROW
Monks of the Kyuzo Order turn weapon throwing into Starting at 11th level, you can curve your throws
a true art form. Inspired by the skill of native kyuzo behind cover. When you make an attack roll with a
wielding their war helmets as both shield and weapon, weapon with the thrown property, you can spend 1
these monks utilize any thrown object they can nd to focus point to cause the target to gain no bene t from
defend themselves and others while they attack shields or cover, unless that cover is full cover.
enemies from angles both surprising and devastating. RELENTLESS ASSAULT
FLURRY OF THROWS At 17th level, when you make multiple weapon attacks
with thrown weapons against the same target on your
When you choose this order at 3rd level, you've
turn, each attack after the rst gains a +1 bonus to its
learned new heights to throwing weapons. When you
attack roll, cumulatively, to a maximum bonus of +6.
take the Attack action and attack with a weapon with
the thrown property, you can use your bonus action
to make an additional attack with a weapon with the
thrown property, or you can spend 1 focus point to
make two attacks with weapons with the thrown
property as a bonus action. Additionally, when you
throw an improvised weapon, you are considered
pro cient in it, and it use your Martial Arts die instead
of its 1d4.

INTERCEPT
Also at 3rd level, you've learned to use thrown
weapons to intercept projectiles traveling towards
your allies. When you are wielding a weapon with the
thrown property with which you are pro cient, and a
creature within your weapon's normal range is hit by a
ranged weapon attack, you can use your reaction to
throw your weapon to intercept the projectile. When
you do so, the damage the creature takes from the
attack is reduced by 1d10 + your Dexterity modi er +
your monk level. If the weapon has the returning
property, it then returns to your hand.

SCATTERING STANCE
At 6th level, when you take the Dodge action, until the
start of your next turn you gain a number of special
reactions equal to your pro ciency bonus that you
can only use for your Intercept feature. You can only
take one reaction per turn.

54 EXPANDED CONTENT | ARCHETYPES | MONK


MATUKAI ORDER
Monks of the Matukai Order center their philosophy
around a balance and harmony between the spiritual
Force and the physical body, using exercise as a form
of meditation. They channel the Force through their
bodies, turning themselves into exceptional warriors.

FORCE-ENHANCED STRIKES
Beginning when you choose this order at 3rd level,
you learn to channel the Force into your unarmed
strikes and monk weapons, further enhancing your
melee strikes. When you hit a creature with an
unarmed strike or monk weapon, you can spend 1
focus point to deal it an additional 1d6 force damage.
The force damage increases to 2d6 when you reach
11th level in this class.

INSTINCTIVE LEAP
At 6th level, when a hostile creatures moves to within
5 feet of you, you can use your reaction to disengage
and leap up to half your speed. If you end this
movement in the air, you immediately fall to the
ground.

ABSORB DAMAGE
Starting at 11th level, you learn to channel the Force
into your skin and bones, greatly enhancing your
durability. You can use a bonus action to channel the
Force throughout your body. Until the start of your
next turn, you have resistance to kinetic and energy
damage.
You can use this feature a number of times equal to
your Wisdom or Charisma modi er (your choice, a
minimum of once). You regain all expended uses when
you nish a long rest.

CONTROL THE FIELD


At 17th level, whenever you use your Instinctive Leap
feature, you can leap your entire movement speed
instead of only half. Additionally, when you
land, you can make an unarmed strike
with advantage against a creature
within 5 feet of you as part of the
same reaction. On a hit, this attack
deals an additional 2d6 force damage.

EXPANDED CONTENT | ARCHETYPES | MONK 55


TRICKSTER ORDER CLUMSY SWAY
Monks of the Trickster Order embody the archetypal At 6th level, you can move in sudden, swaying ways.
role of the "trickster"— one who seemingly bumbles You gain the following bene ts.
their way into good fortune. They employ a unique Leap to Your Feet. When you're prone, you can
ghting style composed of slips, trips, and falls to stand up by spending 5 feet of movement, rather than
confuse and frustrate their enemies to no end. half your speed.
Whether your movements are actual foibles on your Redirect Attack. When a creature misses you with a
part or calculated strokes, they will surely leave others melee attack roll, you can spend 1 focus point as a
guessing long after your time is past. reaction to cause that attack to hit one creature of
your choice, other than the attacker, that you can see
BONUS PROFICIENCIES within 5 feet of you.
When you choose this tradition at 3rd level, your LUCK OF THE FOOL
martial arts technique mixes combat training with the
precision of a dancer and the antics of a jester. When Starting at 11th level, you always seem to get a lucky
you make a Charisma (Performance) check, you gain a bounce at the right moment. When you make an
bonus to the check equal to half your Wisdom ability check, an attack roll, or a saving throw and have
modi er (rounded down, minimum of +1) if it doesn't disadvantage, you can spend 2 focus points to instead
already include that modi er. have advantage for that roll.

BUMBLING TECHNIQUE COMIC FRENZY


Also at 3rd level, you learn how to twist and turn At 17th level, you gain the ability to make an
quickly as part of your Flurry of Blows. overwhelming number of attacks against a group of
Whenever you use Flurry of Blows, enemies. When you use your Flurry of Blows, you can
creatures you hit can't make make up to three additional attacks with it (up to a
opportunity attacks against you, total of ve Flurry of Blows attacks), provided that
and your walking each Flurry of Blows attack targets a di erent creature
speed increases this turn.
by 10 feet until
the end of
your turn.

56 EXPANDED CONTENT | ARCHETYPES | MONK


WHILLS ORDER GUIDED STRIKES
Monks of the Whills Order hold the secrets of the At 17th level, your rst ranged weapon attack and
Force sacred, and dedicate their lives to defending your rst melee weapon attack each turn deal
ancient knowledge of the Force and its artifacts. They additional damage equal to your Wisdom or Charisma
master the use of ranged weapons, often crafting their modi er (your choice, a minimum of +1).
own weapons in respectful admiration of the Jedi
tradition of crafting lightweapons.

FLURRY OF LIGHT
At 3rd level, you gain pro ciency in blaster pistols,
blaster ri e, ion blaster, ion ri e, and the lightbow,
which are your Whills weapons and are monk
weapons for you. When you are wielding a Whills
weapon, you gain the following bene ts:
Your Whills weapons count as melee weapons for you,
and when you make a melee weapon attack with them,
you deal kinetic damage equal to your Martial Arts
Damage Die.
When you take the Attack action on your turn
and attack with a Whills weapon,
you can
make
one
additional attack with that weapon as a bonus action, or
you can spend 1 focus point to make two attacks with
that weapon as a bonus action. You roll a d4 in place of
the normal damage of your Whills weapon when
attacking as a bonus action. This die changes as you
gain monk levels, as shown in the Martial Arts column
of the monk table.
When you would make a ranged weapon attack with a
Whills weapon, you can instead reload the weapon.

THE FORCE IS WITH YOU


At 6th level, as you channel the Force through you,
you gain the following bene ts:
You can use your Stunning Strike feature when you hit
with a ranged weapon attack while you are wielding a
Whills weapon.
You can spend 1 focus point to ignore half cover with
your Whills weapons. At 11th level, you can spend 2
focus points to ignore three quarters cover. At 17th
level, you can spend 3 focus points to ignore total
cover, as long as your target is not hidden from you.
When you hit a creature with a Whills weapon, that
creature has disadvantage on opportunity attacks
against you until the start of your next turn.

ONE WITH THE FORCE


At 11th level, you learn how to enter a trance,
preparing to unleash yourself upon your enemy. While
in this trance, you can still talk and move. If you stay in
the trance for at least one minute, when you roll
initiative, you can make a ranged weapon attack on a
number of creatures up to your Wisdom or Charisma
modi er (your choice, a minimum of one) within 30
feet of you when you were in this trance.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

EXPANDED CONTENT | ARCHETYPES | MONK 57


ACQUISITIONS PRACTICE SUPREME SNEAK
Many operatives are hired for the procurement of Starting at 9th level, you have advantage on a
valuable artifacts, but only the true masters of the art Dexterity (Stealth) check if you move no more than
can slip through the tightest security and make o half your speed on the same turn. Additionally, as long
with untold riches, whether they do it for a pro t, or as you aren't incapacitated, you no longer take
for sport. Those operatives who choose the damage from falling less than 100 feet, and have
Acquisitions Practice apply a mixture of stealth and resistance to falling damage.
impressive acrobatics to surpass any kind of defenses IMPROVED AERIAL AGILITY
they are met with.
Starting at 13th level, your Aerial Agility feature
FAST AND AGILE improves and you gain the following bene ts:
When you use choose this practice at 3rd level, you When you move, you can instead take 3 short
can use the bonus action granted by your Cunning movements by ying.
Action to make a Dexterity (Sleight of Hand) check, use Whenever you end your ying movement and you are
your demolitions kit or security kit to disarm a trap or within 5 feet of a climbable surface, you can grab onto
open a lock, or take the Use an Object action. that surface as though you were climbing upon it.
Additionally, climbing no longer costs you extra
movement, and you gain the ability to move in ying THIEF'S REFLEXES
leaps with incredible speed, precision, and power. When you reach 17th level, you can take two turns
When you move, instead of using your walking speed, during the rst round of any combat. You take your
you may take two short movements by ying. Each rst turn at your normal initiative and your second
movement is at half your speed, and you must end turn at your initiative minus 10. You can't use this
each one on a solid object, a surface, or on the ground. feature when you are surprised.
If you do not, you fall and your movement ends. If you Additionally, you learn to utilize the momentum of
Dash, your bonus movement is applied to your your fall to make deadly vertical strikes. Whenever you
normal speed, not this movement. fall at least 50 feet and land within 5 feet of an enemy
creature you can use your reaction to make one
DEFT HANDS
weapon attack against that
Also at 3rd level, you learn a number of techniques to creature. If the attack is a
distract and confuse your opponents. When you deal Sneak Attack, you can deal
Sneak Attack damage, you may choose to forgo two of three additional weapon
your Sneak Attack dice to perform a deft hand dice worth of damage and
maneuver. the creature must make a
Some of your aerial maneuvers require your target Dexterity saving throw
to make a saving throw to resist the deft hand or be knocked prone.
maneuver's e ects. The saving throw DC is as follows:

Deft Hands save DC = 8 + your pro ciency bonus +


your Dexterity modi er

HINDER
You attempt to distract your target in order to hinder
their movement. The target must make a Constitution
saving throw. On a failed save, its movement speed is
reduced by half and it makes the rst Dexterity saving
throw before the end of its next turn with
disadvantage.
PILFER
You attempt to pick your target's pockets. The target
must make a Wisdom saving throw. On a failed save,
you have advantage on the rst Dexterity (Sleight of
Hand) check you make against the target before the
end of your next turn.
TUMBLE
You attempt to nimbly roll away. You immediately
move 10 feet in a direction of your choice, and the
target must make a Dexterity saving throw. On a failed
save, this movement does not provoke opportunity
attacks from the creature.

58 EXPANDED CONTENT | ARCHETYPES | OPERATIVE


FORCE POINTS
BEGUILER PRACTICE You have a number of force points equal to your
Those operatives who choose the Beguiler Practice operative level, as shown in the Force Points column
augment their natural wiles and charm with subtle of the Beguiler Practice Forcecasting table, + your
utilization of the Force. They tap into these powers to Wisdom or Charisma modi er (your choice). You use
cloud the minds of their foes, distracting and diverting these force points to cast force powers. You regain all
before abruptly dispatching them. expended force points when you nish a long rest.
FORCECASTING MAX POWER LEVEL
When you choose this practice at 3rd level, you have Many force powers can be overpowered, consuming
derived powers from your emotional connection to more force points to create a greater e ect. You can
the Force. See chapter 10 for the general rules of overpower these abilities to a maximum level, which
forcecasting and chapter 11 for the force powers list. increases at higher levels, as shown in the Max Power
Level column of the Beguiler Practice Forcecasting
FORCE POWERS KNOWN table.
You learn 4 force powers of your choice, and you learn You may only cast force powers at 4th-level once.
more at higher levels, as shown in the Force Powers You regain the ability to do so after a long rest.
Known column of the Beguiler Practice Forcecasting
table. You may not learn a force power of a level FORCECASTING ABILITY
higher than your Max Power Level, and you may Your forcecasting ability varies based on the alignment
learn a force power at the same time you of the powers you cast. You use your Wisdom for light
learn its prerequisite. side powers, Charisma for dark side powers, and
Wisdom or Charisma for universal powers (your
choice). You use this ability score modi er whenever a
power refers to your forcecasting ability. In addition,
you use this ability score modi er when setting the
saving throw DC for a force power you cast and when
making an attack roll with one.

Force save DC = 8 + your pro ciency bonus +


your forcecasting ability modi er

Force attack modifier = your pro ciency bonus +


your forcecasting ability modi er

EXPANDED CONTENT | ARCHETYPES | OPERATIVE 59


FASCINATING DISPLAY
Also at 3rd level, you can spend 1 minute attemping to
distract and enthrall those around you. Choose a
number of humanoids within 60 feet of you who BEGUILER PRACTICE FORCECASTING
watched your display for the duration, up to a number
Force Powers Force Max Power
equal to your Charisma modi er (minimum of one).
Level Known Points Level
Each target must succeed on a Wisdom saving throw
(DC = 8 + your pro ciency bonus + your Charisma 3rd 4 3 1st
modi er) or be charmed by you. While charmed in this 4th 5 4 1st
way, the target idolizes you, speaking glowingly of you
5th 6 5 1st
to anyone who talks to it. Additionally, it hinders
anyone who opposes you, although it avoids violence 6th 7 6 1st
unless it was already inclined to ght on your behalf. 7th 8 7 2nd
This e ect ends on a target after 1 hour, if it takes any
8th 9 8 2nd
damage, if you attack it, or if it witnesses you attacking
or damaging any of its allies. 9th 10 9 2nd
If a target succeeds on this saving throw, the target 10th 11 10 2nd
has no hint you tried to charm it.
11th 12 11 2nd
Once you've used this feature, you must complete a
long rest before you can use it again. 12th 13 12 2nd
13th 14 13 3rd
MESMERIZING PRESENCE
14th 15 14 3rd
Beginning at 9th level, you have advantage on attack
rolls against creatures charmed by you. 15th 16 15 3rd
16th 17 16 3rd
ENTHRALLING VIGOR
17th 18 17 4th
Starting at 13th level, whenever a creature fails a
18th 18 18 4th
Wisdom or Charisma saving throw against a force
power or class feature you use, you can gain 19th 19 19 4th
temporary hit points equal to half your operative level 20th 19 20 4th
(rounded down) + your Charisma modi er (minimum
of one).
You can use this feature a number of times equal to
your Charisma modi er (a minimum of once). You
regain all expended uses when you nish a short or
long rest.

DISTRACTING COUNTENANCE
At 17th level, as a bonus action, you can mask
yourself with the Force for 1 minute or until
you are incapacitated. For the duration,
whenever any creature tries to attack
you for the rst time on a turn, the
attacker must make a Charisma
saving throw (DC = 8 + your prof-
iciency bonus + your Charisma
modi er). On a failed save, it can't
attack you on this turn, and it
must choose a new target for its
attack or the attack is wasted. On
a successful save, it can attack
you on this turn, but it has
disadvantage on any saving
throw it makes against your
powers on your next turn.
Once you've used this
feature, you must com-
plete a short or long
rest before you can
use it again.

60 EXPANDED CONTENT | ARCHETYPES | OPERATIVE


HIP TOSS
DISABLING PRACTICE You attempt to throw your target to the ground. The
Those operatives who choose the Disabling Practice target must make a Dexterity saving throw. On a failed
utilize a variety of pushes, pulls, weight shifts, and joint save, the target is pushed back 5 feet, knocked prone,
locks to immobilize their opponent. They use these and stunned until the start of your next turn. This
techniques to manipulate their opponent, moving ends the grapple.
them across the battle eld before incapacitating
them. HUMAN SHIELD
Beginning at 9th level you learn to manipulate the
CLINCH STRIKE body of a grappled target to make attacks against you
When you choose this practice at 3rd level, you learn more di cult to land. Moving a grappled creature the
how to discourage, debilitate, and harm your enemies. same size as you or smaller no longer halves your
You gain the following bene ts while you aren't speed, and when a creature grappled by you would
wearing medium or heavy armor or a medium or grant you half cover, you instead have three-quarters
heavy shield: cover. Additionally, when you are hit by an attack
while grappling a creature, you can use your reaction
Your unarmed strike damage increases by one step
to force that attack to instead hit the grappled
(from 1 to d4, d4 to d6, or d6 to d8).
creature.
You can deal Sneak Attack damage when making an
unarmed strike. Additionally, you don't need advantage KISS THE WALL
on your unarmed attack roll to use your Sneak Attack if
Starting at 13th level, you can use your surroundings
the target of your Sneak Attack is a creature grappled
to further punish the target of your grapple. When
by you. All the other rules for the Sneak Attack class
you roll a 1 or 2 on a Sneak Attack damage die for an
feature still apply to you.
unarmed attack you make against a creature grappled
You can use the bonus action granted by your Cunning
by you, you can reroll the die and must use the new
Action to make an unarmed strike against a creature
roll, even if the new roll is a 1 or a 2.
you are grappling.

SKILLED GRAPPLER NECK SNAP


At 17th level, you learn how to immediately remove
Also at 3rd level, you learn a number of grappling
your grappled opponent from the ght. As an action,
techniques to subdue your opponents. When you hit
you can force a creature grappled by you to make a
a creature grappled by you with an unarmed strike
Constitution saving throw. On a failed save, if the
and deal Sneak Attack damage, you may choose to
creature has 100 hit points or fewer, it dies. If the
forgo two of your Sneak Attack dice to make the
target has more than 100 hit points, it immediately
attack a grappling technique.
takes 10d10 kinetic damage. This damage can't
Some of your grappling techniques require your
be reduced in any way.
target to make a saving throw to resist the grappling
technique's e ects. The saving throw DC is calculated Once you've used this feature, you must
as follows: complete a short or long rest before
you can use it again.
Grapple Technique save DC = 8 + your pro ciency
bonus +
your Strength modi er.

