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___ ___ > ## Corellian Jedi Master >*Medium humanoid (Human), Lawful Light* > ___ > - **Armor Class** 17 (Unarmored Defense) > - **Hit Points** 145 (17d8+68) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|16 (+3)|18 (+4)|18 (+4)|14 (+2)| >___ > - **Saving Throws** Cha +7, Con +8, Str +10 > - **Skills** Acrobatics +13, Athletics +10, Insight +9, Investigation +14, Piloting +14, Perception +9, Persuasion +12 > - **Condition Immunities** poison, disease > - **Senses** passive Perception 19 > - **Languages** Basic, Corellian, Drallish, Mandaba > - **Challenge** 16 (15,000 XP) > ___ > > ***Great Weapon Fighting:*** The Corellian Jedi Master can reroll a 1 or 2 on a damage die for a melee attack. The Corellian Jedi Master must use the new roll. > > ***Force Empowered Strikes:*** The Corellian Jedi Master can deal an extra 9 (2d8) weapon damage (included) when he hits with a melee attack. > > ***Stabilized Diamond Crystal.*** The Corellian Jedi Master's dual-phase saber is able to bypass resistances and immunities to energy damage. The Corellian Jedi Master's attacks score a critical on a roll of 19-20. > > ***Unarmored Defense:*** While wearing no armor and not wielding a shield, the Corellian Jedi Master adds his Wisdom modifier to his AC (included). > >***Forcecasting:*** The Corellian Jedi Master is a 17th level forcecaster. His forcecasting ability is Wisdom (Force save DC 17, +9 to hit with force powers, 40 force points). He knows the following Force powers: > >At-will: *affect mind, mind trick, saber reflect, saber ward*
1st Level: *cloud mind, disperse force, force mask, phasestrike, sense emotion, sense force*
2nd Level: *coerce mind, danger sense, force blind/deafen, force camouflage, force confusion, force sight*
3rd Level: *force trance, sever force*
4th Level: *improved force camouflage, mind trap*
5th Level: *improved phasestrike*
6th Level: *mass coerce mind, true sight*
7th Level: *force project, master speed*
8th Level: *force link, mind blank*
9th Level: *precognition* > > ***Legendary Resistance (3/day):*** If the Corellian Jedi Master fails a saving throw, he can choose to succeed instead. >
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> ### Actions > ***Multi-attack.*** The Corellian Jedi Master makes two saber attacks, or one saber attack and casts one force power or Malacia. > > ***Dual-Phase Saber.*** *Melee Weapon Attack:* +10 to hit, Reach 5 ft., one target. *Hit* 19 (1d10+2d8+5) energy damage. > > ***Malacia (3/day).*** Choose one target creature within 60 ft. range. The Corellian Jedi Master uses the force to disrupt his opponent's equilibrium, causing dizziness and nausea. Target makes a DC 17 Constitution check. On a failure, target creature has Disadvantage on ability checks, saving throws, and attack rolls until the end of its next turn. > > ### Reactions > > ***Force Absorb (1/day):*** When hit by an attack that deals Energy, Fire, Force, Ion, or Lightning damage, The Corellian Jedi Master can use the Force to absorb up to 2d6 damage, which it converts into Temporary Force Points. These Force Points can only be used to immediately cast one of the following force powers, if the Corellian Jedi Master chooses to do so: > > At-will: *force disarm, saber throw, turbulence*
1st Level: *force jump, force propel*
2nd Level: *force throw, rescue, stun droid*
3rd Level: *convulsion, force repulse, knight speed, telekinetic storm*
4th Level: *disable droid, force immunity*
5th Level: *improved heal, telekinesis*
6th Level: *eruption, telekinetic burst*
7th Level: *force mend*
8th Level: *telekinetic wave, stasis field*
9th Level: *force storm* > > These temporary force points disappear after one of the above powers are used. These powers are unavailable if no temporary force points remain, and can only be cast using the temporary force points. > > ### Legendary Actions > > The Corellian Jedi Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only after another creatures turn. He regains legendary action points at the start of his turn. > > **Attack:** The Corellian Jedi Master makes one weapon attack. > > **Forcecasting:** The Corellian Jedi Master casts one force power. Can be one of the temporary powers granted by Force Absorb, if temporary force points are available. > > **Move:** The Corellian Jedi Master can move up to his speed. This movement does not provoke opportunity attacks. > > **Malacia:** The Corellian Jedi Master can use *malacia* against one target creature. >