Credits
- Page 4: Darth Sion Remake, DiegoVila
- Page 6: Hall of Armor, Scott Johnson
- Page 8: Scarlet Witch, theDURRRRIAN
- Page 10: Arden Zevrin: Imperial Security Bureau, Mauricio Morali
- Page 11: Illegal Hunting, Oliver Morit
- Page 12: Jet Trooper, Adam Lane
Consular Tradition
Way of Enervation
Channeled Torment
Way of Enervation: 3rd, 5th, 11th, and 17th level
You harbor a wellspring of negative emotions within yourself. This is represented by your Torment dice, which are each a d4. These dice fuel various powers you have, which are detailed below.
You can, as a bonus action, seethe with anger and hatred. Take necrotic damage equal to your character level and gain an amount of Torment dice equal to half of the damage taken. This damage cannot be reduced in any way. You lose all stored Torment die after taking a short or long rest or when you regain any number of hit points.
Your powers expend the Torment die they use after rolling them. You can’t use a power if it requires you to use a die when your dice are all expended.
The size of your Torment dice increases at 5th level (d6), 11th level (d8), and 17th level (d10). The powers below use your Torment dice.
Make Them Hurt. When you cast a damage-dealing force power that requires a force attack and miss the target, you can roll one Torment die and add the number rolled to the attack roll. If this causes the attack to hit, as a reaction, you can roll a number of Torment dice from your pool up to your Wisdom or Charisma modifier (your choice) and deal additional necrotic damage equal to the total rolled.
Feel Their Agony. As a reaction when an ally within 10 feet of you is Blinded, Deafened, Ignited, Paralyzed, Poisoned, Shocked, Slowed, Stunned, Weakened, or affected by a disease or poison that calls for a saving throw, you can take these conditions on yourself. As part of the reaction, you make the saving throw instead of the target, and can roll your Torment die and add the result to your total. If you succeed on this throw, the condition does not affect you, otherwise the condition affects you like normal. You cannot endure a condition that is permanent and you cannot stack conditions.
You can channel your Torment to gain Torment Dice a number of times as shown in the Torment Quantity column of the Way of Enervation table. You regain all expended uses when you complete a short or long rest.
"The power of the dark side is what holds me together. Many times have I been near death - and always have I been in pain." - Darth Sion, KOTOR II
Envoy of Suffering
Way of Enervation: 6th, 9th, 13th, and 17th level
The force that flows through you compels you to spread your pain across the galaxy.
As part of your action when you cast a damage-dealing force power that requires a force attack, you can share your afflictions. If you are Blinded, Deafened, Ignited, Shocked, Poisoned, or Weakened you can choose to spread these conditions to a creature you hit with the power. The creature must make a Constitution saving throw against your Force Save DC. If it fails, the conditions affecting you now affect that creature as well.
You can use this feature 3 times and gain an additional use at 9th, 13th, and 17th level. You regain all expended uses of it when you finish a long rest.
The Burden of Two
Way of Enervation: 10th level
You've learned to further channel your raw emotions to express the passion, anger, and hatred of your soul, giving you these powers that use your Torment dice:
Share Their Pain. As a reaction, you can suffer the damage an ally takes. When you do so, you can roll a number of Torment dice from your pool up to your Wisdom or Charisma modifier (your choice), and reduce the damage you take from the attack by the total.
Impart Your Suffering. As a bonus action, you can mark a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the marked creature damages you with a weapon or spell attack, roll a Torment die. It takes necrotic damage equal to the result + half of the damage you suffered.
Suffering Brings Strength
Way of Enervation: 14th level
Conditions that are painful or crippling to others only empower you to be more resilient.
- While you are Blinded, you have advantage on Wisdom (Perception) checks that rely on hearing or smell, and you can’t be surprised while you are conscious.
- While you are Deafened, you have tremorsense out to 30 feet.
- While you are Ignited, you gain resistance to cold damage and add additional damage equal to 1d8 in fire damage to any damage you deal with force powers.
- While you are Shocked, when you fall to 0 Hit Points you are automatically stabilized.