CONSTRICT
You attempt to choke the target into
unconsciousness. The target must make a
Constitution saving throw or be restrained
until the end of your following turn.
If you maintain this technique for 1
minute, the target falls unconscious for 1
hour. Droids and constructs can not be
knocked unconscious in this way.
DISARM
You attempt to disarm a weapon or other object the
target is holding. The target must make a Strength
saving throw. On a failed save, it releases the object. If
you have a free hand, you can catch the object.
Otherwise, it lands at your feet.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE 61


PERFORMANCE PRACTICE FLEXIBLE BODY
Some operatives choose to master nesse and timing Beginning at 9th level, you are able to use your
through performance art. Those operatives who acrobatic talent to gain the upper hand in combat.
choose the Performance Practice become skilled You can use the bonus action granted by your
performers who prove especially deadly in close Cunning Action to shove a creature. When you do so,
combat, able to nd the rhythm of an attacker's you can make a Dexterity (Acrobatics) check instead of
strikes as easily as any song. a Strength (Athletics) check.
Additionally, you now ignore di cult terrain, you
ARTFUL DANCER can move through space occupied by hostile
creatures, and you can squeeze through smaller
When you choose this practice at 3rd level, your
spaces without expending extra movement.
training with music and dancing grants you certain
bene ts. You gain pro ciency in the Performance skill DANCE OF DEATH
and one musical instrument of your choice.
Additionally, while you are you are not wearing Starting at 13th level, you can use your action to make
armor or wielding a medium or heavy shield, you can a weapon attack against any number of creatures
add half your Charisma modi er (rounded up) to your within 5 feet of you, with a separate attack roll for each
AC as long as it doesn't already include that modi er. target. You can choose to deal Sneak Attack damage
to each creature you hit, but you can only roll half
DAZZLING STEPS your number of Sneak Attack dice (rounded up) per
creature.
Also at 3rd level, you learn to conduct impressive
Once you've used this feature, you must complete a
displays of grace and speed in combat. While you
short or long rest before you can use it again.
aren't wearing medium or heavy armor or wielding a
medium or heavy shield, and you take the Attack MASTER OF DANCE
action on your turn and attack with a weapon with
either the light or nesse properties, your walking At 17th level, your con dence when putting on a show
speed increases by 10 feet until the end of the turn, has extended into combat. You add your Charisma
and if you deal Sneak Attack damage, you may choose modi er to initiative checks. Additionally, any creature
to forgo two of your Sneak Attack dice to make the who fails a saving throw against your Dazzling Step
attack a dazzling step. save DC has disadvantage on the rst attack roll they
Some of your dazzling steps require your target to make against you
make a saving throw to resist the dazzling step's each turn until the
e ects. The saving throw DC is calculated as follows: end of your next
turn.
Dazzling Step save DC = 8 + your pro ciency bonus +
your Charisma modi er

DEFENSIVE STEP
You defend yourself from further attack. Roll two
Sneak Attack dice. You gain temporary hit points that
last until the start of your next turn equal to the
amount rolled.
MOBILE STEP
You twist and twirl around the target. The target must
make a Strength saving throw. A Huge or larger
creature automatically succeeds. On a failed save, it is
pushed back 5 feet, and you can immediately move
into the space it just vacated without provoking
opportunity attacks.
OFFENSIVE STEP
Choose another creature that you can see
within your reach. The creature must make a
Dexterity saving throw. On a failed save, roll
two Sneak Attack dice. The creature takes
damage equal to the amount rolled. This
damage is of the same as your weapon's
damage.

62 EXPANDED CONTENT | ARCHETYPES | OPERATIVE


If you succeed on the check and the creature is
RUFFIAN PRACTICE hostile to you, it has disadvantage on attack rolls
Those operatives who choose the Ru an Practice use against targets other than you and can't make
rough-and-tumble tactics to handle any ght, big or opportunity attacks against targets other than you.
small. They incite chaos and make devious moves that This e ect lasts for 1 minute, until one of your
keep their enemies reeling. companions attacks the target or a ects it with a
power, or until you and the target are more than 60
RAKISH AUDACITY feet apart.
When you choose this practice at 3rd level, your If you succeed on the check and the creature isn't
unmistakable con dence propels you into battle. You hostile to you, it is charmed by you for 1 minute. While
can add your Charisma modi er to your initiative rolls. charmed, it regards you as a friendly acquaintance.
Additionally, you don't need advantage on your This e ect ends immediately if you or your
attack roll to use your Sneak Attack if no creature companions do anything harmful to it.
other than your target is within 5 feet of you, as long
as the target of the attack is within 5 feet of you. All ELEGANT MANEUVER
the other rules for the Sneak Attack class feature still Starting at 13th level, you can use a bonus action on
apply to you. your turn to gain advantage on the next Dexterity
Finally, during your turn, if you make a melee attack (Acrobatics) or Strength (Athletics) check you make
against a creature, that creature can't make during the same turn.
opportunity attacks against you for the rest of your
turn. MASTER DUELIST
At 17th level, your mastery of the blade lets you turn
NIMBLE STEP failure into success in combat. If you miss with an
Also at 3rd level, you learn to uidly strike and attack roll, you can roll it again with advantage. Once
maneuver through combat. When you deal Sneak you do so, you can't use this feature again until you
Attack damage to a creature, you may choose to forgo nish a short or long rest.
two of your Sneak Attack Dice in order to maneuver
across the battle eld.
Some of your fancy footworks require your target to
make a saving throw to resist the debilitating strike's
e ects. The saving throw DC is calculated as follows:

Nimble Step save DC = 8 + your pro ciency bonus +


your Dexterity modi er.

BLADE DEFENSE
You attempt to determine your target's next strike.
Roll two Sneak Attack dice, and the target must make
a Charisma saving throw. On a failed save, your AC
increases by the higher amount rolled on the dice
against the rst attack it makes against you before the
start of your next turn. On a successful save, your AC
instead increases by the lower amount.
DISARMING STRIKE
You attempt to disarm a creature with your attack.
The target must succeed on a Strength saving throw
or be forced to drop one item of your choice that it's
holding. If you have a free hand, you can catch the
item. Otherwise, it lands at your feet.
FANCY FOOTWORK
Roll two Sneak Attack dice. Your speed increases by 5 x
the greater result of the two dice, and you ignore
di cult terrain until the end of your current turn.

PANACHE
Beginning at 9th level, your charm becomes
extraordinarily beguiling. As an action, you can make a
Charisma (Persuasion) check contested by a creature's
Wisdom (Insight) check. The creature must be able to
hear you, and the two of you must share a language.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE 63


SABOTEUR PRACTICE
Those operatives who choose the Saboteur Practice
enhance their ne-honed skills of stealth and agility
with tech, using advanced technology with the aid of a
tracker droid to sustain a longer assault.

BONUS PROFICIENCIES
You gain pro ciency in astrotech's implements.

TECHCASTING
When you choose this practice at 3rd level, you have
derived powers from schematics with the aid of your
wristpad. See chapter 10 for the general rules of
techcasting and chapter 12 for the tech powers list.
TECH POWERS KNOWN
You learn 4 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers
Known column of the Saboteur Practice Techcasting
table. You may not learn a tech power of a level higher
than your Max Power Level.
TECH POINTS
You have a number of tech points equal to half of your
operative level (rounded up), as shown in the Tech
Points column of the Saboteur Practice Techcasting
table, + your Intelligence modi er. You use these tech
points to cast tech powers. You regain all expended
tech points when you nish a short or long rest.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming
more tech points to create a greater e ect. You can
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Saboteur Practice Techcasting
table.
You may only cast tech powers at 4th-level once.
You regain the ability to do so after a long rest.
TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a power
refers to your techcasting ability. In addition, you
use your Intelligence modi er when setting the
saving throw DC for a tech power you cast and when
making an attack roll with one.

Tech save DC = 8 + your pro ciency bonus +


your Intelligence modi er

Tech attack modifier = your pro ciency bonus +


your Intelligence modi er

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

64 EXPANDED CONTENT | ARCHETYPES | OPERATIVE


TRACKER DROID COMPANION
Also at 3rd level, you learn to employ all the
knowledge you've accumulated to create and
customize your own personalized tracker droid SABOTEUR PRACTICE TECHCASTING
companion.
Tech Powers Tech Max Power
Your tracker droid is detailed at the end of this
Level Known Points Level
practice. Over the course of 8 hours, which can be
done during a long rest, you can expend 500 cr worth 3rd 4 2 1st
of materials to nally nish your tracker droid. 4th 4 2 1st
If your tracker droid is irreparable destroyed, or you 5th 5 3 1st
want to interface with a di erent tracker droid, you
can spend an additional 250 credits and 1 hour to 6th 5 3 1st
change the target of this feature. You may only have 7th 6 4 2nd
one tracker droid companion at a time. 8th 6 4 2nd
Your tracker droid gains a variety of bene ts while it
is interfaced with you: 9th 7 5 2nd
10th 7 5 2nd
The tracker droid obeys your commands as best it can.
It acts on your turn, and you determine its actions, 11th 8 6 2nd
decisions, attitudes, and so on. If you are incapacitated 12th 8 6 2nd
or absent, your tracker droid acts on its own. 13th 9 7 3rd
Your tracker droid's level equals your operative level,
and for each operative level you gain after 3rd, your 14th 9 7 3rd
tracker droid companion gains an additional Hit Die 15th 10 8 3rd
and increases its hit points accordingly. 16th 10 8 3rd
Your tracker droid has the pro ciency bonus of a player
character of the same level. 17th 11 9 4th
Whenever you gain the Ability Score Improvement 18th 11 9 4th
feature in this class, your tracker droid's abilities also 19th 12 10 4th
improve. Your tracker droid can increase one ability
score of your choice by 2, or it can increase two ability 20th 12 10 4th
scores of your choice by 1. As normal, your tracker
droid can't increase an ability score above 20 using this
feature unless its description speci es otherwise.
Your tracker droid can not wear armor or have armor
integrated in its chassis.
Your tracker droid is a valid target of the tracker droid SABOTAGE
interface tech power. At 17th level, you gain the ability to sabotage a tech
power in the process of being cast. When a hostile
POWERED AMBUSH creature casts a tech power, and you are the target of
Beginning at 9th level, if you are hidden from a the tech power or within its area of e ect, you can use
creature when you cast a power on it, the creature has your reaction to force that creature to make an
disadvantage on any saving throw it makes against Intelligence saving throw against your tech save DC.
the power this turn. On a successful save, the power is cast as normal.
On a failed save, you negate the power's e ects, and
ION PULSE the caster takes 1d6 lightning damage per level of the
Starting at 13th level, as a bonus action on your turn, power it was casting. Additionally, on a failed save, the
you can expend one or more of your tracker droid's caster's tech focus used to cast the tech power is
Hit Dice to have it emit an pulse of ion energy. Each overloaded and can't be used to cast tech powers for
creature within 5 feet of your tracker droid must make 1 minute.
a Constitution saving throw against your tech save DC. At the end of each of the caster's turns, it can repeat
A creature takes 1d4 ion damage for each Hit Die the Intelligence saving throw. On a success, it can use
expended in this way on a failed save, or half as much the tech focus to cast tech powers again.
as on a successful one. Any electronics not being worn Once you've used this feature, you can't use it again
or carried within the blast radius are disabled until until you nish a long rest.
rebooted.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE 65


GENERATING YOUR TRACKER DROID
Choosing your tracker droid companion is an integral TRACKER DROID UPGRADES Prereq
part of being an Saboteur Operative. Your tracker While y
droid takes a form of your choosing. The traits are presented in alphabetical order. the tra
Once you've selected your tracker droid, you assign AERIAL TRAVEL PACKAGE make a
your tracker droid's ability scores using a varied Your tracker droid companion has a 30 foot ying which t
standard array (14, 12, 10, 8, 6, 4) as you see t. speed. on the
instead
CAMOUFLAGE MODULE
TRACKER DROID FEATURES You install a camou age module in your tracker droid.
All tracker droids share the following traits. You tracker droid can turn on its stealth eld to
HIT POINTS become invisible. While it is invisible, anything it is
carrying or wearing is also invisible. It becomes visible
Hit Dice: 1d4 per tracker droid companion level
when it turns o the eld. Turning the eld on or o
Hit Points at 1st Level: 4 + your tracker droid's
requires an action.
Constitution modi er
Hit Points at Higher Levels: 1d4 (or 3) + your tracker
Deduct the time your tracker droid is invisible, in
droid's Constitution modi er per tracker droid level
increments of 1 minute, from the module’s maximum
after 1st
duration of 2 hours. After 2 hours of use, the module
ceases to function. For every uninterrupted period of
RESISTANCES AND VULNERABILITIES 12 hours the module goes unused, it regains 1 hour of
Droid Resistances: Your tracker droid is resistant to use.
necrotic, poison, and psychic damage, and immune to
poison and disease. DARKVISION OPTICS
Droid Vulnerabilities: Your tracker droid is vulnerable to Your tracker droid has darkvision to a range of 60 feet.
ion damage. Additionally, your tracker droid has If your tracker droid already has darkvision, this
disadvantage on saving throws against e ects that modi cation increases its range by 30 feet.
would deal ion or lightning damage.
EXPERTISE PROTOCOL
PROFICIENCIES Prerequisite: 5th level
Tools: Your choice of demolitions kit, security kit, or You install a protocol in your tracker droid that grants
slicer's kit it expertise in a tool or skill. Choose a tool or skill that
Languages: Tracker droids can speak, read, and write your tracker droid is pro cient in. Your tracker droid
Binary. They can understand spoken and written gains expertise in it.
Galactic Basic and one language of your choice, but can
not speak it FLYBY
Skills: Two of your choice Opportunity attacks made against your tracker droid
have disadvantage.
FEATURES
Armor Class: Your tracker droid's armor class equals 10 FOUR-ARMED TRACKER
+ its Dexterity modi er. Your tracker droid can't wear Prerequisite: Pintsized Arms or Undersized Arms
armor or have it integrated. Your tracker droid gains two additional arms which
Droid Weaponry: Your tracker droid has an integrated they can use independently of one another. Your
shockprod with which it can make weapon attacks. This tracker droid can only gain the bene t of items held
weapon can't be removed while your tracker droid is by two of its arms at any given time, and once per
conscious. Your tracker droid's shockprod deals 1 round it can switch which arms it is bene ting from
lightning damage on a hit, and it has the nesse (no action required).
property.
HEAVY PLATING
Droid Upgrades: Your tracker droid companion has
Your tracker droid companion’s armor class becomes
four tracker droid upgrades of your choice. It gains
14.
an additional upgrade at 5th level (5), 8th level (6),
11th level (7), 14th level (8), and INTERFACED ASSISTANCE PROTOCOL
17th level (9). Whenever you gain Prerequisite: 5th level
a level in this class, you can While you are interfaced with your tracker droid via
exchange one upgrade for the tracker droid interface tech power, whenever you
another one. have advantage on an ability check or attack roll
Size: Tiny granted by your tracker droid taking the Help action,
Speed: 20 feet you can reroll one of the dice once.
Type: Droid
INTERFACED CRAFTING PROTOCOL

66 EXPANDED CONTENT | ARCHETYPES | OPERATIVE


INTERFACED DISTRACTION PROTOCOL RANGED INTERFACE PROTOCOL Prereq
Prerequisite: 5th level The range within which you can interact with your Your S
While you are interfaced with your tracker droid via tracker droid increases by 50 feet. This increases to 100 to wiel
the tracker droid interface tech power, when your feet at 5th level, 150 feet at 9th level, 200 feet at 13th heavy
tracker droid is within 5 feet of a target, you do not level, 250 feet at 17th level, and 300 feet at 20th level. use ma
provoke opportunity attacks when moving out of that unless
creature's reach. RANGED SHOCKSHOT weapo
Your tracker droid companion gains a ranged can on
INTERFACED HEALING PROTOCOL shockshot. It has a normal range of 30 feet and a long
Prerequisite: 5th level range of 90 feet, and on a hit it deal lightning damage
While you are interfaced with your tracker droid via equal to its shockprod damage.
the tracker droid interface tech power, when you
restore hit points to a creature that is within 5 feet of SCOMP LINK
your tracker droid, you can roll the dice twice and take Prerequisite: 9th level
either total. Your tracker droid gets an integrated scomp link which
it can use to interface with computers. While
INTERFACED TRACKING PROTOCOL interfaced, when you or your tracker droid makes an
Prerequisite: 5th level Intelligence (slicer's kit) check, you can choose to reroll
While you are interfaced with your tracker droid via the check. You must use the new roll. You can wait
the tracker droid interface tech power, when you until after you roll the d20 before deciding to use this
make a Wisdom (Survival) check to track a target, and feature, but you must decide before the GM says
your tracker droid is also tracking that target, you gain whether the check succeeds or fails.
advantage on the check. If you already have
advantage, you can instead reroll one of the dice once. SENTRY DISH
Your tracker droid learns the alarm tech power. It can
KEEN HEARING cast it once, without the use of a wristpad and without
Your tracker droid companion has advantage on spending tech points, and it regains the ability to do
Wisdom (Perception) checks that rely on hearing. so when it nishes a long rest. Intelligence is your
techcasting ability for this power.
KEEN SIGHT
Your tracker droid companion has advantage on SIZE: SMALL
Wisdom (Perception) checks that rely on sight. Your tracker droid companion’s size is Small. Its hit
points increase by an amount equal to its level + 1, its
KEEN SMELL Hit Die becomes a d6, its shockprod damage die
Your tracker droid companion has advantage on becomes a d4, and it’s walking speed increases to 25.
Wisdom (Perception) checks that rely on smell.
SPIDER LEGS
LASER CUTTER Your tracker droid has a climbing speed equal to its
Your tracker droid can cut through 1-inch-thick glass walking speed. Additionally, your tracker droid has
at a rate of 3 inches per round. advantage on Strength saving throws and Strength
LIGHT PLATING (Athletics) checks that involve climbing.
Your tracker droid companion’s armor class becomes STORAGE
11 + it’s Dexterity modi er. Your tracker droid comes with a hidden storage
MEDIUM PLATING compartment which can store up to 1 lb. Finding
Your tracker droid companion’s armor class becomes nding this hidden pocket requires a DC 15
13 + it’s Dexterity modi er, to a maximum of +2. Investigation check.

