SW5e: Path of Apostate (Sentinel Archetype)

by EmersonBiggins

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Path of Apostate

When tradition fails you, it's time to reexamine old boundaries. Those sentinels who follow the Path of Apostate have given up on the classical tenants of proper engagement, and have chosen to eliminate the threats they perceive at range, apathetic to metrics of honor and justice.

Bonus Proficiencies

Path of Apostate: 3rd Level
You gain proficiency with artificer’s implements.

The Apostate Weapon

Path of Apostate: 3rd Level
Over the course of a long rest, you use your artificer’s implements to create a lightsaber rifle, with which you are proficient. The lightsaber rifle has the Ammunition (range 150/600), Special, and Two-Handed properties.

As a bonus action, you can load into or remove a lightweapon from the lightsaber rifle. With a lightweapon loaded, you can make ranged weapon attacks using the loaded lightweapons’ damage dice +1d4, while also adopting the lightweapon’s properties while attacking in this way.

As an action, you can choose to make an overloaded shot. You fire the supercharged blast at a target point within the weapon’s close range, and each creature within a radius must make a Dexterity saving throw, DC equal to 8 + your bonus to attacks with the lightweapon. The radius length in feet is equal to 2.5 times the lightweapon’s standard damage die size. A creature who fails the save takes the weapon’s damage dice multiplied by your proficiency bonus on failure, or half as much on success.

You can use overloaded shots a number of times equal to your proficiency bonus before the lightweapon itself is overloaded and inoperable. Once overloaded, an unenhanced lightweapon is completely destroyed, and an enhanced lightweapon is only inoperable until you take a long rest to repair it.

Immediately after overloading a lightweapon, the lightsaber rifle is overheated for up to 1 minute, and cannot be used for that duration unless you take an Action or Bonus Action to cool it. The lightsaber rifle can only become overheated a number of times equal to your proficiency bonus. Afterwards, it does not function until you complete a long rest.

If you must replace your lightsaber rifle, you can build a new one over the course of a long rest.

Heresiologies

Path of Apostate: 7th and 18th Level
You gain proficiency in armstech’s implements. You can now modify your lightsaber rifle as a protoype blaster chassis with

respective modifications. It becomes a legendary blaster chassis at 18th level. Modified or not, the rifle is considered enhanced.

When you make attack rolls with your lightsaber rifle, you can apply your Force-Empowered self features to the attacks. Additionally, when you reduce a creature to 0 hit points with the lightsaber rifle, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws and is disintegrated, and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

When you would overload an unenhanced lightweapon, you can roll your choice of a Wisdom or Charisma check (DC equal to 10 + the total maximum of the lightweapon’s damage die). On success, the lightweapon is only inoperable until you take a long rest to repair it.

While your lightsaber rifle is overheated and still has an overloaded lightsaber loaded within it, you can choose to throw it at a target a number of feet from you equal to 30 + 5 times your Strength modifier. Doing so detonates the lightsaber rifle, replicating the lightweapon’s overloaded shot, but instead deals double the shot's damage dice and increases the radius of the explosion by 10 feet. An overloaded enhanced lightsaber that was inside a detonated lightsaber rifle remains at the target point. Once detonated, your lightsaber rifle is destroyed.

Farkiller

Path of Apostate: 13th Level
Your lightsaber rifle’s range increases to 500/2000, and the weapon’s critical range increases by 1. You can now target creatures at long range with your overloaded shots, but they have advantage on their saving throws to resist the damage.

Additionally, if you are hidden from a creature when you impose a saving throw with your lightsaber rifle, it has disadvantage on the save.

Sheer Destruction

Path of Apostate: 18th Level
A creature who makes a saving throw against your overloaded shots or lightsaber rifle detonation and rolls a natural 1 now takes maximum damage. This damage ignores resistance and treats immunity as resistance, and ignores any damage threshold features of the target.

Your lightsaber rifle now deals double damage to structures and vehicles, including starships.

Art Credits

Image Title Author
Lightsaber rifle being fired by Jocasta Nu, Darth Vader (2017) #10 Giuseppe Camuncoli, Daniele Orlandini, David Curiel
 

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