- While you are Poisoned, you can use Wisdom or Charisma (your choice) instead of Strength for ability checks and saving throws.
- While you are Weakened, you gain resistance to kinetic and energy damage.
Baleful Reascension
Way of Enervation: 18th level
Rather than die, you call upon your pain, anger, and hatred, to rise from certain death, releasing your all-consuming agony to strike down your would-be killer.
When you are reduced to 0 hit points, as a reaction, you can drop to 1 hit point instead and force the nearest hostile creature to make a Constitution saving throw against your Force save DC. On a failed save, roll all your remaining Torment dice. The target takes necrotic damage equal to the result and you gain temporary hit points equal to one-fourth the amount of necrotic damage dealt. This feature has no effect on droids or constructs.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Way of Enervation
| Level | Torment Quantity |
Torment Dice Size |
|---|---|---|
| 3rd | 3 | d4 |
| 4th | 3 | d4 |
| 5th | 3 | d6 |
| 6th | 4 | d6 |
| 7th | 4 | d6 |
| 8th | 4 | d6 |
| 9th | 4 | d6 |
| 10th | 4 | d6 |
| 11th | 4 | d8 |
| 12th | 5 | d8 |
| 13th | 5 | d8 |
| 14th | 5 | d8 |
| 15th | 5 | d8 |
| 16th | 5 | d8 |
| 17th | 6 | d10 |
| 18th | 6 | d10 |
| 19th | 6 | d10 |
| 20th | 6 | d10 |


Fighter Specialties
Powersuit Specialist
Those fighters who choose to become Powersuit Specialists devote much of their prowess to the powerful and adaptable suits of armor they wear, known as battle frames. Powersuit Specialists grant themselves every possible advantage over their opponents with the versatility their suits can provide.
BATTLE FRAME
Powersuit Specialist: 3rd level
You gain proficiency in armormech’s implements and, over the course of a long rest, can modify one suit of heavy armor into a suit of powered armor known as a battle frame. Doing so confers the armor’s AC and enhanced properties (if any) to your frame. You must have the armor and armormech’s implements in order to perform this modification and can only have one battle frame at a time.
Your battle frame is enhanced, requires attunement, can only be used by you, and while wearing it you gain the following benefits:
Rocket Pack.
Your suit has an integrated jet booster, allowing you a limited form of flight. You can use your bonus action to take off, granting you a flight speed equal to your movement until the end of your turn. You must begin and end your movement on the ground; otherwise, you fall.
Life Support Systems.
Your battle frame has the Impermeable 2 property. Armor with this property includes the limited functions of a number of enviromental suits equal the impermeable number from the list below. Additionaly, it includes 4 hours’ capacity of oxygen, which can be replenished by oxygen tanks. Choose two of the following options.
- Chemical Suit: You are immune to the corroded condition.
- Conductive Suit: You are immune to the shocked condition.
- Dampening Suit: You are immune to the deafened condition, and you can't have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sound.
- Diving Suit: You are protected from the hazards associated with high pressure environments.
- Flame-Proof Suit: You are immune to the ignited condition.
- Hazard Suit: You are immune to the poisoned condition
- Mind-Shielding Suit: You have advantage on saving throws to avoid being frightened, and you have advantage on saving throws to avoid having your mind read or affected.
- Space Suit: You are protected from the hazards associated with low pressure environments.
- Stabilizer Suit: You have advantage on ability checks and saving throws to avoid being moved.
IRONCLAD DURABILITY
Powersuit Specialist: 3rd, 5th, 9th, 13th, and 17th level
Your ability to get the most out of your battle frame’s durability is represented by a pool of d4s equal to your fighter level. When you take damage other than psychic while you are wearing it, you can roll one of these dice and reduce the damage you take by the result.
The size of this die increases at 5th level (d6), 9th level (d8), 13th level (d10), and 17th level (d12). You regain all expended dice in this pool when you finish a long rest.
SYSTEM UPGRADE
Powersuit Specialist: 7th level
You gain an upgrade to your battle frame. Choose one of the following:
Guardian Frame.