PINTSIZED ARMS TECHCASTING RANGE PROTOCOL


Prerequisite: Size Tiny You can cast tech powers with a range of 5 feet or
Your Tiny tracker droid gains two arms that struggle to greater through your tracker droid while interfaced
wield bigger weapons. Your tracker droid can't use with it, but your tracker droid must be within 5 feet of
medium or heavy shields. Additionally, your tracker the target of the power. This increases to 10 feet at 5th
droid can't wield weapons with the two-handed level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at
or versatile property, and it can only wield 17th level, and 120 feet at 20th level.
one-handed weapons in two TRUESIGHT OPTICS
hands unless they have the Prerequisite: 11th level
light property. Prerequisite: Darkvision Optics
PROFICIENCY PROTOCOL Your droid can see through illusions and detect
You install a protocol in your tracker droid invisibility within 60 feet, as with truesight.
that grants it pro ciency in a tool or skill UNDERSIZED ARMS
of your choice.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE 67


SAWBONES PRACTICE SWIFT SURGERY
Those operatives who choose the Sawbones Practice Beginning at 9th level, you know how to quickly patch
have studied the humanoid body on a more intimate up wounds, given the right tools. You are able to use a
level than other operatives. While others may know medkit or administer a medpac as a bonus action, and
where best to stab in order to kill, you also know how when you use a medkit to stabilize a dying creature,
to repair the wounds you in ict, as well as how to that creature also regains a number of hitpoints equal
make them even deeper. You delve into the secrets of to your Intelligence modi er.
the body, learning as much medical knowledge as you DOSAGE CONTROL
can get your hands on, regardless of how dirty the
work becomes. Starting at 13th level, your knowledge of medicine
allows you to partition and ration healing supplies
GENERAL PRACTICE very e ectively, without impacting its potency. Over
the course of 1 hour, which can be done during a rest,
When you choose this practice at 3rd level, you gain
you can carefully measure and mark out dosages of a
pro ciency in Medicine, and you can use your
medpac within reach. The medpac can now be used
Intelligence modi er instead of your Wisdom modi er
twice before it is consumed.
for checks made with it.
Additionally, you can expend one use of a medkit to At your DM's discretion, you may be able to use this
help revitalize your wounded allies during a short rest. feature on other pacs, stims, or adrenals, most likely
If you or any friendly creatures within 30 feet of you involving an ability check to succeed.
regain hit points at the end of the short rest by SELF-SUSTAIN
spending one or more Hit Dice, each of those
creatures regains an extra 1d6 hit points. At 17th level, you have advantage on death saving
The extra hit points increase when you reach certain throws.
levels in this class: to 1d8 at 9th level, to 1d10 at 13th Additionally, when you are stabilized, you regain 1
level, and to 1d12 at 17th level. hit point. Once you've used this feature, you can't use
it again until you nish a short or long rest.
DEBILITATING STRIKE
Also at 3rd level, you learn to apply your anatomical
knowledge in direct combat, in order to hinder your
targets. When you deal Sneak Attack damage to a
creature, you may choose to forgo two of your Sneak
Attack Dice in order to hinder the creature, provided
they have the appropiate physiology.
Some of your debilitating strikes require your target
to make a saving throw to resist the debilitating
strike's e ects. The saving throw DC is calculated as
follows:

Debilitating Strike save DC = 8 + your pro ciency


bonus + your Intelligence modi er.

BLEEDING WOUND
You attempt to create a lingering wound in the target
for one minute. The target must make a Constitution
saving throw. On a failed save, at the start of each of
the target's turns, it loses 1d6 hit points and repeats
this saving throw, ending the e ect on a success. This
damage can't be reduced in any way.
CRIPPLING PAIN
You attempt to cause cause distracting pain in the
target. The target must make a Constitution saving
throw. On a failed save, it has disadvantage on attack
rolls until the end of your next turn.
HAMPERING SHOT
You attempt to hamper the target's movement. The
target must make a Constitution saving throw. On a
failed save, its movement speed is reduced by half and
it makes Dexterity saving throws with disadvantage
until the end of its next turn.

68 EXPANDED CONTENT | ARCHETYPES | OPERATIVE


BRUTAL HIT
SCRAPPER PRACTICE You attempt to knock the target prone while within 15
Those operatives who choose the Scrapper Practice feet of it. The target must make a Strength saving
don't have the time or patience for the fair ght. They throw or be knocked prone.
utilize close-quarters blaster combat blended with
underhanded tactics to surprise and disable their foes. LOW BLOW
You attempt to stun the target while within 15 feet of
BACK BLAST it. The target must make a Constitution saving throw
When you choose this practice at 3rd level, you gain or be stunned until the start of its next turn.
pro ciency in all blasters with the burst or rapid SHANK SHOT
property that lack the two-handed property. You attempt to hamper the target while within 15 feet
Additionally, when a creature fails a saving throw of it. The target must make a Dexterity saving throw. If
against the burst or rapid property of a weapon you it fails, its movement speed is to 0 and it makes
control and with which you are pro cient, you can Dexterity saving throws with disadvantage until the
apply your Sneak Attack damage to one creature dealt end of its next turn.
damage in this way as long as that creature didn't
have advantage on the save. SLEIGHT OF FOOT
When you reach 9th level in this class, when multiple Beginning at 9th level, when a creature moves to
creatures fail a saving throw against the burst within 5 feet of you, you can use your reaction to
property of a weapon you control and with which you move up to half your speed away from the creature
are pro cient, you can divide your Sneak Attack dice without provoking opportunity attacks. You must end
amongst the targets as you see t. this movement further from the creature than you
started.
UPPER HAND
Also at 3rd level, you learn to user underhanded HOSTILE NEGOTIATIONS
tactics to gain the upper hand. When you deal Sneak Starting at 13th level, when you make a Charisma
Attack damage to a creature, you may choose to forgo (Intimidation) or Charisma (Persuasion) check, you
two of your Sneak Attack Dice in order to perform an gain a bonus to the check equal to half your Dexterity
upper hand technique. modi er (rounded down) if it doesn't already include
Some of your upper hand techniques require your that modi er.
target to make a saving throw to resist the technique's
e ects. The saving throw DC is calculated as follows: DOUBLE TAP
Upper Hand save DC = 8 + your pro ciency bonus + At 17th level, you can deal Sneak Attack damage
your Charisma modi er twice per turn, but you can't deal more
than
your total Sneak Attack dice to a single
target per turn.

EXPANDED CONTENT | ARCHETYPES | OPERATIVE 69


DEBILITANTS
CHEF PURSUIT As a bonus action when preparing or touching food,
Without it empires fall, armies dissolve into you may expend a superiority die and add to it a
nothingness, and species are forgotten with the subtle poison. Any creature that consumes this food
passage of time. A favored tool of assassins, crime must make a Constitution saving throw. On a failed
lords, and moguls: food. Those scholars who choose save, their hit point maximum is reduced by an
the Chef Pursuit know the importance and power that amount equal to twice the number rolled on your
food carries. superiority die + your Intelligence modi er. The e ect
of this maneuver ends when the creature completes
CULINARY KNOWLEDGE its next long rest or 24 hours have passed. This
When you choose this pursuit at 3rd level, you gain maneuver has no e ect on droids or constructs.
pro ciency with chef's kits and your choice of Nature
or Survival skills. ENERGIZERS
At the end of a short or long rest you may expend a
EMERGENCY SUPPLEMENTS superiority die and choose a number of friendly
creatures up to your Intelligence modi er (minimum
Also at 3rd level, you are prepared to assist allies with
of one), if they ate food you prepared. Each creature
specially prepared, instantly e ective supplements.
has their walking speed increased by 10 until the end
When an ally is the target of your Critical Analysis
of their next short or long rest. This maneuver has no
feature and within 5 feet of you, you may expend a
e ect on droids or constructs.
superiority die and give that ally the bene ts of any
maneuver exclusive to the Chef Pursuit, regardless of ENHANCERS
whether or not you've chosen it. At the end of a short or long rest you may expend a
Once you've used this feature, you must complete a superiority die and choose a number of friendly
short or long rest before you can use it again. creatures up to your Intelligence modi er (minimum
of one), if they ate food you prepared. Once before the
ADDITIONAL MANEUVERS end of their next short or long rest, a ected targets
Lastly at 3rd level, you gain access to new maneuvers may add the result of the superiority die to a damage
which re ect the progress of your studies into the roll that would a ect only one target. This maneuver
culinary arts. Whenever you learn a new maneuver, has no e ect on droids or constructs.
you can choose from any of the following as well. The
maneuvers are listed in alphabetical order. HEALTH FOOD
You may only perform one maneuver that is used At the end of a short or long rest you may expend a
during a long or short rest at a time. superiority die and choose a number of friendly
creatures up to your Intelligence modi er (minimum
ALLERGENS of one), if they ate food you prepared. Each creature
As a bonus action while preparing or touching food, gains a number of temporary hit points equal to twice
you may expend a superiority die and add to it an the number you roll on the superiority die. This
irritating allergen. At the start of each of its turns, a maneuver has no e ect on droids or constructs.
creature that consumes this food must make a
Constitution saving throw. On a failed save, it MUSCLE RELAXANTS
subtracts half the result of your superiority die As a bonus action while preparing or touching food,
(rounded down, minimum of one) from the rst ability you may expend a superiority die and add to it a fast
check, attack roll, or saving throws it makes before the acting muscle relaxant. At the start of each of its turns,
start of its next turn. The e ect of this maneuver ends a creature that consumes this food must make a
when the creature completes its next long rest or 24 Constitution saving throw. On a failed save, it
hours have passed. This maneuver has no e ect on subtracts the result of your superiority die from the
droids or constructs. rst damage roll it makes before the start of its next
turn. The e ect of this maneuver ends when the
BRAIN FOOD creature completes its next long rest or 24 hours have
At the end of a short or long rest you may expend a passed. This maneuver has no e ect on droids or
superiority die and choose a number of friendly constructs.
creatures up to your Intelligence modi er (minimum
of one), if they ate food you prepared. Each creature SUPPLEMENTS
gains a number of temporary force or tech points At the end of a short or long rest you may expend a
(their choice) equal to the number you roll on the superiority die and choose a number of friendly
superiority die. When an a ected creature casts a creatures up to your Intelligence modi er (minimum
force or tech power, the temporary force or tech of one), if they ate food you prepared. Once before the
points are spent rst. An a ected target can only end of their next short or long rest, a ected targets
bene t from one source of temporary force or tech may add the result of the superiority die to one ability
points at a time, and they last until they're depleted or check, attack roll, or saving throw. The creature can
until the a ected target completes their next short or wait until after it rolls the d20 before deciding to use
long rest. This maneuver has no e ect on droids or this feature, but must decide before the DM says
constructs. whether the roll succeeds or fails. This maneuver has
no e ect on droids or constructs.

70 EXPANDED CONTENT | ARCHETYPES | SCHOLAR


DISCOVERIES (CHEF)
VITAMINS When you select this pursuit, you gain access to new
At the end of a short or long rest you may expend a discoveries which re ect the progress of your studies
superiority die and choose a number of friendly into the culinary arts. Whenever you learn a new
creatures up to your Intelligence modi er (minimum discovery, you can choose from any of the following as
of one), if they ate food you prepared. Each creature well. The discoveries are listed in alphabetical order.
gains pro ciency in Constitution saving throws until
the end of their next short or long rest. If a creature ALTERNATIVE FUEL
was already pro cient in Constitution saving throws, Prerequisite: Chef Pursuit
they instead become pro cient in a saving throw of Any of your chef features, maneuvers, or discoveries
your choice. This maneuver has no e ect on droids or can now a ect droids and constructs.
constructs. BANQUET
BALANCED DIET Prerequisite: 17th level, Chef Pursuit
Prerequisite: Full Course discovery
Beginning at 6th level, your cooking is so nutritionally Over the course of a long or short rest, you may utilize
balanced that it allows allies to stave o the e ects of an additional maneuver from this archetype (total of
continued rigorous activity. Creatures of your choice four).
who eat food prepared by you have advantage on
Constitution saving throws to avoid Exhaustion, as FILLING MEAL
described in chapter 8, until the end of their next long Prerequisite: 7th level, Chef Pursuit
rest. Over the course of a long or short rest, you may utilize
up to two di erent maneuvers from this archetype,
COMFORT FOOD rather than one.
Starting at 9th level, if you or any friendly creatures
FULL COURSE
who have consumed food you prepared during a
Prerequisite: 12th level, Chef Pursuit
short rest regain hit points by spending hit dice at the
Prerequisite: Filling Meal discovery
end of the short rest, each of those creatures regains
Over the course of a long or short rest, you may utilize
an extra 1d8 hit points.
an additional maneuver from this archetype (total of
The extra hit points increase when you reach certain
three).
levels in this class: to 1d10 at 11th level, and to 1d12 at
15th level. ON THE ROCKS
Prerequisite: Chef Pursuit
HEROES' FEAST Any food you prepare over a short or long rest carries
Once you've reached 17th level, you have developed a with it an additional cooling e ect. Creatures that
signature feast that is the purest distillation of your consume it are considered adapted to hot climates, as
knowledge and talent as a chef. described in chapter 5 of the Dungeon Master's Guide,
Over the course of a long rest, you can expend rare until the end of the creature's next long rest or 24
culinary supplies worth 1,000 cr to create your feast, hours have passed. Additionally, the rst time a
which can feed a number of creatures equal to twice creature who eats your food takes re damage before
your Intelligence modi er. Any creature partaking in the end of their next short or long rest, they are
the feast gains the following bene ts: considered resistant to the damage.

It is cured of all poisons and disease, and becomes SECRET INGREDIENT


immune to poison and disease. Prerequisite: Chef Pursuit
It makes Wisdom saving throws to avoid being If you or any friendly creature that has consumed
frightened with advantage. food made by you during their last short or long rest
Its hit point maximum and current hit points increase gains temporary hit points, the number of temporary
by 2d10. hit points they gain increases by an amount equal to
your Intelligence modi er.
These bene ts last until the end of
the creature's next long rest or SPICE OF LIFE
24 hours have passed. Prerequisite: Chef Pursuit
This feature has no Any food you prepare over a short or long rest carries
e ect on droids or with it an additional warming e ect. Creatures that
constructs. consume it are considered adapted to cold climates,
as described in chapter 5 of the Dungeon Master's
Guide, until the end of the creature's next long rest or
24 hours have passed. Additionally, the rst time a
creature who eats your food takes cold damage
before the end of their next short or long rest, they
are considered resistant to the damage.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR 71


EXPLORER PURSUIT
The explorer strives to navigate past the known to
discover new planets, forgotten ruins, or forbidden
locations. Those scholars who choose the Explorer
Pursuit spend their time studying maps, landmarks,
architecture blue prints, or even history books, using
them to e ectively lead the way for their companions.

FOCUSED NAVIGATOR
Beginning at 3rd level when you select this
pursuit, you gain pro ciency in two of the
Perception, Piloting, Survival, and Acrobatics
skills.

SURVEYED AREA
At 3rd level, you can now use your Critical
Analysis feature on a 15-foot cube
area within 60 feet of you that
you can see. You can
treat any creatures inside
this cube as if they are the target
of your Critical Analysis feature, and when
a creature ends your Critical Analysis feature on
themself, it does not end this e ect for other
creatures in your Surveyed Area.

ADDITIONAL MANEUVERS
When you select this pursuit, you gain access to new
maneuvers which re ect your studies in maps and
hidden routes. Whenever you learn a new maneuver,
you can choose from any of the following as well. The
maneuvers are listed in alphabetical order.
EFFECTIVE FLANKING
Whenever you use your Critical Analysis ability, you
can expend a superiority die to make all creatures of
your choice a ected by Critical Analysis to make a
Wisdom saving throw. If at least one creature fails the
save, roll a superiority die.
On a failed save, the number rolled is added to both
the attack and damage roll for the rst attack against
the creature before the start of your next turn.
ENCOURAGING PACE
You can use a bonus action to expend a superiority
die. When you do so, a number of friendly creatures
equal to your Intelligence modi er can immediately
use their reaction to move a number of feet equal to 5
times the number rolled on the superiority die.
NO ESCAPE
Whenever you or a creature you can see makes an
opportunity attack, you can expend a superiority die.
If the attack hits, roll the superiority die and add the
result to the damage roll. Additionally, the a ected
creature's movement speed becomes 0 until the start
of its next turn.

72 EXPANDED CONTENT | ARCHETYPES | SCHOLAR


DISCOVERIES (EXPLORER)
PRECISE MOVEMENTS When you select this pursuit, you gain access to new
When you or a friendly creature you can see that can discoveries which re ect your studies in maps and
see or hear you moves, you can expend a superiority hidden routes. Whenever you learn a new discovery,
die to give them verbal guidance and encouragement. you can choose from any of the following as well. The
Roll a superiority die. The creature's speed increases discoveries are listed in alphabetical order.
by 5 times the number rolled, and they can move
through the space of hostile creatures as if it were COVER ADEPT
di cult terrain. Prerequisites: 12th level, Explorer Pursuit
You treat half cover as three-quarters cover, and
SNARE TRAPS three-quarters cover as full cover. Additionally, while
You can use an action and expend a superiority die to you are in cover, Dexterity (Stealth) checks you make
trigger painful snare traps. When you do, one creature gain a bonus equal to your Intelligence modi er
within 60 feet of you or all creatures that are targeted (minimum of +1).
by your Critical Analysis has to make a Dexterity
(Acrobatics) check against your maneuver save DC. DUNGEON EXPLORER
On a failure, they take damage equal to the roll and Prerequisites: Explorer Pursuit
their movement speed becomes 0 until the end of You have advantage on Wisdom (Perception) checks
your next turn. and Intelligence (Investigation) checks to locate any
secret doors or traps, and you have resistance to
SUPERIOR COUNTERATTACK damage dealt by traps.
Whenever an opportunity attack targets a friendly In addition, you can use your Sage Advice feature to
creature other than you that is in an area targeted by teach friendly creatures about various types of traps,
your Critical Analysis feature, you can expend a following the same rules of that feature. When you do
superiority die. The creature can use its reaction to so, the chosen creatures have resistance to damage
make a single weapon attack, adding the superiority dealt by traps.
die roll to the attack roll.
GALACTIC EXPLORER
WRESTLE AND DRAG Prerequisites: 9th level, Explorer Pursuit
When you or a creature that is the target of your When you make a Piloting (Intelligence) skill check and
Critical Analysis makes an Strength (Athletics) check to may add your pro ciency bonus to the check, treat
grapple or shove a creature, you can expend a any roll of 9 or lower as if you had rolled a 10.
superiority die and add it to the roll. Until the end of
your turn, you can drag the grappled creature with GRAPPLING HUNTER
you without your speed being halved. Additionally, if Prerequisites: 5th level, Explorer Pursuit
you move at least 5 feet, the creature takes damage Attack rolls that you make against creatures that you
for each foot moved up to an amount equal to half are grappling have advantage.
your Scholar level + your Intelligence modi er. HIGH GROUND
FIELD ADVANTAGE Prerequisites: 5th level, Explorer Pursuit
Once per turn, when you or a friendly creature hits a
At 6th level, you learn to quickly convey spatial creature that is a target of your Critical Analysis
information in the midst of combat about the area feature, it takes additional damage equal to your half
you analyzed, giving them an edge at maneuvering in Intelligence modi er (minimum of +1).
the area. While moving through your Surveyed Area,
you and friendly creatures of your choice ignore NO STONE LEFT UNTURNED
unenhanced di cult terrain, and opportunity attacks Prerequisites: Explorer Pursuit
against them are made with disadvantage. When you make a Wisdom (Perception) or
Investigation (Intelligence) check to nd a hidden
UNSTOPPABLE ADVENTURER creature that is inside the area that is targeted by your
At 9th level, you learn to swim and scale vertical Critical Analysis feature, you do so with advantage.
surfaces with ease. You gain swimming and climbing
VERSATILE EXPLORER
speed equal to your walking speed.
Prerequisites: Explorer Pursuit
Additionally, your Sage Advice feature can be used
You can hold your breath twice as long as you are
to give friendly creatures knowledge on how to swim
normally able to, and take half as much damage from
or climb, following the same rules of that feature as if it
fall damage.
is a skill or tool. However, the friendly creatures have
swimming speed or climbing speed for the entire
duration instead.

SURVEY MASTER
Beginning at 17th level, when you use the Surveyed
Area feature, the area a ected is a 30-foot cube
instead of a 15-foot cube.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR 73


BLIND LUCK
GAMBLER PURSUIT When you fail an ability check, you can expend a
Not all studied men and women use their intelligence superiority die. If the result of your ability check plus
and skill for the pursuit of knowledge, but instead turn the superiority die is within a range equal to half your
to the various casinos and betting halls of the galaxy. pro ciency bonus (rounded down) above or below
Those scholars who choose the Gambler Pursuit use the check's DC, you pass the check instead.
their knowledge of probability and risk to attempt to
master games of chance and build their fortune, or DOUBLE BLUFF
lose it all along the way. If on the same round of combat that you have missed
a weapon attack, an enemy also misses you with a
GAMBLER'S APTITUDE weapon attack, you can expend a superiority die and
When you choose this pursuit at 3rd level, you gain make a single weapon attack, adding the results of
pro ciency in your choice of the Insight, Deception, your superiority die to both the attack and damage
Persuasion, or Sleight of Hand skills. Additionally, you rolls.
gain pro ciency in three gaming sets of your choice, THE IDIOT'S ARRAY
and you have advantage on any ability check you When a creature hits you with a weapon attack roll,
make that uses any of these gaming sets. you can expend a superiority die and roll it. On a roll of
4 or higher, you take minimum damage on the
RISK VERSUS REWARD
damage roll and subtract the value of the superiority
Also at 3rd level, when you make your rst attack on die. On a roll of 3 or lower, you instead take the
your turn against the target of your Critical Analysis maximum.
feature, you can decide to gamble by rolling a d6. On a
roll of 4 or higher, you have advantage on attack rolls PLAYED THEIR HAND
against that creature until the start of your next turn. When a creature hits you with an opportunity attack
On a roll of 3 or lower, that creature instead has while within 5 feet of you, you can use your reaction
advantage on attack rolls against you until the start of and expend a superiority die to impose disadvantage
your next turn. on the attack roll. If the attack misses, you can make a
This die increases when you reach certain levels in Dexterity (Sleight of Hand) check contested by the
this class: to 1d8 at 7th level, to 1d10 at 11th level, and attacker's Strength (Athletics) or Dexterity
to 1d12 at 15th level. (Acrobatics) check (their choice) as a part of this
reaction. On a success, the target drops the
ADDITIONAL MANEUVERS weapon it made the attack with. If you are
Lastly at 3rd level, you gain access to new maneuvers within 5 feet of the target, and you have a free
which re ect your deep understanding of chance. hand, you can catch the item. Otherwise,
Whenever you learn a new maneuver, you can choose the object lands at its feet.
from any of the following as well. The maneuvers are
listed in alphabetical order.
ALL IN
When you make an attack roll, and the result is less
than 20, you can expend a superiority die and roll it,
adding it to the roll. If the resulting sum is 20 or 23,
the attack is considered a critical hit.

74
PURE SABACC DISCOVERIES (GAMBLER)
When you score a critical hit with a weapon attack,
When you select this pursuit, you gain access to new
you can expend a superiority die and roll it. On a roll of
discoveries which re ect your deep understanding of
4 or higher, you deal maximum damage on the
chance. Whenever you learn a new discovery, you can
weapon's damage roll, including the superiority die.
choose from any of the following as well. The
On a roll of 3 or lower, you instead deal the minimum.
discoveries are listed in alphabetical order.
RAISE THE STAKES
ACE UP YOUR SLEEVE
When the target of your Critical Analysis feature
Prerequisite: Gambler Pursuit
makes an attack roll against you, you can use your
Whenever you make a Dexterity (Sleight of Hand) or
reaction to expend a superiority die. Roll the die and
Charisma (Deception) check, you can expend a
subtract the result from the enemy's attack roll, but
superiority die, adding the result to your total for the
add the result to their damage roll on a hit.
check.
TAKE A CHANCE
AGAINST THE HOUSE
Before making an attack roll, you can expend a
Prerequisite: Gambler Pursuit
superiority die. On a miss, you lose that superiority die
Whenever you would make a Charisma (Persuasion)
and do not bene t from it in any way. On a hit, you
check involving haggling, you can instead challenge
can choose two other maneuvers that you know, and
the target to a game of chance. If they accept your
subject the target to both maneuvers, without
o er, you can make an ability check with an available
expending additional superiority dice.
gaming set. If you win the challenge, you automatically
TIEBREAKER succeed on the Charisma (Persuasion) check.
When you roll a superiority die as a part of a
ANTE UP
maneuver you learned from this class, you can expend
Prerequisite: Gambler Pursuit
another superiority die and use the total of both dice.
When you roll initiative, are not surprised, and end up
LUCKY NUMBER 7 rst in the initiative order, you can take one additional
action on top of your regular action and a possible
Beginning at 6th level, whenever you roll a 7 on an bonus action during your rst turn in combat.
attack roll against the target of your Critical Analysis
feature, the attack automatically hits and you regain a CALCULATED BLUFF
superiority die. You can not have more superiority Prerequisite: Gambler Pursuit
dice than the amount shown in the Superiority Dice When you make an ability check using your Charisma,
column of the scholar table. you can choose to instead make the check using your
When attacking with advantage or disadvantage, Intelligence.
this e ect applies if either roll is a 7. If both rolls are a
7, the attack is a critical hit. COLD READ
Prerequisite: Gambler Pursuit, 5th level
TELL ME THE ODDS As an action, you may make a Wisdom (Insight) check
contested by a target's Charisma (Deception) check.
Starting at 9th level, if the target of your Critical
On a success, you know the next action the target
Analysis hits you with a weapon attack roll, you can
intends to take, so long as the situation does not
use your reaction to roll a d8. On a 4 or higher, you
change dramatically.
impose disadvantage on the roll. If the target already
had disadvantage, they must instead reroll one of the FEELING THE PRESSURE
dice once (your choice). Prerequisite: Gambler Pursuit, 13th level
This die increases when you reach certain levels in Whenever you roll a 4 or higher on your Risk Versus
this class: to 1d10 at 11th level, and to 1d12 at 15th Reward feature, the target of your Critical Analysis
level. feature also has disadvantage on attack rolls made
against you until the start of your next turn.
BORROWED LUCK
Once you've reached 17th level, you have gained the THE MAGIC NUMBER
ability to unnaturally alter luck in your favor. Once per Prerequisite: Gambler Pursuit, 7th level
round, after an attack roll, saving throw, or ability Whenever you roll a 7 on an ability check or saving
check is rolled by you or a creature that you can see, throw, you can reroll the ability check or saving throw
you can replace the number on the d20 with a 7. Note with advantage.
the number on the d20 of the roll that you replaced.
That number becomes your borrowed luck roll.
While you have a borrowed luck roll, you can
expend it and replace any ability check, attack roll, or
saving throw made by you or a creature that you can
see with the value of the borrowed luck roll. You can
only have one borrowed luck roll at a time, and you
lose any unused borrowed luck rolls when you
complete a short or long rest.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR 75


UNRELENTING GRASP
GENETICIST PURSUIT When you hit a creature within 5 feet of you with an
Throughout the galaxy there exists scientists who opportunity attack, you may expend a superiority die.
focus on unraveling the mysteries contained within The creature takes additional damage equal to your
the bodies of the divese sentients of the galaxy. Those superiority die, and you may attempt to grapple the
scholars who choose the Geneticist Pursuit put their target as part of the same reaction.
knowledge into practice, splicing their own genetic
material to become superior beings... or monsters. VENOMOUS SLASH
When you hit a creature with a melee attack, you may
GENESPLICER'S METHODS expend a superiority die to force it to make a
When you choose this pursuit at 3rd level, you gain Constitution saving throw. On a failed save, it takes
pro ciency with geneticist's kit and your choice of poison damage equal to the result of the die and is
Medicine or Survival skills. poisoned until the start of your next turn.

MUTAGENIC ANALYSIS MUTAGENIC TRANSFORMATION


Also at 3rd level, while you are the target of your Beginning at 6th level, when you target yourself with
Critical Analysis feature, you can add half your your Critical Analysis feature, you can choose to
Intelligence modi er (rounded down, minimum of undergo a mutagenic transformation. Your form
one) to any saving throw you make that doesn't shifts, exaggerating and strengthening your geneticist
already include that modi er. discoveries for 1 hour. You gain the following bene ts:
You can attack twice, instead of once, whenever you
ADDITIONAL MANEUVERS
take the Attack action on your turn.
Lastly at 3rd level, you gain access to new maneuvers Your Strength score becomes equal to your Intelligence
which re ect the changes your body has undergone. score.
Whenever you learn a new maneuver, you can choose You gain a bonus to your AC equal to half your
from any of the following as well. The maneuvers are Intelligence modi er (rounded down, minimum of +1) if
listed in alphabetical order. it doesn't already include that modi er.
ACID BURST You can end this e ect early on your turn as a
When you take the Attack action on your turn, you bonus action. This e ect ends early if you are
can replace one of your attacks with a sudden and incapacitated or die. You can use this feature twice.
violent expulsion of acidic uid. You expend a You regain all expended uses of it when you nish a
superiority die, and cause all creatures within a 15-foot long rest.
cone to make a Dexterity saving throw. On a failed
save, they take damage equal to the number rolled on GENETICIST'S RESILIENCE
your superiority die plus your Intelligence modi er. Starting at 9th level, your genetic alterations make you
CHARGING ATTACK immune to poison and disease. Additionally, you have
If you move at least 10 feet towards your target before resistance to poison
successfully hitting them with a melee attack, you may damage.
expend a superiority die, causing the target to take
additional damage equal to the result, and forcing it
to make a Strength saving throw. On a failed save
the creature is knocked prone.
ELECTRICAL DISCHARGE
When you succeed on a check to initiate or
maintain a grapple, you can expend a
superiority die. The creature takes lightning
damage equal to the amount rolled on the die.
RAMPAGE
When you reduce a creature to 0 hit points, you
can use your bonus action to expend a superiority
die and move up to half your speed. If you end this
movement within 5 feet of a creature, you can
make a single melee attack against that
creature, adding the result of the
superiority die to the attack roll.

76 EXPANDED CONTENT | ARCHETYPES | SCHOLAR


CHIMERIC ADAPTATION Prerequisite: Geneticist Pursuit lift. Add
You count as one size larger when determining your cover a
Once you've reached 17th level, your genetic carrying capacity and the weight you can push, drag, score. W
modi cations have reached new heights. When you or numbe
complete a short or long rest, you can choose one of Streng
the following features. When you undergo your transfo
mutagenic transformation, you also gain the bene ts checks
of the chosen feature for the duration. You can only
have one of these features at a time. ICARIA
Prereq
ASPECT OF THE TERENTATEK You sp
You gain pro ciency in Wisdom and Charisma saving speed
throws. Additionally, you have advantage on saving gain th
throws against force powers, and when a creature any giv
within 30 feet of you casts a force power, you can use which
your reaction to move up to half your speed towards require
the creature. You must end this movement closer to transfo
the creature than you started. If you end this full wa
movement within 5 feet of the creature, you can make to take
one melee attack against the creature (no action
required). MUTA
Prereq
ASPECT OF THE RANCOR Your h
You gain pro ciency in Strength and Constitution to you
saving throws. Additionally, you gain immunity to the a level.
frightened condition, and when you deal damage with transfo
a weapon or unarmed strike, you can deal an turns, y
additional 1d8 damage of the same type as the your sc
weapon's damage. modi
ASPECT OF THE VARACTYL PREDA
You gain pro ciency in Dexterity and Intelligence Prereq
saving throws. Additionally, your speed increases by You ha
10 feet, you ignore e ects that would reduce your darkvis
speed, your attack rolls can't su er from When y
disadvantage, and creatures can't have advantage on you ga
attack rolls against you. that re
DISCOVERIES (GENETICIST) can tra
hours.
When you select this pursuit, you gain access to new
discoveries which re ect the changes you have caused UNDER
your own body to undergo. Whenever you learn a Prereq
new discovery, you can choose from any of the You ga
following as well. The discoveries are listed in speed
alphabetical order. of 1 foo
must h
ADAPTED HIDE mutag
Prerequisite: Geneticist Pursuit to 30 fe
When you aren't wearing armor, your AC is 13 + your pinpoi
Dexterity modi er. Additionally, you are adapted to radius,
hot or cold climates (your choice), as described in vibrati
chapter 5 of the Dungeon Master's Guide. When you substa
undergo your mutagenic transformation, you add or inco
your full Intelligence modi er, instead of half, to your
AC for the duration. UNNAT
Prereq
ATMOSPHERIC ADAPTATION You sp
Prerequisite: Geneticist Pursuit which
You can breathe air and water. When you undergo your ch
your mutagenic transformation, you no longer need modi
to breathe, and you can survive up to one hour within use the
the vacuum of space for the duration. underg
ENHANCED MUSCULATURE unarm
enhan
additio
you hit

EXPANDED CONTENT | ARCHETYPES | SCHOLAR 77


SLICER PURSUIT
Across the galaxy one can nd numerous
pseudonyms and false identities belonging to the
hackers and cyber-in ltrators that call the world of SLICER PURSUIT TECHCASTING
electronics home. Those scholars who choose the Tech Powers Tech Max Power
Slicer Pursuit put their impressive intellectual prowess Level Known Points Level
to work in the eld of technology, to ends both
3rd 4 2 1st
benevolent and malicious.
4th 4 2 1st
TECHCASTING 5th 5 3 1st
When you choose this pursuit at 3rd level, you have
6th 5 3 1st
derived powers from schematics with the aid of your
wristpad. See chapter 10 for the general rules of 7th 6 4 2nd
techcasting and chapter 12 for the tech powers list. 8th 6 4 2nd
TECH POWERS KNOWN 9th 7 5 2nd
You learn 4 tech powers of your choice, and you learn 10th 7 5 2nd
more at higher levels, as shown in the Tech Powers
11th 8 6 2nd
Known column of the Slicer Pursuit Techcasting table.
You may not learn a tech power of a level higher than 12th 8 6 2nd
your Max Power Level. 13th 9 7 3rd
TECH POINTS 14th 9 7 3rd
You have a number of tech points equal to half of your 15th 10 8 3rd
scholar level (rounded up), as shown in the Tech
16th 10 8 3rd
Points column of the Slicer Pursuit Techcasting table, +
your Intelligence modi er. You use these tech points 17th 11 9 4th
to cast tech powers. You regain all expended tech 18th 11 9 4th
points when you nish a short or long rest.
19th 12 10 4th
MAX POWER LEVEL 20th 12 10 4th
Many tech powers can be overcharged, consuming
more tech points to create a greater e ect. You can
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Slicer Pursuit Techcasting table.
You may only cast tech powers at 4th-level once. ADDITIONAL MANEUVERS
You regain the ability to do so after a long rest.
Lastly at 3rd level, you gain access to new maneuvers
TECHCASTING ABILITY which re ect your understanding of tech casting.
Intelligence is your techcasting ability for your tech Whenever you learn a new maneuver, you can choose
powers. You use your Intelligence whenever a power from any of the following as well. The maneuvers are
refers to your techcasting ability. In addition, you use listed in alphabetical order.
your Intelligence modi er when setting the saving
AUTOMATIC STARTUP SEQUENCE
throw DC for a tech power you cast and when making
When a creature makes a saving throw against a tech
an attack roll with one.
power you cast, you may expend a superiority die,
Tech save DC = 8 + your pro ciency bonus + subtracting the number rolled from their total. You
your Intelligence modi er can use this maneuver before or after the creature
makes saving throw, but before the GM determines
Tech attack modifier = your pro ciency bonus + whether or not the creature fails.
your Intelligence modi er
FAST ACCESS PROGRAMS
TECHCASTING FOCUS When you cast a tech power of 1st-level or higher that
You use a wristpad (found in chapter 5) as a has a casting time of 1 action, you can expend a
techcasting focus for your tech powers. superiority die to change the casting time to 1 bonus
action for this casting.
SYSTEMS HIJACK
FIREWALL
Also at 3rd level, when the target of your Critical When you or an ally you can see within 60 feet make a
Analysis is a droid or construct, or wearing or holding a saving throw against a tech power, you can use your
techcasting focus, that creature is a viable target for reaction to expend a superiority die, adding the
any tech powers with you cast with a range of touch. number rolled to the result of that saving throw.
Additionally, when the target of your Critical Analysis
casts a tech power, you can use your reaction to
identify the tech power being cast, and at what level.