While wearing your battle frame, you can use a bonus action to grant yourself resistance to any kinetic and energy damage for the next 10 minutes, you can’t benefit from this feature again until you finish a long rest.
Additionally, you have advantage on Strength checks and Strength saving throws.
Hunter Frame.
When you use your rocket pack in combat, you can double your flight speed until the end of the turn. Once you use this feature, you can't fly using your frame until you move 0 feet on one of your turns.
Additionally, opportunity attacks made against you while you are flying have disadvantage.
Juggernaut Frame.
Once per turn, you can deal extra damage to a creature you hit with a melee weapon attack. This damage equals 1d4 for every 10 feet you have moved on your turn, up to a maximum of 6d4.
DEFENSE SYSTEMS
Powersuit Specialist: 10th level
When you use your Ironclad Durability dice to reduce damage from a melee attack, the attacker takes energy damage equal to the result of the die.
RAPID RESPONSE SYSTEMS
Powersuit Specialist: 15th level
Your experience in familiarizing yourself with your battle frame’s defense systems has allowed you to adapt them to more quickly and readily respond to enemy activity. While you're not incapacitated or surprised, no effect can prevent you from using your reaction and you can take up to two reactions per round, but only one per turn.
ADVANCED FRAMES
Powersuit Specialist: 18th level
You gain an upgrade to your battle frame. Choose from one of the following:
Star Dragon Frame.
You embed elemental manipulation technology into your suit. Choose a damage type from: acid, cold, fire, or lightning damage. While wearing your battle frame, you have resistance to that damage type, and your weapon attacks deal an additional 1d6 damage of that type.
Sun Dragon Frame.
Your suit gains a regenerating energy field. While wearing your impulse frame, you have a pool of 30 temporary hit points. You regain 2 temporary hit points to this pool at the start of each of your turns.
Moon Dragon Frame.
You can use your frame to cast the power infiltrate on yourself without using tech points. If you end this power early by attacking a creature, that attack deals an additional 4d6 damage.



Operative Practices
BEGUILER PRACTICE (revised)
Those operatives who choose the Beguiler Practice augment their natural wiles and charm with subtle utilization of the Force. They tap into these powers to cloud the minds of their foes, distracting and diverting before abruptly dispatching them.
BONUS PROFICIENCIES
Beguiler Practice: 3rd level
You gain proficiency in Insight and Persuasion if you don’t already have them. Additionally, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
FORCECASTING
Beguiler Practice: 3rd level
You have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
Force Powers Known
You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
Force Points
You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
Max Power level
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
Forcecasting Ability
Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier 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 proficiency bonus +
your forcecasting ability modifier
Force attack modifier = your proficiency bonus +
your forcecasting ability modifier
FASCINATING DISPLAY
Beguiler Practice: 3rd, 5th, 9th, 13th, and 17th level
As an action, you can attempt to distract and enthrall a humanoid creature who can see or hear you within 60 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for a number of hours up to your Operative level. While charmed by this feature, the creature attempts to ingratiate itself to you and treats you as a friend or, if you and your DM agree, a romantic suitor. Additionally, the target hinders anyone who opposes you, although it avoids violence unless it is already inclined to fight on your behalf. The charmed condition ends early if you do anything harmful to the creature. How the creature feels about you after the charmed condition ends depends on how you treated it while it was charmed. If a target succeeds on this saving throw, the target has no hint you tried to charm it.
You can target an additional humanoid creature at 5th, 9th, 13th, and 17th level. You can use this feature a number of times equal to your proficiency bonus, regaining any expended uses when you finish a long rest.
APPEASING AURA
Beguiler Practice: 9th level
You have a pool of soothing power that replenishes when you take a long rest. With that pool, you can grant a total number of temporary points equal to your operative level × 3.
As a bonus action, you choose a creature within 30 feet (including yourself) that can hear you and draw power from the pool to give the creature a number of temporary hit points up to half your operative level. Alternatively, you can expend 10 temporary hit points from your pool to end the charmed or frightened condition affecting that creature.
MESMERIZING PRESENCE
Beguiler Practice: 13th level
You have advantage on attack rolls against creatures charmed by you.