78 EXPANDED CONTENT | ARCHETYPES | SCHOLAR


DISCOVERIES (SLICER)
HACKED COMMUNICATIONS When you select this pursuit, you gain access to new
As an action, you may expend a superiority die, and discoveries which re ect your understanding of tech
choose any number of creatures that you can see casting. Whenever you learn a new discovery, you can
within 60 feet of you that have commlinks, choose from any of the following as well. The
headcomms, or other such communications devices. discoveries are listed in alphabetical order.
Each creature must succeed on a Constitution saving
throw or take sonic damage equal to the number ADMINISTRATOR'S LOG
rolled on the dice + your Intelligence modi er Prerequisite: Slicer Pursuit
(minimum of one). Additionally, on a failed save, their If you spend at least 10 minutes working on a
communication devices are disabled until rebooted. computer or terminal, you can get a full list of users
who have accessed the machine within the past 24
OVERCAPACITY POWERS hours. Over the course of a long rest, you may then
When you cast a tech power of 1st-level or higher, you form a facsimile of identi cation that would allow you
may expend a superiority die to cast the power at a to pass yourself o as that person when accessing
higher level, provided is does not exceed your machines.
Maximum Power Level. Roll the superiority die, and
add it to the level at which you are casting the power. BACKDOOR EGRESS
You can choose to cast it at this new power level or Prerequisite: Slicer Pursuit
lower. When you cast a tech power that a ects an area and
requires a saving throw, and you are inside that
RUNTIME EXTENSION power's area, you can use your reaction to move up to
When a tech power you cast with a duration of 1 half your speed without provoking opportunity
minute or longer reaches the end of its duration, you attacks. If you end this movement outside the area
may expend a superiority die to extend the duration a ected by the tech power, you do not have to make
of the power a number of rounds equal to the number a saving throw to avoid its e ects.
rolled on your superiority die.
INTELLIGENCE CORE OVERRIDE
SUBTLE EXECUTION Prerequisite: 9th level, Slicer Pursuit
When you cast a tech power, you may expend a You can cast the override interface tech power at 5th
superiority die to cast the power without any visual or level without spending tech points.
auditory cues. Creatures have disadvantage on any Once you've used this feature, you must complete a
Intelligence (Investigation) or Wisdom (Perception) long rest before you can use it again.
checks made to determine if you were the caster.
RESOURCE APPROPRIATION
POTENT PROGRAMMING Prerequisite: 11th level, Slicer Pursuit
Beginning at 6th level, when a creature succeeds on a If you reduce the target of your Critical Analysis
saving throw against an at-will tech power you cast feature to 0 hit points, and it has tech point remaining,
that deals damage, the creature takes half the power's you may choose to gain any tech points it had
damage, but su ers no additional e ects of the remaining. Your current tech points cannot exceed
power. your tech point maximum.
Once you've used this feature, you must complete a
REDIRECT ERROR short or long rest before you can use it again.
Starting at 9th level, when the target of your Critical SKILLFUL CASTING
Analysis feature casts a tech power that a ects an Prerequisite: Slicer Pursuit
area, you can use your reaction to cause that power to When you hit a creature with an at-will tech power
instead a ect an area in a 10-foot-radius sphere that requires an attack roll, you may treat that attack
centered on the caster. roll as a weapon attack for the purpose of using
Once you've used this feature, you must complete a maneuvers.
long rest before you can use it again.
SLEEPER PROGRAM
SYSTEM OVERRIDE Prerequisite: Slicer Pursuit
Once you've reached 17th level, you know how to Whenever you cast a tech power with a casting time of
quickly activate anti-tech subroutines you have 1 action, you can choose to delay the power's
encoded into your wristpad. You can cast the diminish activation up to a minute. When you do so, you cast
tech and tech override powers at 3rd level without the power as normal, but holds its energy for the
expending tech points. If the target is the target of duration of the delay. Holding onto the power's e ect
your Critical Analysis, you have advantage on the requires concentration. If your concentration is
techcasting ability check for these powers. broken before the delay ends, the power dissipates
You can use this feature a number of time equal to without taking e ect. You can use your reaction to
half your Intelligence modi er (rounded down, a activate the power at any time.
minimum of once). You regain all expended uses when You can use this feature a number of times equal to
you nish a long rest. your Intelligence modi er (a minimum of once). You
regain all expended uses when you nish a long rest.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR 79


While your beast is the target of your Critical Analysis
ZOOLOGIST PURSUIT feature, it gains a bonus to ability checks, armor class,
Many academics develop an a nity for nature, attack rolls, damage rolls, and saving throws equal to
studying the vast fauna that inhabit the di erent half your Intelligence modi er (rounded up).
planets throughout the galaxy. Those scholars who
choose the Zoologist Pursuit capitalize on their ADDITIONAL MANEUVERS
knowledge of animals, developing a strong bond with Lastly at 3rd level, you gain access to new maneuvers
a companion with whom they gain an advantage on which re ect the progress of your studies into the
the battle eld. biology and behavior of animals. Whenever you learn
a new maneuver, you can choose from any of the
WILDERNESS EXPERT following as well. The maneuvers are listed in
When you choose this pursuit at 3rd level, you gain alphabetical order.
pro ciency your choice of Animal Handling or Nature
skills. Additionally, when you make a Wisdom (Animal LOYAL BOND
Handling) check, you gain a bonus to the check equal Whenever you are hit with an attack, you can expend
to your Intelligence modi er. one superiority die to command your companion to
immediately use its reaction and move up to its speed
BEAST COMPANION directly towards you. If it ends this movement within 5
Also at 3rd level, you learn to employ all the feet of you, roll the superiority die. Your companion
knowledge you've accumulated to forge a powerful takes the damage instead of you, subtracting the
bond with your own personal beast companion. amount you rolled from the total.
Choose your beast, which is detailed at the end of GO GET 'EM
this pursuit. Over the course of 8 hours, which can be While your companion is moving, you can expend a
done during a long rest, you can expend 500 cr worth superiority die and add 5 times the number rolled to
of herbs and food to call forth an animal from the its movement speed.
wilderness to serve as your companion.
If your beast dies, or you want to bond with a PIN DOWN
di erent creature, you must rst break the bond with When your beast attempts to grapple or knock a
your current beast companion. You may only have creature prone, you can expend a superiority die to
one beast companion at a time. give it direction as long as it can see or hear you. Roll a
Your beast gains a variety of bene ts while it is superiority die and add it to
bonded to you: your beast's Strength
(Athletics) check.
The beast obeys your commands as best it can. It acts
on your turn, and you determine its actions, decisions,
attitudes, and so on. If you are incapacitated or absent,
your beast acts on its own.
Your beast's level equals your scholar level, and for
each scholar level you gain after 3rd, your beast
companion gains an additional hit die and increases its
hit points accordingly.
Your beast has the pro ciency bonus of a player
character of the same level.
Whenever you gain the Ability Score Improvement
feature in this class, your beast's abilities also improve.
Your beast 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 beast can't increase an
ability score above 20 using this feature
unless its description speci es
otherwise.

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DISCOVERIES (ZOOLOGIST)
PRIMAL ENDURANCE When you select this pursuit, you gain access to new
As an action, you can expend a superiority die to discoveries which re ect your studies in biology and
improve your beast's defense. Roll the die and add it behaviour of alien lifeforms. Whenever you learn a
to your beast's AC until the beginning of your next new discovery, you can choose from any of the
turn. following as well. The discoveries are listed in
alphabetical order.
SIC 'EM
As an action, you can command your beast to savage ADVANTAGEOUS COMPANION
a nearby enemy. Your beast can use its reaction to Prerequisite: Zoologist Pursuit
immediately move up to 10 feet and make one attack, When you make a Charisma (Intimidation) check
adding the superiority dice to the damage roll on a hit. against a creature that can see your beast companion,
and your companion is size Medium or larger, you
SPINE-CHILLING HOWLS
make the check with advantage.
As an action, you can expend one superiority die to
When you make a Charisma (Persuasion) check
command your beast to frighten another creature.
against a creature that can see your beast companion,
The target must then succeed on a Wisdom saving
and your companion is size Small or Tiny, you make
throw against your Maneuver save DC or become
the check with advantage.
frightened of both you and your beast for 1 minute.
COLOSSAL COMPANION
WILD SENSES
Prerequisite: 15th level, Zoologist Pursuit
Whenever you make a Wisdom (Perception) or a
You can attempt to temporarily take control of a Huge
Wisdom (Survival) check, you can request the aid of
beast. With the use of 10,000 cr worth of herbs and
your beast by expending a superiority die, adding the
food, you can make a DC 15 Animal Handling check.
number rolled to the check. You can use this
On a success, the creature becomes your companion
maneuver before or after making the ability check, but
for 1d4 hours and gains the bene ts of your Beast
before the results of the ability check are determined.
Companion feature. You can attempt to extend the
VICIOUS HUNTING duration by one hour by making additional Animal
Handling checks. The DC for the rst check is 20, and
Beginning at 6th level, your beast companion's strikes increases by 5 on each subsequent check. On a failure,
count as enhanced for the purpose of overcoming the creature becomes hostile to you if it wasn't
resistance and immunity to unenhanced attacks and already and becomes immune to this feature for 24
damage. hours.
CREATURE COMPREHENSION HOLOCAM ATTACHMENT
Starting at 9th level, when your beast makes an attack Prerequisite: Zoologist Pursuit
roll, ability check, or saving throw, you may expend a You have learned how to safely attach a holocam on
superiority die and apply the bene ts of a maneuver the head of the companion. You learn the tracker
you know from this class, as if you have taken the droid interface tech power, and your beast becomes a
action yourself. valid target of this power.

FERAL FEROCITY NEAT TRICKS


Prerequisite: 5th level, Zoologist Pursuit
Once you've reached 17th level, you have learned how
Your beast gains pro ciency in one Strength or
to push your beast beyond its limits. If your beast is
Dexterity skill of your choice. If your beast's size is
within 30 feet of you and can see or hear you, you can
Medium or larger and the chosen skill uses Strength, it
command it to enter a furious state. While raging, your
has expertise in the chosen skill. If your beast's size is
beast gains the following bene ts:
Small or smaller and the chosen skill uses Dexterity, it
Your beast has advantage on Strength checks and has expertise in the chosen skill.
Strength saving throws if it is size Medium or larger.
PROTECTIVE FRIEND
Your beast has advantage on Dexterity checks and
Prerequisite: Zoologist Pursuit
Dexterity saving throws if it is size Small or smaller.
If a creature makes a melee attack against you or your
When your hits with an attack, it deals bonus damage
companion, and your companion is within 5 feet of
equal to your Intelligence modi er.
you, you can use your reaction to impose
Your beast has resistance to kinetic and energy
disadvantage on the attack roll.
damage.
THE MORE THE MERRIER
Your beast's furious state lasts for 1 minute. It ends Prerequisite: 7th level, Zoologist Pursuit
early if your beast is knocked unconscious. You can Whenever you attempt to call forth an animal as your
end your beast's furious state as a bonus action. companion, you can instead spend 1,000 cr worth of
Once you've used this feature, you can't use it again components and call forth a swarm of Tiny creatures.
until you nish a long rest. The swarm is composed of a number of creatures
equal to your scholar level + your Intelligence
modi er, and is size Medium. All of the creatures
within the swarm act as a single creature.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR 81


GENERATING YOUR BEAST BESTIAL TRAITS
Choosing your beast companion is an integral part of The traits are presented in alphabetical order.
being a Zoologist Scholar. Your beast takes a form of AERIAL
your choosing. Alternatively, your GM can choose Your beast companion has a ying speed equal to its
what form your beast takes based on your walking speed, and opportunity attacks made against
environment. it have disadvantage.
Once you've selected your type of beast, you assign
your beast companion's ability scores. Your beast's AMPHIBIOUS
Intelligence score is 6, and you assign its other ability Your beast companion has a swimming speed equal to
scores using a limited standard array (16, 14, 14, 12, 10) its walking speed, and it can breathe air and water.
as you see t. BURROWER
Your beast companion has a burrowing speed equal
BEAST FEATURES to its walking speed, and it has blindsight out to 10
All beasts share the following traits. feet.

HIT POINTS CHARGER


Hit Dice: 1d4 per beast companion level If your beast moves at least half its speed straight
Hit Points at 1st Level: 4 + your beast's Constitution towards a target before making a melee attack, it deals
modi er an additional 1d8 damage on a hit.
Hit Points at Higher Levels: 1d4 (or 3) + your beast's
CLIMBER
Constitution modi er per beast level after 1st
Your beast companion has a climbing speed equal to
PROFICIENCIES its walking speed, and it has advantage on Strength
Languages: Your beast can understand simple saving throws and Strength (Athletics) checks that
commands spoken in two languages of your choice, as involve climbing.
well as hand signals, but it can not speak
Saving Throws: Choose one from Strength, Intelligence, DARKVISION
or Charisma, and another from Dexterity, Constitution, Your beast companion is accustomed to low-light
or Wisdom environments. Your beast can see in dim light within
Skills: Choose two from Acrobatics, Athletics, Intimidation, 60 feet as if it were bright light, and in darkness as if it
Perception, Performance, Survival, and Stealth were dim light. Your beast can't discern color in
darkness, only shades of gray.
FEATURES
Armor Class: 10 + your beast's Dexterity modi er EVASIVE
Bestial Traits: Your beast companion has four bestial Your beast companion can take the Disengage action
traits of your choice. It gains an additional trait at 5th as a bonus action.
level (5), 8th level (6), 11th level (7), 14th level (8), and
FORCE ADEPT
17th level (9). Whenever you gain a level in this class,
Prerequisite: Force Sensitive
you can exchange one trait for another one.
Your beast companion knows one 2nd-level force
Natural Weapon: Your beast companion attacks with a
power of your choice, and once per long rest it can
natural weapon, such as claws or a bite. On a hit, it deals
cast it at 2nd-level without expending force points.
1d4 kinetic damage.
Your beast's forcecasting ability is Wisdom or
Size: Tiny
Charisma (depending on power alignment).
Speed: 20 ft.
Type: Beast FORCE RESISTANCE
Your beast companion has advantage on saving
throws against force powers.
FORCE-SENSITIVE
Your beast learns one at-will force power and one 1st-
level force power, which it can cast at its lowest level
once per long rest. Your beast's forcecasting ability is
Wisdom or Charisma (depending on power
alignment). At-will powers chosen in this way do not
scale with higher levels.
GRAPPLER
When your beast hits with a melee weapon attack, it
can use a bonus action to attempt to grapple the
target. On a success, the target is both grappled and
restrained, and your beast can't attack again while it
has a creature grappled.

82 EXPANDED CONTENT | ARCHETYPES | SCHOLAR


HEAVY HIDE RANGED WEAPON
Your beast companion's armor class becomes 14. Your beast companion has a natural ranged weapon,
such as a spitter or tail spikes. It has a normal range of
KEEN HEARING 30 feet and a long range of 90 feet, and on a hit it deals
Your beast companion has advantage on Wisdom kinetic damage equal to its natural weapon damage
(Perception) checks that rely on hearing. die.
KEEN SIGHT REACH WEAPON
Your beast companion has advantage on Wisdom Your beast companion has a natural weapon with
(Perception) checks that rely on sight. reach, such as a tail or wings. It has the reach property,
KEEN SMELL and on a hit it deals kinetic damage equal to its natural
Your beast companion has advantage on Wisdom weapon damage die.
(Perception) checks that rely on smell. SIZE: HUGE
LIGHT HIDE Prerequisite: Size Large
Your beast companion's armor class becomes 11 + its Your beast companion's size is Huge. Its hit points
Dexterity modi er. increase by an amount equal to its level + 1, its Hit Die
becomes a d12, its natural weapon damage die
MEDIUM HIDE becomes a d12, and its walking speed increases to 40.
Your beast companion's armor class becomes 13 + its
Dexterity modi er, to a maximum of +2. SIZE: LARGE
Prerequisite: Size Medium
NATURAL CAMOUFLAGE Your beast companion's size is Large. Its hit points
When your beast companion attempts to hide, it can increase by an amount equal to its level + 1, its Hit Die
opt to not move on its turn. If it avoids moving, it is becomes a d10, its natural weapon damage die
considered lightly obscured until it moves. becomes a d10, and its walking speed increases to 35.
NIMBLE WEAPON SIZE: MEDIUM
Your beast companion can use Dexterity instead of Prerequisite: Size Small
Strength for its attack and damage rolls. Your beast companion's size is Medium. Its hit points
increase by an amount equal to its level + 1, its Hit Die
PACK TACTICS
becomes a d8, its natural weapon damage die
Your beast companion has advantage on an attack roll
becomes a d8, and its walking speed increases to 30.
against a creature if at least one ally of your beast
companion is within 5 feet of the creature and the ally SIZE: SMALL
isn't incapacitated. Your beast companion's size is Small. Its hit points
increase by an amount equal to its level + 1, its Hit Die
POUNCER
becomes a d6, its natural weapon damage die
If your beast moves at least half its speed straight
becomes a d6, and its walking speed increases to 25.
toward a creature and hits it with a melee attack, the
creature must make a Strength saving throw (DC = 8 + STURDY-LEGGED
your beast's pro ciency bonus + its Strength Your beast companion's long jump is up to 20 feet and
modi er). If the creature is larger than your beast, it its high jump is up to 10 feet, with or without a
makes this save with advantage. On a failed save, the running start, and it has advantage on Strength and
creature is knocked prone, and your beast can make Dexterity saving throws made against e ects that
one additional attack against it as a bonus action. would knock it prone.
POWERFUL BUILD SWIFT
Your beast companion counts as one size larger when Your beast companion can take the Dash action as a
determining its carrying capacity and the weight it can bonus action.
push, drag, or lift.
TREMORSENSE
RAMPAGER Your beast companion gains tremorsense out to 30
If your beast reduces a creature to 0 hit points with a feet.
melee attack on its turn, your beast can take a bonus
action to move up to half its speed and make a melee VENOMOUS WEAPON
attack. When your beast companion deals damage to a
creature, it must make a Constitution saving throw
(DC = 8 + your beast's pro ciency bonus + your beast's
Constitution modi er) or become poisoned until the
end of its next turn.