DISTRACTING COUNTENANCE
Officer Practice 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 first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). 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 features or powers until the end of your next turn.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
the beguiler practice
| Level | Force Powers Known |
Force Points |
Max Power Level |
|---|---|---|---|
| 3rd | 4 | 3 | 1st |
| 4th | 6 | 4 | 1st |
| 5th | 7 | 5 | 1st |
| 6th | 8 | 6 | 1st |
| 7th | 10 | 7 | 2nd |
| 8th | 11 | 8 | 2nd |
| 9th | 12 | 9 | 2nd |
| 10th | 13 | 10 | 2nd |
| 11th | 14 | 11 | 2nd |
| 12th | 15 | 12 | 2nd |
| 13th | 17 | 13 | 3rd |
| 14th | 18 | 14 | 3rd |
| 15th | 19 | 15 | 3rd |
| 16th | 20 | 16 | 3rd |
| 17th | 22 | 17 | 4th |
| 18th | 23 | 18 | 4th |
| 19th | 24 | 19 | 4th |
| 20th | 25 | 20 | 4th |

OFFICER PRACTICE
Many operatives specialize in gaining an advantage over their foes. However, only a specialized operative can gather and manage valuable information on said foes. Those operatives who choose the Officer Practice are such a case, using well-thought-out plans and an assortment of tools and technology to secure their enemies' inevitable defeat.
TECHCASTING
Officer Practice: 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 three tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Officer 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, as shown in the Tech Points column of the Officer Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
Max Power level
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Officer 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. Additionally, you use your Intelligence modifier 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 proficiency bonus +
your Intelligence modifier
Tech attack modifier = your proficiency bonus +
your Intelligence modifier
Techcasting Focus
You use a wristpad as a techcasting focus for your tech powers.
Formulated plan
Officer Practice: 3rd level
You learn to control the flow of battle by enacting formulated plans to influence the actions of those around you. As a bonus action, you can enact a formulated plan.
The save DC for all formulated plans is the same as your Tech save DC.
Delaying Plan
Choose 2 creatures you can see within 60 feet. They must make an Intelligence saving throw before each attack roll they make until the start of your next turn. If they fail, they have disadvantage on the attack.
Directing Plan
Choose a friendly creature who can see or hear you. The next time you deal sneak attack damage to a creature, the chosen creature can immediately make one weapon attack against the creature you attacked.
Hindering Plan
Choose one hostile creature you can see. That creature must attempt an Intelligence saving throw, on a failure their initiative is changed, moving it to one point higher than the creature preceding it or one point lower than the next creature who would follow it.
You can use this feature a number of times equal to your Intelligence Modifier (minimum 1) per long rest unless you expend 2 tech points to use it again.
INVASIVE STUDY
Officer Practice: 9th level
You can tap into the gathered information of your contacts to access the history of a creature you can see. You may spend one use of your Formulated Plan as a bonus action and choose three of the following options:
- Remaining hit points (Rounded to Nearest Multiple of 20)
- Current armor class and armor class when no effects are on them.
- Ability score proficiencies (without numbers)
- Two ability scores (your choice)
- Skill proficiencies (without numbers)
- Damage proficiencies, vulnerabilities, and/or immunities (pick two)
- Condition immunities
- Proficiency bonus
- Creature type & alignment
- Senses
Once you have learned 6 characteristics from your contacts, you can use your Sneak Attack against the creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
Once you have learned 9 characteristics from your contacts, the studied creature has disadvantage on Charisma saving throws and checks it makes against you.
INQUIRED ACCOUNT
Officer Practice: 13th level
Your pursuit of information has become nigh inexorable as a result of your ruthless interrogation methods. When you damage an adjacent humanoid creature with your Sneak Attack feature, you can force it to make a Charisma saving throw against your Tech save DC. A creature automatically succeeds this saving throw if it’s immune to being charmed or has an Intelligence of 4 or less. If a creature fails this saving throw, you can name or describe a person, place, or object. The creature shares lore about it as if you used the Greater Analyze power and cannot intentionally lie as a response. The information you learn through this feature is transcribed into your wristpad for future use.
Additionally, when you miss an attack against a creature that has previously failed the saving throw imposed by your Formulated Plan feature, you can reroll that attack with the same advantage or disadvantage as the previous attack roll. You can only use this feature once on each of your turns.
ENACT SCHEME
Officer Practice 17th level
All your careful planning and preparations have proven effective. As an action, you are able to enact two of the following schemes against a creature within 60 feet that you can see. You may choose options multiple times, but duplicate effects do not stack.
- The target loses immunity or resistance to one damage type.
- The target becomes vulnerable to a damage type they do not have resistance to.
- The target’s AC is reduced by 5.
- The bonus to Saving Throws based on one Ability score you choose is reduced to half (rounded up).
- The target’s movement speed is halved (rounded up).
- The target suffers disadvantage on weapon or spell attacks.
- The target loses one of their special senses (such as darkvision, truesight, tremorsense, etc,.).
The target must make an Intelligence saving throw against your Tech save DC. If they fail, they are subjected to those effects for 1 minute. During that time, the creature repeats the Intelligence saving throw at the end of each of their turns, ending the effect on a success. You can only affect a given creature with two of the effects above at a time. As a bonus action on your turn, you can engage a backup scheme and change one ongoing effect to another of your choice.
Once you use this feature, you can’t use its action again until you finish a long rest.
the officer practice
| Level | Tech Powers Known |
Tech Points |
Max Power Level |
|---|---|---|---|
| 3rd | 3 | 2 | 1st |
| 4th | 4 | 2 | 1st |
| 5th | 5 | 3 | 1st |
| 6th | 6 | 3 | 1st |
| 7th | 7 | 4 | 2nd |
| 8th | 8 | 4 | 2nd |
| 9th | 9 | 5 | 2nd |
| 10th | 10 | 5 | 2nd |
| 11th | 11 | 6 | 2nd |
| 12th | 12 | 6 | 2nd |
| 13th | 13 | 7 | 3rd |
| 14th | 14 | 7 | 3rd |
| 15th | 15 | 8 | 3rd |
| 16th | 16 | 8 | 3rd |
| 17th | 17 | 9 | 4th |
| 18th | 18 | 9 | 4th |
| 19th | 19 | 10 | 4th |
| 20th | 20 | 10 | 4th |

Scout Techniques
Predator Technique (revised)
Some scouts work in solitude, while others prefer strength in numbers. Followers of the Predator Technique find power lies with both; they track and weaken their prey, providing their allies with openings to go for the kill.
BONUS PROFICIENCIES
Predator Technique: 3rd level
You gain proficiency in heavy armor, insight, and perception.
hunting party
Predator Technique: 3rd, 5th, 9th, 13th, and 17th level
When you take the attack action on your turn, you can use a bonus action to direct one friendly creature who can see or hear you to immediately use their reaction to move up to 5 ft. and make one weapon attack.
The movement bonus increases to 10 feet at 9th level, 15 feet at 13th level, and 20 feet at 17th level. This movement does not provoke attacks of opportunity.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses of it when you finish a long rest.
mark of the predator
Predator Technique: 3rd level
The target of your Ranger’s Quarry feature has disadvantage on Wisdom (Perception) checks made to spot you and a number of friendly creatures you choose up to your Intelligence modifier while hiding.
Additionally, you gain a bonus equal to your Intelligence modifier (minimum +1) to any ability check you make to hide from the creature, track the creature, or determine if it is hidden or disguised and what it may have done to do so.
predator's resolve
Predator Technique: 7th level
You can use your action and spend 2 tech points to grant the following benefits to you and a number of friendly creatures you choose up to your Intelligence modifier for 1 minute:
- You have advantage on Constitution saving throws.
- You gain a bonus to damage on attacks equal to your Ranger’s Quarry Damage Die when targeting a creature affected by Ranger’s Quarry.
- When you hit a target of your Ranger’s Quarry, you can choose for the attack to deal no damage and instead reduce the target’s speed to 0 until the end of their next turn.