EXPANDED CONTENT | ARCHETYPES | SCHOLAR 83


ARTILLERIST TECHNIQUE MARK OF THE ARTILLERIST
While some scouts choose to foray alone, others like Also at 3rd level, once per round, when your turret
to have support. Follower of the Artillerist Technique deals damage to the target of your Ranger's Quarry,
master control of militant constructs, laying waste to you can roll your Ranger's Quarry die and add it to the
the battle eld with their expertise damage roll.

BONUS PROFICIENCIES BATTLEFRONT


Beginning at 7th level, when you take the Attack
You gain pro ciency in artillerist's kits.
action or cast a tech power of 1st-level or higher, you
TURRET COMPANION can use your bonus action to have your turret make
one weapon attack.
When you choose this technique at 3rd level, you
At 14th level, when you use your Combat Tech
learn to apply your knowledge of artillery to construct
feature, both you and your turret can each make one
your own portable turret.
weapon attack as part of the same bonus action.
You start with a Small turret, which is detailed at the
end of this technique. Over the course of 8 hours, CRISIS MANAGEMENT
which can be done during a long rest, you can expend
Starting at 11th level, while you can see your turret, it
500 cr worth of materials to nish your turret.
can add half its pro ciency bonus (rounded up) to any
If your turret is irreparably destroyed, you can
saving throws it makes.
spend an additional 500 cr worth of material and 8
hours to create a new turret. You may only have one DOUBLE UP
turret companion at a time.
Your turret has the following bene ts: At 15th level, when you deal damage to a creature
with a weapon or tech power, your turret has
Your turret has a remote control, which you can use to advantage on the next attack roll it makes against the
direct it on your turn while within 120 feet of it. Your creature or it has disadvantage on the rst saving
turret takes no actions unless you tell it to or an throw it makes against an e ect your turret controls
upgrade says otherwise. before the start of your next turn. When your turret
Your turret's level equals your scout level, and for each deals damage to a creature, you have advantage on
scout level you gain after 3rd, your turret your next attack roll against the creature or it has
companion gains an additional Hit Die and disadvantage on the rst saving throw it makes
increases its hit points accordingly. against an e ect you control before the start of your
Your turret has the pro ciency bonus of a next turn.
player character of the same level.
Whenever you gain the Ability Score Improvement
feature in this class, your turret's
abilities also improve. Your turret 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 turret can't
increase an ability score above 20
using this feature unless its
description speci es otherwise.
Your turret is a valid target of the tracker
droid interface tech power.
When you would make a weapon attack,
you can let your turret attack instead.

Your turret has two modes: deployed


and undeployed. Your turret can take no
actions while undeployed. You can
deploy or undeploy your turret at any
time on your turn (no action required), but
the e ect doesn't occur until the start of
your next turn.

84 EXPANDED CONTENT | ARCHETYPES | SCOUT


GENERATING YOUR TURRET TURRET UPGRADES
Your turret is a portable companion that you can If an upgrade has prerequisites, you must meet them
upgrade over time. to install it. You can install the upgrade at the same
time that you meet its prerequisites.
Your turret uses your Intelligence, Wisdom, and
Charisma scores. You assign your turret's Strength, AUGMENTING BARRIER
Dexterity, and Constitution scores using a limited Prerequisite: 5th level
standard array (16, 14, 12) as you see t. As an action, you can reduce your turret's speed and
have it create a barrier that surrounds in a radius
TURRET FEATURES depending on its size. A Small turret's speed is reduced
to 10 feet and has a 5-foot radius, a Medium turret's
All turrets share the following traits.
speed is reduced to 5 feet and has a 10-foot radius,
HIT POINTS and a Large turret's speed is to reduce to 0 and has a
Hit Dice: 1d6 per turret companion level 15-foot radius. While active, when damage is dealt by a
Hit Points at 1st Level: 6 + your turret's Constitution tech power originating from inside the barrier against
modi er a target outside the barrier, that tech power gains a
Hit Points at Higher Levels: 1d6 (or 4) + your turret's bonus to damage equal to half your Intelligence
Constitution modi er per turret level after 1st modi er (rounded up).
RESISTANCES AND VULNERABILITIES This barrier lasts for 1 minute. You can end it early as
a bonus action on your turn. Once you've used this
Turret Resistances: Your turret is resistant to necrotic,
feature, you must complete a short or long rest before
poison, and psychic damage, and immune to poison and
you can use it again.
disease.
Turret Vulnerabilities: Your turret is vulnerable to ion AUTORELOAD
damage. Additionally, your turret has disadvantage on You can preload your turret's blaster with additional
saving throws against e ects that would deal ion or ammunition. You can preload two additional power
lightning damage. cells, or you can replace each power cell with 20 slug
FEATURES cartridges. Once on each of your turns, you can reload
Armor Class: Your turret uses its Intelligence score for its your turret without using an action. Once you've
Armor Class. expended the preloaded ammunition, you can't
Integrated Weaponry: Your turret has an integrated reload your turret's blaster in this way again until you
vibroweapon and blaster with which it can make weapon reload it with an action.
attacks. Neither weapon can be removed while your
CLIMBING TURRET
turret is not disabled. Your turret's vibroweapon deals
Your turret gains a climbing speed equal to its
1d8 kinetic damage on a hit. Your turret's blaster has
deployed walking speed.
the ammunition (range 100/400) and reload 20
properties, and it deals 1d6 kinetic or energy damage CLOAKING BARRIER
on it a hit, depending on its loaded ammunition. It can Prerequisite: 5th level
use both slug cartridges and power cells for As an action, you can reduce your turret's speed and
ammunition. Your turret can't reload itself. You can have it create a barrier that surrounds in a radius
choose which weapon your turret uses each time it depending on its size. A Small turret's speed is reduced
attacks (no action required). to 10 feet and has a 5-foot radius, a Medium turret's
Turret Upgrades: Your turret companion has four turret speed is reduced to 5 feet and has a 10-foot radius,
upgrades of your choice. It gains an additional upgrade and a Large turret's speed is to reduce to 0 and has a
at 5th level (5), 8th level (6), 11th level (7), 14th level (8), 15-foot radius. While active, this barrier creates an area
and 17th level (9). Whenever you gain a level in this that is lightly obscured. Wisdom (Perception) checks
class, you can exchange one upgrade for another one. that originate outside the barrier take a -10 penalty
Size: Small when attempting to detect anything inside the barrier.
Speed: Your turret has two modes: undeployed and This barrier lasts for 1 minute. You can end it early as
deployed. While undeployed, your turret's speed equals a bonus action on your turn. Once you've used this
your own and it can take no actions. While deployed, feature, you must complete a short or long rest before
your turret has a speed of 25 feet and can take actions. you can use it again.
Type: Construct
DEPLOYMENT ACCELERATOR
Your turret now deploys and undeploys instantly, but
you can only do so once on each of your turns.
DISGUISED TURRET
Your turret can collapse into an innocuous looking
container while undeployed. You have advantage on
Charisma (Deception) checks to hide the nature of
your turret while it is undeployed.

EXPANDED CONTENT | ARCHETYPES | SCOUT 85


HOVERING TURRET Prerequisite: 9th level REJUV
Your turret can hover 5 feet over the ground while Your turret gains the ability to repeat attacks without Prereq
deployed. It ignores di cult terrain while hovering in direction. At the start of each of your turns, if your As an a
this way. turret made an attack since the start of your previous have it
turn, you can have it repeat its most recent attack (no depen
INTEGRATED GRENADE LAUNCHER action required). This attack targets the same space as to 10 fe
You integrate a grenade launcher into your turret. the most recent attack made by your turret, speed
You can choose this upgrade multiple times. Each regardless of whether or not a creature occupies that and a L
time you do so, the weapon's reload number space. 15-foot
increases by 1. enter t
INTEGRATED PROJECTOR there r
You integrate a vapor projector into your turret. modi
You can choose this upgrade multiple times. Each Intellig
time you do so, the weapon's reload number creatu
increases by 1. maxim
This
INTEGRATED ROCKET LAUNCHER a bonu
You integrate a rocket launcher into your turret. feature
You can choose this upgrade multiple times. Each you ca
time you do so, the weapon's reload number
increases by 1. SENTR
You ad
LONGBOW When y
Your turret's blaster's range increases by 50/200. to hav
Additionally, when you cast a tech power with a range trigger
of 5 feet or greater, and your turret is the target of your tu
your tracker droid interface tech power, you can cast it attacks
as if you were in your turret's space, and the range turret'
increases to 150 feet. the ala
creatu
PHALANX BARRIER
Prerequisite: 5th level SIZE: L
As an action, you can reduce your turret's speed and Prereq
have it create a barrier that surrounds in a radius Your tu
depending on its size. A Small turret's speed is reduced amoun
to 10 feet and has a 5-foot radius, a Medium turret's d10, its
speed is reduced to 5 feet and has a 10-foot radius, 1d12 a
and a Large turret's speed is to reduce to 0 and has a speed
15-foot radius. While active, ranged weapon attacks
originating from outside the barrier that pass through SIZE: M
it have disadvantage. Ranged weapon attacks Your tu
originating from inside the barrier are una ected. an amo
This barrier lasts for 1 minute. You can end it early as d8, its v
a bonus action on your turn. Once you've used this 1d10 a
feature, you must complete a short or long rest before speed
you can use it again. SUPPR
RAM ATTACHMENT Prereq
You integrate a battering ram into your turret. When When
your turret makes a Strength check to break down feet, yo
physical doors, it gains a bonus to the check, make a
depending on its size. A Small turret gains a +1 bonus, the cre
a Medium turret gains a +2 bonus, and a Large turret reduce
gains a +5 bonus. You can help your turret, giving it TURRE
advantage on the check. As an a
RECURRING ACTION the gro
is redu
damag
feet of
one-qu
cover,
cover.
amoun
by you
damag

86 EXPANDED CONTENT | ARCHETYPES | SCOUT


PROJECTED SPHERE
BULWARK TECHNIQUE You create a protective spherical barrier barrier in a 5-
Some scouts nd themselves far from civilization not foot-radius sphere a point you can see within 30 feet
to hunt, gather intelligence, or escape danger, but to that lasts until the start of your next turn. Creatures
venture forth simply to defend those unable to within the barrier have three-quarters cover from
defend themselves. Followers of the Bulwark attacks originating from outside the barrier. You can
Technique make use of advanced technology to maintain the barrier by spending an additional barrier
contain those that threaten the undeserving. hit point at the start of each of your turns (no action
required).
BONUS PROFICIENCIES
You gain pro ciency in heavy armor. PROJECTED MAELSTROM
You create an unstable energy maelstrom in a 5-foot
PERSONAL BARRIER cube at a point you can see within 30 feet that lasts
until the start of your next turn. A creature takes 4d4
When you choose this technique at 3rd level, you gain
energy damage when it enters the area for the rst
access to a powerful personal barrier. Whenever you
time on a turn or starts its turn there. You can
complete a short or long rest, you create a barrier on
maintain the barrier by spending an additional barrier
yourself that lasts until you nish a short or long rest.
hit point at the start of each of your turns (no action
That barrier has hit points equal to twice your scout
required).
level + your Intelligence modi er. Your barrier can
never have hit points greater than twice your scout This feature's damage increases by 1d4 when you
level + your Intelligence modi er. reach 11th level (5d4) and 17th level (6d4).
Whenever you take damage, the barrier takes the PROJECTED WAVE
damage instead. If this damage reduces the barrier to You create a wave of barrier energy in a 15-foot cone.
0 hit points, you take any remaining damage. Each creature within the cone must make a Dexterity
While the barrier has 0 hit points, it can't absorb saving throw. On a failed save, a creature takes 2d6
damage, but its power remains. Whenever you cast a energy damage and is pushed back to the edge of the
tech power of 1st level or higher, your barrier regains cone. On a success, they take half damage and
hit points equal to the number of tech points spent. aren't pushed.
Additionally, for as long as your barrier has hit This feature's damage increases by 1d6
points, you gain the following bene ts: when you reach 11th level (3d6) and 17th
level (4d6).
You are considered pro cient in Constitution saving
throws for the purpose of maintaining concentration on REGENERATIVE SHIELDING
tech powers.
Starting at 11th level, when a hostile
Hostile creatures that hit you with melee attacks take
creature forces you to make a saving
energy damage equal to your Intelligence modi er
throw and you succeed, your personal
(minimum of 1).
barrier regains hit points equal
MARK OF THE BULWARK to your Intelligence modi er.
Also at 3rd level, when the target of your Ranger's ADAPTIVE BARRIER
Quarry feature makes a melee attack against a friendly
creature within 5 feet of you, you can use your At 15th level, when your personal
reaction to force the attack to target you instead. If barrier takes damage, you can have it
the attack hits, and your Personal Barrier has hit gain resistance to subsequent damage
points, the attacking creatures takes bonus damage of that type until the start of your
equal to your Ranger's Quarry Damage Die. next turn (no action required).
If it takes damage of more
PROJECTED BARRIER than one type simultaneously,
you can choose which type it
Beginning at 7th level, you've learned how to
gains resistance to. Your
manipulate your barrier to create new e ects. As an
barrier can only have
action, you can spend three of your barrier's hit points
resistance to one type of
to create a unique e ect. You have three such e ects:
damage at a time.
Projected Sphere, Projected Maelstrom, and Projected
Wave. When you use your Projected Barrier, you
choose which e ect to create.
Some Projected Barrier E ects require saving
throws. When you use such an e ect from this class,
the DC equals your tech save DC.
If your barrier's hit points are reduced to 0, any
Projected Barrier features immediately end.

EXPANDED CONTENT | ARCHETYPES | SCOUT 87


ILLUSIONIST TECHNIQUE MARK OF THE ILLUSIONIST
Among the galaxy you may nd the various Also at 3rd level, the target of your Ranger's Quarry
in ltrators and agents who make ample use of feature has disadvantage on all checks made to
holographic technology to get themselves in and out discern the nature of your illusions. Additionally, when
of danger. Followers of the Illusionist Technique make the target of your Ranger's Quarry is reduced to 0 hit
use of this holographic technology to give themselves points, you can use your reaction to immediately
an illusory edge in combat. cause an active illusion, or your Holographic Decoy, to
take the form of the creature as long as the creature's
HOLOGRAPHIC DECOY dimensions fall within the power's capacity
restrictions.
When you choose this technique at 3rd level, as an
action, you can create a perfect illusion of yourself that CHARGED ILLUSIONS
lasts for 10 minutes, or until you lose your
Beginning at 7th level, when a creature discerns the
concentration (as if you were concentrating on a
nature of an illusion you have created using a tech
power). The decoy appears in an unoccupied space
power or class feature while within 5 feet of it, you can
that you can see within 30 feet of you. The decoy is
dispel the illusion (no action required) to have the
purely visual. If anything passes through it, it is
creature take energy damage equal to 1d10 + half your
revealed to be an illusion. For the duration, you can
scout level (rounded down).
cast tech powers as though you were in the decoy's
space. Both your decoy and the target of your tech QUICK ESCAPE
power must be within your line of sight.
You can use your bonus action to cause the decoy Starting at 11th level, whenever you take damage, you
to move up to 30 feet. As your decoy changes location, can use your reaction to swap places with an illusion
you can alter its appearance so that its movements of yourself that you have created using a tech power
appear natural for the decoy. If your decoy is ever or class feature. The illusion must be within 60 feet of
more than 120 feet away from you, it immediately you, and you must be able to see it.
disappears. IMPROVED DECOYS
Additionally, when both you and your decoy are
within 5 feet of a creature that can see the decoy, but At 15th level, you can create up to four duplicates of
is not aware it is an illusion, you have advantage on yourself, instead of one, when you use your
attack rolls against that creature. Holographic Decoy feature. When you use your bonus
A creature that uses its action to examine your action to move a decoy, you can move any number of
decoy can determine that it is an illusion with a them with the same bonus action.
successful Intelligence (Investigation) check against
your tech save DC. If a creature discerns the illusion for
what
it is, the creature can see through the image.
Once you've used this feature, you must
complete a short or long rest before you
can use it again.

88 EXPANDED CONTENT | ARCHETYPES | SCOUT


INQUISITOR TECHNIQUE INQUISITOR'S WRATH
Across history, there have been those who live to hunt At 15th level, you can cast the force suppression and
those who wield the Force, be they Jedi or Sith. sever force force powers at 3rd level against the target
Followers of the Inquisitor Technique combine of your Ranger's Quarry without expending tech
technology with force techniques to track down and points. If they are within 30 feet of you, you have
eliminate force-wielders. For those practitioners of the advantage on the forcecasting ability check for these
Force, they are the greatest adversary. powers.
You can use this feature a number of times equal to
WHISPERS OF THE FORCE 1 + your Intelligence modi er (a minimum of once).
You regain all expended uses when you nish a long
When you choose this technique at 3rd level, you have
rest.
learned secrets from a subtle attunement to the force.
Choose two force powers of no higher level than your
Max Power Level, as shown in the scout table. The
chosen powers count as tech powers for you, but are
not included in the number in the Powers Known
column of the scout table.
You learn two additional powers at 5th, 9th, and
13th level. Whenever you gain a level in this class, you
can choose one of the force powers you know and
replace it with another force power of no higher level
than your Max Power Level.

MARK OF THE INQUISITOR


Also at 3rd level, when the target of your Ranger's
Quarry feature is within 15 feet of you, you gain the
following bene ts:
Whenever the creature casts a force power, it must
rst succeed on a Constitution saving throw against
your tech save DC to maintain concentration. On a
failed save, the casting is disrupted, the force power
fails, and the force points are wasted.
Whenever the creature starts its turn while
concentrating on a force power, it must make a
Constitution saving throw against your force save DC to
maintain concentration. On a failed save, it loses
concentration on the power.

At 11th level, the radius of this feature


increases to 30 feet.

SENSE FORCE
Beginning at 7th level, you can use your action to gain
the bene ts of the force sight force power until the
end of your next turn.
You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You
regain all expended uses when you nish a long rest.

FORCE RESISTANCE
Starting at 11th level, while the target of your Ranger's
Quarry feature is within 30 feet of you, you gain the
following bene ts:

You have advantage on saving throws against force


powers they cast.
You have resistance to damage dealt by force powers
they cast.

EXPANDED CONTENT | ARCHETYPES | SCOUT 89


MASTERMIND TECHNIQUE EXPLOIT WEAKNESS
Preparation, preparation, preparation. Some scouts At 15th level, your training has taught you to nd and
are serious students of battle and any creatures they exploit weaknesses in your prey. As a bonus action,
might encounter. Followers of the Mastermind you can impose disadvantage on the next saving
Technique focus on being prepared for any throw the target of your Ranger's Quarry makes
eventuality, and using their breadth of knowledge to against an e ect you control before the end of your
gain insights into their enemies. next turn. Once you've done so, you must complete a
short or long rest before you can do so again.
INSTINCTIVE COMBATANT
When you choose this technique at 3rd level, you have
learned to use your wits to help you survive. While
you are wearing light or medium armor, you can use
your Intelligence modi er instead of your Dexterity
modi er when determining your AC.

MARK OF THE METICULOUS


Also at 3rd level, you can use Intelligence instead of
Dexterity for the attack and damage rolls made with
weapons with the nesse property or blaster weapons
against the target of your Ranger's Quarry.
Additionally, once per round, when you hit the
target of your Ranger's Quarry with a tech attack, or it
fails a saving throw against a tech power you cast that
deals damage, you can deal additional damage equal
to your Ranger's Quarry damage die of the same type
as the tech power's damage.

ADAPTIVE TECHIE
Beginning at 7th level, when you complete a long rest,
you can choose up to a number of tech powers you
know equal to half your Intelligence modi er
(rounded down) and replace them with another tech
power, as long as that power is not of a higher level
than your Max Power Level.

EMERGENCY PLANNING
Starting at 11th level, you've learned to formulate and
execute a plan. As an action, you can choose up to six
creatures (including yourself) that you can see within
60 feet of you. For each creature, choose one of the
following: ability check, attack roll, or saving throw.
Each creature gains an Emergency Planning die, which
is a d8.
Once within the next 10 minutes, each creature can
roll the die and add the number rolled to one ability
check, attack roll, or saving throw, as determined
when you use this feature. The creature can wait until
after it rolls the d20 before deciding to use the
Emergency Planning die, but must decide before the
GM says whether the roll succeeds or fails. Once the
Emergency Planning die is rolled, it is lost.
A creature can have only one Emergency Planning
die at a time.
Once you've used this feature, you must complete a
short or long rest before you can use it again.
Your Emergency Planning die changes when you
reach certain levels in this class. to 1d10 at 13th level,
and to 1d12 at 17th level.

90 EXPANDED CONTENT | ARCHETYPES | SCOUT


PREDATOR TECHNIQUE MARK OF THE PREDATOR
Some scouts work in solitude, while others prefer the Also at 3rd level, if the target of your Ranger's Quarry
strength of a group. Followers of the Predator feature can see you, a number of friendly creatures
Technique nd power lies with the pack; they distract you choose up to your Intelligence modi er have
their prey, while their allies go for the kill. advantage on Dexterity (Stealth) checks made to hide
from it.
BONUS PROFICIENCIES
PREDATOR'S RESOLVE
You gain pro ciency in heavy armor.
Beginning at 7th level, you can use your action to gain
HUNTING PARTY the following bene ts for 1 minute:
When you choose this technique at 3rd level, when You have advantage on Constitution saving throws.
you take the Attack action on your turn, you can use a At the start of each of your turns, you gain temporary
bonus action to direct one of your companions to hit points equal to your Constitution modi er (minimum
strike. When you do so, choose a friendly creature of one).
who can see or hear you. That creature can When you use your Hunting Party feature and the
immediately use its reaction to make one weapon target of the attack is your Ranger's Quarry, your ally
attack. gains a bonus to damage on the attack equal to your
You can use this feature a number of times equal to Ranger's Quarry Damage Die.
your Intelligence modi er (minimum of once). You
regain all expended uses of it when you nish a long Once you've used this feature, you can't use it again
rest. until you nish a short or long rest.

PREY ON THE WEAK


Starting at 11th level, when you hit a creature with a
weapon attack, and the creature is below its hit point
maximum, the next attack roll made against that
creature before the end of your next turn by someone
other than you has advantage.

ON THE HUNT
At 15th level, when you use your Predator's Resolve
feature, a number of friendly creatures you choose up
to your Intelligence modi er that you can see within
30 feet of you also gain the bene ts of the feature.

EXPANDED CONTENT | ARCHETYPES | SCOUT 91


SLAYER TECHNIQUE
Some scouts seek to learn the most about their foes
and to capitalize on that knowledge. Follower of the
Slayer Technique focus on identifying the strengths
and weaknesses of their prey, taking advantage of
that knowledge to vanquish their foes.

BONUS PROFICIENCIES
You gain pro ciency in heavy armor.

SLAYER'S PRIDE
When you choose this technique at 3rd level, you have
advantage on saving throws against being frightened.

MARK OF THE SLAYER


Also at 3rd level, you immediately learn if the target of
your Ranger's Quarry feature has any damage
immunities, resistances, or vulnerabilities and what
they are. Additionally, the rst time you hit the target
of your Ranger's Quarry feature with a weapon attack
each turn, it takes extra damage equal to your
Ranger's Quarry Damage Die. The damage is of the
same type as the weapon's damage.

SUPERNATURAL DEFENSE
Beginning at 7th level, whenever the target of your
Ranger's Quarry forces you to make a saving throw, or
whenever you make an ability check to escape that
targets grapple, you can use your reaction and roll
your Ranger's Quarry Damage Die, adding it to the roll.

NEMESIS
Starting at 11th level, when you score a critical hit or
reduce a creature to 0 hit points on your turn, you
can use your bonus action to force one creature
of your choice that you can see within 30 feet
of you to make a Wisdom saving throw
against your tech save DC. On a failed
save, a creature becomes frightened of
you for 1 minute. At the end of each of
the creature's turns it repeats this saving
throw, ending the e ect on a success.

SLAYER'S COUNTER
At 15th level, if the target of your Ranger's
Quarry feature forces you to make a
saving throw, you can use your reaction
to make one weapon attack against it. You make this
attack immediately before making the saving throw. If
your attack hits, you automatically succeed on the
saving throw, in addition to the attack's normal
e ects.

92 EXPANDED CONTENT | ARCHETYPES | SCOUT


Additionally, your spirit can brie y interact with the
PATH OF COMMUNION physical world. When you would make a melee attack,
Those who master the Force can transcend death, your spirit can deliver the attack as if it had made it.
persisting beyond their natural experation. Those Your spirit must be within 100 feet of you, and it must
sentinels who follow the Path of Communion bond use its reaction to deliver the attack. It uses your
with a Force ghost, developing a symbiotic modi ers for the attack and damage rolls. You can use
relationship which alters the way they perceive their this feature a number of times equal to your Wisdom
surroundings. or Charisma modi er (your choice, a minimum of
once). You regain all expended uses when you
MYSTICAL CONNECTION complete a short or long rest.
Starting when you choose this calling at 3rd level, you
learn the feedback force power, which does not count INVASIVE PRESENCE
against your total powers known. Additionally, you At 7th level, your spirit can invade another creature's
can use Wisdom or Charisma as your forcecasting being. As an action, your spirit can touch a creature
ability for it, and you can use all three Force- within 5 feet of it, forcing it to make a Wisdom saving
Empowered Self options when you cast it as your throw against your universal force save DC. If you or
action and the target fails its saving throw. Finally, creatures that are friendly to you are ghting it, it has
when you deal psychic damage with the feedback advantage on the saving throw.
force power, you deal additional psychic damage On a failed save, your spirit moves into that
equal to your Wisdom or Charisma modi er (your creatures space, inhabiting its body, for 1 minute. The
choice, minimum of one) if it doesn't already include a ected creature has disadvantage on the rst attack
that modi er. roll, ability check, or saving throw it makes each turn.
At the end of each its turns, the creature repeats this
SYMBIOT SPIRIT save. On a success, it repels the spirit from its body,
Also at 3rd level, you attract the attention of the spirit and it becomes immune to this feature for 24 hours.
of a Force ghost. Over the course of one hour, you can Once you've used this feature, you must complete a
attune to the spirit, forging a lasting connection. While long rest before you can use it again.
attuned to a spirit, you gain the following bene ts:
ETHEREAL VISION
Your spirit is always audible and visible to you. Your
By 13th level, you and your guiding spirit both gain
spirit can choose to make itself audible and visible or
truesight out to 60 feet as long as your spirit is within
inaudible and invisible to other creatures (no action
100 feet of you.
required), but it is always visible to beings with
Additionally, when you use your action to see
truesight.
through your spirit's senses, you are no longer deaf
Your spirit can not interact with the corporeal world,
and blind with regard to your own senses, able to
but it is also not impeded by unenhanced walls or
comprehend what happens in both perspectives
barriers.
simultaneously.
Your spirit acts independently of you, and it only obeys
your commands if it chooses to. In combat, it rolls its ASSUMING DIRECT CONTROL
own initiative and acts on its own turn. Your spirit can't
attack, but it can take other actions as normal. At 18th level, when a creature fails its saving throw
While your spirit is within 100 feet of you, you can against your Invasive Presence feature, the target
telepathically communicate with it. Additionally, as an becomes charmed by you for as long as Invasive
action, you can see through your spirit's vision and Presence is active.
hear what it hears until the start of your next turn. While the target is charmed, you and your spirit
During this time, you are deaf and blind with regard to have a telepathic link with it as long as you are within
your own senses. 100 feet of it. You and your spirit can use this
When you cast a force power with a range of touch, telepathic link to issue commands to the creature
your spirit can deliver the power as if it had cast it. Your while you are conscious (no action required), which it
spirit must be within 100 feet of you, and it must use its does its best to obey. You can specify a simple and
reaction to deliver the power when you cast it. If the general course of action, such as "Attack that
power requires an attack roll, you use your attack creature," "Run over there," or "Fetch that object." If
modi er for the roll. the creature completes the order and doesn't receive
further direction from you, it defends and preserves
You can only attune to one spirit at a time. If you itself to the best of its ability.
attempt to attune to another spirit, you immediately You can use your action to take total and precise
break the bond with your current spirit. control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
GENERATING YOUR SPIRIT doesn't do anything that you don't allow it to do.
Your spirit might be the ghost of a benevolent Jedi, During this time you can also cause the creature to
discovered in the ruins of a Jedi temple, or a powerful use a reaction, but this requires you to use your own
Sith spirit lingering in an ancient artifact. It might be reaction as well.
the spirit of a Nightsister sorceress, or a paragon of a
long-forgotten monastic order. Work with your GM to
determine the nature of your spirit.

EXPANDED CONTENT | ARCHETYPES | SENTINEL 93


PATH OF THE CORSAIR ENERGIZED KINETICS
There may come a time when a sentinel nds By 13th level, once per turn, when you deal damage
themselves stranded, hunted, or in any situation with a Force-Empowered Detonator or your Double
where they must hide their nature as a force wielder. Strike feature, you can deal additional damage using
Those sentinels who follow the Path of the Corsair your Kinetic Combat die. The damage type is force,
make use of alternative weaponry not commonly lightning, necrotic, or psychic (your choice).
associated with force-wielders to great e ect. DISORIENTING DETONATIONS
SCAVENGER'S REACH At 18th level, when a creature fails the saving throw
against your Force-Empowered Detonators feature,
Starting when you choose this calling at 3rd level, you
you can spend 2 force points to subject it to the
learn the force disarm force power. Additionally, you
e ects of one of the following force powers: a iction,
can use all three Force-Empowered Self options when
force blind/deafen, stun, or stun droid. They
you cast it as your action and the target fails its save.
automatically fail the saving throw for the selected
Finally, when you cast the force disarm power, disarm
power, but the e ects only last until the end of your
a blaster weapon, and catch it, you can reload the
next turn.
weapon as a part of the same action.

CORSAIR WEAPONS
Also at 3rd level, you can use the force to quickly learn
the use of unfamiliar weapons. When you hold a
weapon that you are not pro cient in, you can spend
1 force point (no action required) to gain pro ciency
with that weapon until the end of your next long rest.
Additionally, you can use your Force-Empowered Self
options when you hit with a ranged weapon attack.
Lastly, when you throw a grenade, you can use
Wisdom or Charisma instead of Strength when
determining your throwing range.

FORCE-EMPOWERED DETONATORS
At 7th level, you learn to infuse a number of small
detonators with the Force. Over the course of a short
or long rest, you can create a number of detonators
equal to your Wisdom or Charisma modi er (your
choice, minimum of one). Your detonators can only be
used by you, and they lose their potency at the end of
your next short or long rest.
As a bonus action on each of your turns, you can
throw one of your detonators at a point within range.
Your detonators have a range equal to 30 feet + your
Wisdom or Charisma modi er x 5. Make a universal
ranged force attack. On a hit, the detonator adheres
to the target, and if the target is a Large or smaller
creature, it is pushed back 5 feet. On a miss, it falls to
the ground. Hit or miss, the detonator then explodes.
The target and each creature within 5 feet must make
a Dexterity saving throw against your universal force
save DC. If the detonator adhered to a target, the
creature has disadvantage on the saving throw. A
creature takes force damage using your Kinetic
Combat die + your Wisdom or Charisma modi er
(your choice) on a failed save, or half as much on a
successful one.

94 EXPANDED CONTENT | ARCHETYPES | SENTINEL


PATH OF ETHEREALNESS FORCE-EMPOWERED KINESIS
In the distant reaches of the galaxy obscure Also at 3rd level, your connection to the Force allows
knowledge and forgotten secrets of the Force can you to brie y become incorporeal. When you use a
sometimes be found. While other Force-sensitive may Force-Empowered Self feature, until the end of your
nd themselves touched by this secret knowledge of turn, you can move through other creatures and
the Force, those sentinels who follow the Path of objects as if they are di cult terrain. If you end this
Etherealness instead nd themselves grabbed. Held movement inside a solid object or creature, you are
onto by mysterious aspects of the Force that refuse to immediately shunted to the nearest unoccupied space
let go, these sentinels nd themselves able to that you can occupy and take force damage equal to
manipulate the universe around them. twice the number of feet you are moved. This damage
can't be reduced or negated in any way.
ABERRANT RESILIENCE
OUT OF TOUCH
Starting when you choose this calling at 3rd level, you
At 7th level, as an action, you can step out of sync with
learn the resistance force power, which does not
the rest of the universe for 1 minute. At the start of
count against your total powers known. Additionally,
each of your turns, roll a d20. If you roll 11 or higher,
you can use your De ection and Slow Time Force-
you and everything your are wearing or carrying are
Empowered Self options when you cast it as your
completely invisible to all beings, except for those with
action. Finally, this power no longer requires
truesight. On a roll of 10 or lower, you instead appear
concentration for you when you target yourself with
as an indistinguishably blurred form roughly your
it, and the power's d4 increases to d6 at 5th level, d8 at
normal height and weight, though a being with
11th level, and d10 at 17th level.
truesight sees you normally. Regardless of your
appearance, for the duration, your speed doubles, you
gain a ying speed equal to your walking speed, and
you can move through creatures and objects willingly
though you can not a ect them and they can not
a ect you. You can end this feature early on your turn
(no action required). When this e ect ends, if you are
inside a solid object or creature, you are immediately
shunted to the nearest unoccupied space that you
can occupy and take force damage equal to twice the
number of feet you are moved.
This e ect ends early if you are incapacitated or die.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

EVENT CASCADE
By 13th level, you have advantage on attack rolls you
make against creatures if you haven't dealt damage to
them or a ected them with a force power since the
start of your previous turn.

ABERRANT SELF
At 18th level, you no longer su er the frailty of old age,
and you can't be aged abnormally. You can still die of
old age, however. In addition, you no longer need
food or water, and you no longer need to sleep. Lastly,
the rst time you take damage on each of your turns,
you can roll your Kinetic Combat die and reduce the
damage by that amount.