- You know precisely where each creature affected by this feature is if they are within 1 mile of you.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
on the hunt
Predator Technique: 11th level
You are able to find your quarry no matter where it’s hidden in the galaxy. You can designate a creature with your ranger’s quarry ability at any distance, given that you can see an accurate image of the creature within 30 feet of you.
Additionally, you gain access to your Pathfinder feature as long as a friendly creature is within 5 feet of you, regardless of time spent traveling.
prey on the weak
Predator Technique: 15th 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.

ROCKETEER TECHNIQUE
Some scouts utilize ion propulsors within jetpacks, propelling themselves with incredible speed, to land devastating blows or avoid danger. Followers of the Rocketeer Technique make use of their jetpack in a combat environment to pursue and subdue their prey quickly.
BONUS PROFICIENCIES
Rocketeer Technique: 3rd level
You gain proficiency in heavy armor and gadgeteer’s implements.
ION PROPULSION
Rocketeer Technique: 3rd, 6th, 9th, 15th, and 18th level
You gain the ability to generate acceleration with your ion thrusters to launch yourself forward with incredible force. Using a bonus action, while wearing a jetpack, you move up to 20 feet in a straight line to an unoccupied space that you can see. This movement doesn't provoke opportunity attacks and doesn't consume any of your movement.
When you use this feature to transport yourself, the damage of your next melee weapon attack increases by 1d8. The attack must be made on the same turn before moving further. You gain an additional 1d8 bonus to damage at 9th (2d8) and 18th (3d8) level.
You can use this feature 2 times. You gain an additional use of this feature at 6th and 15th level. You regain all expended uses when you finish a short or long rest.
Additionally, you can activate a worn jetpack without using a bonus action. Once you’ve done so, you can’t do so again until you deactivate your jetpack as a bonus action.
WARDING JOLT
Rocketeer Technique: 7th, 9th, & 18th level
When you take damage of any type other than psychic, you can expend one use of your Ion Propulsion feature as a reaction to reduce the damage by an amount equal to half your scout level (rounded up). When you do so, you are transported as you normally would be and gain 1d8 temporary hit points.
You gain an additional 1d8 temporary hit points at 9th (2d8) and 18th (3d8) level.
CONCUSIVE STRIKE
Rocketeer Technique: 11th level
When you damage a creature with the bonus dice from your Ion Propulsion feature, you can attempt to release a concussive strike. The target must succeed on a Constitution saving throw or be stunned until the end of its next turn.
ARDENT PROPULSION
Rocketeer Technique: 15th level
When you roll initiative and have no uses remaining of your Ion Propulsion feature, you regain two uses.
Additionally, when you use your Ion Propulsion feature, you can empower it using one of the options below.
- Leap. The maximum distance you can travel is doubled.
- Onslaught. You add twice the bonus dice to the attack.
- Turbulence. The target has disadvantage on its saving throw against your Concussive Strike feature.
Once you use this feature, you can’t use it again until you finish a short or long rest.


Design Log
1.0
Inital Release.
1.2
- Removed "Path of Shadows (Revised)"
- Removed the additional half of "Distracting Countenance" that allowed for additional uses of "Fascinating Display"
- Lowered the amount of Temporary Health that is granted from "Appeasing Aura"
- Overhauled Officer Practice's "Formulated Plan" Feature
- Replaced "Flash of Genius" with "Invasive Study"
- Replaced "Technical Pursuit" with Inquired Account"
- Replaced "Silence The Scum" with "Enact Scheme"
- Improved upon Features of the "Predatory Technique (Revised)" to make them more defined and less conditional
1.3
- Added new Impermeable rulings to "Powersuit Specialist"
- Many grammatical and formatting fixes
1.4
- added Art Credits for pages other than Cover
- added Custom Internal Links to Classes
- added Consular Tradition "Way of Enervation"
- added Design Log and Known Issues
Known Issues
- Firefox "Print / Generate PDF" option shows broken preview and does not print in the appropriate format
- fix: use Google Chrome or Opera to Print PDF's
- Mobile device displays Page 4's "Darth Sion Remake, DiegoVila" incorrectly, blocking text
- fix: access via desktop or tablet to get intended viewing and printing experience