EXPANDED CONTENT | ARCHETYPES | SENTINEL 95


PATH OF THE FORCEBLADE DISRUPTIVE THROW
Some few master their weapon in ways that di er By 13th level, when you are the target of a ranged
from their peers. Those sentinels who follow the Path attack, and the source is within range of your saber
of the Forceblade channel the Force into their throw force power, you can use your reaction to
weapon, forming a unique connection that grants you throw your forceblade at the source of the attack.
greater control over the weapon; it becomes an Make a ranged force attack. On a hit, this attack deals
extension of their will. damage using your Kinetic Combat die instead of the
weapon's damage die and you impose disadvantage
PHASETHROW on the triggering attack roll.
Starting when you choose this calling at 3rd level, you FORCEBLADE MASTERY
learn the saber throw force power. Additionally, you
At 18th level, you've mastered controlling your
no longer have disadvantage on the attack roll with it
forceblade with your mind, using it to keep your
if you are within 5 feet of a hostile creature, and you
enemies at bay. As an action, you can telekinetically
can use all three Force-Empowered Self options when
control your forceblade and have it strike any number
you cast it as your action and hit a target. Finally,
of creatures within 10 feet of you, spending 1 force
when you hit a creature within with the saber throw
point per target. Each target must make a Dexterity
force power, you deal additional damage equal to half
saving throw (DC = 8 + your bonus to weapon attack
your Wisdom or Charisma modi er (your choice,
rolls with that weapon). On a failed save, it takes
minimum of one) if it doesn’t already include that
damage using your Kinetic Combat die + half your
modi er.
sentinel level (rounded down), is pushed back 10 feet
FORCEBLADE BOND and knocked prone.
Also at 3rd level, you learn how to bond with a light- or
vibro-weapon through the Force, making it part of
you.
You perform the ritual over the course of 1 hour,
which can be done during a short rest. The weapon
must be within your reach throughout the ritual, at
the conclusion of which you touch the weapon and
forge the bond, gaining the following bene ts:
You can't be disarmed of that weapon while you are
conscious.
If the weapon is within 60 feet of
you and you can see it, you can
summon that weapon as a bonus action on your turn,
causing it to travel instantly to you. If you have a free
hand, you catch the weapon. Otherwise, it lands at your
feet.
You can use Wisdom or Charisma instead of Strength
or Dexterity for the attack and damage rolls.

You can have two weapons bonded to you in this


way at a time, and you can summon both of them to
you with the same bonus action.

TWIN SABER THROW


At 7th level, when you cast saber throw
while wielding your forceblade, you can
attack the same target multiple times.
Additionally, when you deal damage
to a creature within 30 feet of you with
your forceblade, you can use your bonus
action to teleport to within 5 feet of that creature and
make a melee weapon attack against that creature.
This attack uses your Kinetic Combat die instead
of your weapon's damage die. You can use this
feature a number of times equal to your
Wisdom or Charisma modi er (a minimum
of once). You regain all expended uses when
you complete a long rest.

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When you cast a tech power that requires a saving TECHC
PATH OF SYNTHESIS throw, you can impose disadvantage on the save (no As an a
There is power in diversity unknown to those of action required). creatu
narrow mind. Those sentinels who follow the Path of so, you
Synthesis blend their intricate mastery of the Force contes
with their understanding of technology, creating check.
unique e ects to overcome their obstacles. target'
tech po
TECHCASTING SECRETS
Starting when you choose this calling at 3rd level, you IMPR
have learned to intersperse your training with an By 13th
aptitude for technology. Choose two tech powers of Force-E
1st-level or lower. The chosen powers count as and Co
universal force powers for you, but are not included in
the number in the Powers Known column of the HARM
sentinel table. You still require the aid of a wristpad for When y
these powers. can us
At 7th-level, you learn two tech powers of 2nd-level damag
or lower. At 13th level, you learn two tech powers of next tu
3rd-level or lower. At 17th level, you learn two tech you ca
powers of 4th-level or lower. Whenever you gain a force p
level in this class, you can choose one of the tech CONSE
powers you know and replace it with another tech When y
power of no higher than the level determined by this with a
feature. of the t
SYNTHETIC UNDERSTANDING REFL
Also at 3rd level, you've applied your newfound At 18th
knowledge to broader pursuits. You gain pro ciency in Tech fe
Technology or one tool of your choice. existen
Additionally, when you make an Intelligence turn. W
(Technology) check, or a check with a tool, you may incomi
use your Wisdom or Charisma modi er (your choice) attacke
instead of your Intelligence modi er. against
Finally, when you deal damage with a tech power or source
your Double Strike Force Empowered Self option, you feet of
can choose to substitute the damage dealt as ion. the tot
as ion.
FORCE-EMPOWERED TECH
At 7th level, you learn to fully blend your technological
aptitude with your use of the Force. You have three
such e ects: Disruption Pulse, Force Override, and
Techcasting Insight. When you use your Force-
Empowered Tech, you choose which e ect to create.
You can use this feature a number of times equal to
your Wisdom or Charisma modi er (your choice, a
minimum of once). You regain all expended uses when
you nish a short or long rest.
DISRUPTION PULSE
As an action, you can send out a 30 foot cone of
electromagnetically-charged energy to overload
enemy weapons. Each creature within the cone that is
wearing or carrying a weapon with electric
components must make an Intelligence saving throw.
If the weapon is being worn, this save is made with
disadvantage. On a failed save, the rst attack they
attempt to make with that weapon has disadvantage.
A creature with multiple weapons must make a
separate save for each weapon.
FORCED OVERRIDE

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PATH OF TENACITY KINETIC BASTION
The tenacious are ever mindful that the Force ebbs At 18th level, you can protect allies even further from
and ows, and uses this knowledge to great you. When a creature within 30 feet of you is hit by a
advantage. Those sentinels who follow the Path of melee weapon attack, you can use your reaction to
Tenacity use their connection to the Force to draw the teleport to them and extend your Kinetic Ward. If this
opposition's attention while also warding o their damage is not reduced to 0, the warded creature takes
attacks, serving as an e ective bulwark against even any remaining damage.
the most implacable of foes. You can use this feature a number of times equal to
your Wisdom or Charisma modi er (your choice, a
PROTECTOR minimum of once). You regain all expended uses when
you nish a long rest.
Starting when you choose this calling at 3rd level, you
learn the saber ward force power. Additionally, you
can use your De ection and Slow Time Force-
Empowered Self options when you cast it as your
action. Finally, when you cast it, you can spend 2 force
points to extend the bene ts to creatures of your
choice within 5 feet of you while the power is active.
The creatures immediately lose this bene t if they
move more than 5 feet away from you.

KINETIC WARD
Also at 3rd level, you can use your reaction to de ect a
strike when you are hit by a melee weapon attack.
When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modi er + your

sentinel level. If you reduce the damage to 0, you can


redirect it at another target if you have a weapon
capable of doing so. You can spend 1 force point to
make a melee weapon attack at a target within 5 feet
of you with the weapon, as part of the same reaction.
You make this attack with pro ciency, regardless of
your weapon pro ciencies, and if the attack hits it
uses your Kinetic Combat die for its damage roll. If
saber ward is active, you have advantage on the
attack roll.

KINETIC BULWARK
At 7th level, you can extend your Kinetic Ward to a
creature within 5 feet of you when they are hit by a
melee weapon attack. If this damage is not reduced to
0, the warded creature takes any remaining damage.

INDOMITABLE
By 13th level, the Force owing through you makes it
harder for movement to be forced upon you. You
have advantage on ability checks and saving throws to
avoid being grappled or moved. If you fail the saving
throw or ability check, you can spend 1 force point to
reroll one of the dice once. You must use the new roll.
Additionally, if allies within 5 feet of you are gaining
the bene t of your saber ward force power, they also
gain the bene t of this feature.

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PATH OF WITCHCRAFT NATURE'S VIGOR
The Force connects all living things. Those sentinels At 7th level, you've learned to attune your senses with
who follow the Path of Witchcraft use that connection nature. If you spend at least 1 minute meditating while
to summon the aid of nature, both beasts and the in nature, you gain the following bene ts for 1 hour:
elements, adapting them to their will. You ignore di cult terrain caused by nature.
You can understand plants within 30 feet of you. They
WILD POWER can telepathically communicate simple ideas to you,
Starting when you choose this calling at 3rd level, you including memories from within the past day.
learn the enfeeble force power, which does not count You can command plants within 30 feet of you to create
against your total powers known. Additionally, you di cult terrain, or other tasks at the GM's discretion
can use Wisdom or Charisma as your forcecasting (no action required).
ability for it, and you can use all three Force-
Empowered Self options when you cast it as your Once you've used this feature, you must complete a
action and the target fails its save. Finally, you add short or long rest before you can use it again.
your Wisdom or Charisma modi er (your choice,
minimum of one) to damage rolls with it.
BEASTWARDEN
By 13th level, your bond with your beast companion
BEAST COMPANION strengthens, granting the following bene ts while
Also at 3rd level, you learn to create a powerful bond your beast companion is within 20 feet of you:
through the Force with your own personal beast
When you cast a force power that targets only yourself,
companion.
and your beast companion is within range, you can also
Choose your beast, which is detailed at the end of
target your beast companion with that power.
this calling. Over the course of 8 hours, which can be
If you have darkvision and your beast doesn't, your
done during a long rest, you can expend 500 cr worth
beast gains it with the same radius. If your beast has
of herbs and food to call forth an animal from the
darkvision and you don't, you gain it with the same
wilderness to serve as your companion.
radius. If you both have darkvision, you both use the
If your beast dies, or you want to bond with a
larger radius, which then increases by 30 feet.
di erent creature, you must rst break the bond with
If you have advantage on Perception checks and your
your current beast companion. You may only have
beast doesn't, your beast gains advantage on
one beast companion at a time.
Perception checks. If your beast has advantage on
Your beast gains a variety of bene ts while it is Perception checks and you don't, you gain advantage
bonded to you: on Perception checks. If you both have advantage on
The beast obeys your commands as best it can. It acts Perception checks, when either of you makes a
on your turn, and you determine its actions, decisions, Perception check with advantage, you can reroll one of
attitudes, and so on. If you are incapacitated or absent, the dice once.
your beast acts on its own. This radius increases to 30 feet at 18th level.
Your beast's level equals your sentinel level, and for
each sentinel level you gain after 3rd, your beast STORMCALLER
companion gains an additional Hit Die and increases its
At 18th level, you've learned to command the
hit points accordingly.
elements to summon a erce storm in a 30-foot radius
Your beast has the pro ciency bonus of a player
around you. As an action, you can gain the following
character of the same level.
bene ts for 1 minute:
Whenever you gain the Ability Score Improvement
feature in this class, your beast's abilities also improve. You gain a ying speed equal to your walking speed.
Your beast can increase one ability score of your You have resistance to energy, lightning, and necrotic
choice by 2, or it can increase two ability scores of your damage.
choice by 1. As normal, your beast can't increase an Whenever a hostile creature enters this radius or starts
ability score above 20 using this feature unless its its turn there, it takes 10 lightning damage.
description speci es otherwise.
This e ect ends early if you are incapacitated or die.
Additionally, while your beast companion is within 5 Once you use this feature, you can’t use it again until
feet of you, you gain the following bene ts: you nish a long rest.
When you use a Force-Empowered Self option to
increase your speed or armor class, you can instead
grant this bonus to your beast companion.
You and your beast companion can communicate
telepathically, though your beast companion can only
communicate in and understand simple concepts.

This radius increases to 10 feet at 7th level, 20 feet at


13th level, and 30 feet at 18th level.

EXPANDED CONTENT | ARCHETYPES | SENTINEL 99


GENERATING YOUR BEAST BESTIAL TRAITS
Choosing your beast companion is an integral part of The traits are presented in alphabetical order.
being a Witchcraft Sentinel. Your beast takes a form of AERIAL
your choosing. Alternatively, your GM can choose Your beast companion has a ying speed equal to its
what form your beast takes based on your walking speed, and opportunity attacks made against
environment. it have disadvantage.
Once you've selected your type of beast, you assign
your beast companion's ability scores. Your beast's AMPHIBIOUS
Intelligence score is 6, and you assign its other ability Your beast companion has a swimming speed equal to
scores using a limited standard array (16, 14, 14, 12, 10) its walking speed, and it can breathe air and water.
as you see t. BURROWER
Your beast companion has a burrowing speed equal
BEAST FEATURES to its walking speed, and it has blindsight out to 10
All beasts share the following traits. feet.

HIT POINTS CHARGER


Hit Dice: 1d4 per beast companion level If your beast moves at least half its speed straight
Hit Points at 1st Level: 4 + your beast's Constitution towards a target before making a melee attack, it deals
modi er an additional 1d8 damage on a hit.
Hit Points at Higher Levels: 1d4 (or 3) + your beast's
CLIMBER
Constitution modi er per beast level after 1st
Your beast companion has a climbing speed equal to
PROFICIENCIES its walking speed, and it has advantage on Strength
Languages: Your beast can understand simple saving throws and Strength (Athletics) checks that
commands spoken in two languages of your choice, as involve climbing.
well as hand signals, but it can not speak
Saving Throws: Choose one from Strength, Intelligence, DARKVISION
or Charisma, and another from Dexterity, Constitution, Your beast companion is accustomed to low-light
or Wisdom environments. Your beast can see in dim light within
Skills: Choose two from Acrobatics, Athletics, Intimidation, 60 feet as if it were bright light, and in darkness as if it
Perception, Performance, Survival, and Stealth were dim light. Your beast can't discern color in
darkness, only shades of gray.
FEATURES
Armor Class: 10 + your beast's Dexterity modi er EVASIVE
Bestial Traits: Your beast companion has four bestial Your beast companion can take the Disengage action
traits of your choice. It gains an additional trait at 5th as a bonus action.
level (5), 8th level (6), 11th level (7), 14th level (8), and
FORCE ADEPT
17th level (9). Whenever you gain a level in this class,
Prerequisite: Force Sensitive
you can exchange one trait for another one.
Your beast companion knows one 2nd-level force
Natural Weapon: Your beast companion attacks with a
power of your choice, and once per long rest it can
natural weapon, such as claws or a bite. On a hit, it deals
cast it at 2nd-level without expending force points.
1d4 kinetic damage.
Your beast's forcecasting ability is Wisdom or
Size: Tiny
Charisma (depending on power alignment).
Speed: 20 ft.
Type: Beast FORCE RESISTANCE
Your beast companion has advantage on saving
throws against force powers.
FORCE-SENSITIVE
Your beast learns one at-will force power and one 1st-
level force power, which it can cast at its lowest level
once per long rest. Your beast's forcecasting ability is
Wisdom or Charisma (depending on power
alignment). At-will powers chosen in this way do not
scale with higher levels.
GRAPPLER
When your beast hits with a melee weapon attack, it
can use a bonus action to attempt to grapple the
target. On a success, the target is both grappled and
restrained, and your beast can't attack again while it
has a creature grappled.

100 EXPANDED CONTENT | ARCHETYPES | SENTINEL


HEAVY HIDE RANGED WEAPON
Your beast companion's armor class becomes 14. Your beast companion has a natural ranged weapon,
such as a spitter or tail spikes. It has a normal range of
KEEN HEARING 30 feet and a long range of 90 feet, and on a hit it deals
Your beast companion has advantage on Wisdom kinetic damage equal to its natural weapon damage
(Perception) checks that rely on hearing. die.
KEEN SIGHT REACH WEAPON
Your beast companion has advantage on Wisdom Your beast companion has a natural weapon with
(Perception) checks that rely on sight. reach, such as a tail or wings. It has the reach property,
KEEN SMELL and on a hit it deals kinetic damage equal to its natural
Your beast companion has advantage on Wisdom weapon damage die.
(Perception) checks that rely on smell. SIZE: HUGE
LIGHT HIDE Prerequisite: Size Large
Your beast companion's armor class becomes 11 + its Your beast companion's size is Huge. Its hit points
Dexterity modi er. increase by an amount equal to its level + 1, its Hit Die
becomes a d12, its natural weapon damage die
MEDIUM HIDE becomes a d12, and its walking speed increases to 40.
Your beast companion's armor class becomes 13 + its
Dexterity modi er, to a maximum of +2. SIZE: LARGE
Prerequisite: Size Medium
NATURAL CAMOUFLAGE Your beast companion's size is Large. Its hit points
When your beast companion attempts to hide, it can increase by an amount equal to its level + 1, its Hit Die
opt to not move on its turn. If it avoids moving, it is becomes a d10, its natural weapon damage die
considered lightly obscured until it moves. becomes a d10, and its walking speed increases to 35.
NIMBLE WEAPON SIZE: MEDIUM
Your beast companion can use Dexterity instead of Prerequisite: Size Small
Strength for its attack and damage rolls. Your beast companion's size is Medium. Its hit points
increase by an amount equal to its level + 1, its Hit Die
PACK TACTICS
becomes a d8, its natural weapon damage die
Your beast companion has advantage on an attack roll
becomes a d8, and its walking speed increases to 30.
against a creature if at least one ally of your beast
companion is within 5 feet of the creature and the ally SIZE: SMALL
isn't incapacitated. Your beast companion's size is Small. Its hit points
increase by an amount equal to its level + 1, its Hit Die
POUNCER
becomes a d6, its natural weapon damage die
If your beast moves at least half its speed straight
becomes a d6, and its walking speed increases to 25.
toward a creature and hits it with a melee attack, the
creature must make a Strength saving throw (DC = 8 + STURDY-LEGGED
your beast's pro ciency bonus + its Strength Your beast companion's long jump is up to 20 feet and
modi er). If the creature is larger than your beast, it its high jump is up to 10 feet, with or without a
makes this save with advantage. On a failed save, the running start, and it has advantage on Strength and
creature is knocked prone, and your beast can make Dexterity saving throws made against e ects that
one additional attack against it as a bonus action. would knock it prone.
POWERFUL BUILD SWIFT
Your beast companion counts as one size larger when Your beast companion can take the Dash action as a
determining its carrying capacity and the weight it can bonus action.
push, drag, or lift.
TREMORSENSE
RAMPAGER Your beast companion gains tremorsense out to 30
If your beast reduces a creature to 0 hit points with a feet.
melee attack on its turn, your beast can take a bonus
action to move up to half its speed and make a melee VENOMOUS WEAPON
attack. When your beast companion deals damage to a
creature, it must make a Constitution saving throw
(DC = 8 + your beast's pro ciency bonus + your beast's
Constitution modi er) or become poisoned until the
end of its next turn.

EXPANDED CONTENT | ARCHETYPES | SENTINEL 101

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