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The Hexbards sw5e Codex The Age of Revan
\pagebreakNum ## A long time ago in a galaxy far, far away ...... A republic split in half as the looming threat of Mandalorian Neo Crusaders cast a long shadow over the galaxy. However with the election of Alexander Tarkin to supreme chancellor of the galactic republic, the sleeping Krayt Dragon is slowly awakening as the republic people and military are rallied under Revan, Malak and Meetra Surik the heroes of the republics. --- As the Mandalorian wars rage across the galaxy, ancient rivalries are reignited and new alliances are forged, a time of new heroes and legends to be forged in fires of war. #### The Age of Revan This setting is result of a choice that happened at my table that caused the time line of Old Republic to change and future divergents as more choice will be made. ## Divergents Events #### The End of Palpatine Bloodline A choice was made that caused the last member of the Palpatine blood line to die before a new offspring could be made. #### Chancellor Alexander Tarkin The choice, to help Tarkin become the supreme chancellor galactic republic caused rapid militarization and modernising of the republic military, but at the coast of many fromer members of world to leave the republic and forming the Commonwealth of Planets. #### Extra Links * Heretic's Guide to the Galaxy [ Source](https://www.gmbinder.com/share/-M815p5BfQ0wbdKY7zqN#p30) * Fisto's Codex [ Source](https://www.gmbinder.com/share/-M-qA_FYgTwJjU8yFjjx) * The Universal Species Compendium [ Source](https://www.gmbinder.com/share/-M81FBqbHuWU2yRGVegJ) * SW5e: Desperate Rebellion [ Source](https://www.gmbinder.com/share/-Ma9Gxvv46eXSchl3XZp) * SW5e: Imperial Forces[ Source](https://www.gmbinder.com/share/-MTWyXiKjknk__XZFUsP) * Legobis Villain Codex[ Source](https://www.gmbinder.com/share/-LsvrDucHYQssVt1EChd) * SW5e: Operation: First Breach [ Source](https://www.gmbinder.com/share/-N5JJKRkPKaS4m1I8bKC) * SW5E NPC Statblocks[ Source](https://www.gmbinder.com/share/-M-1AmYOre6pJ9vewcKr) * The SW5E Mandalorian Codex[ Source](https://www.gmbinder.com/share/-LklOgbCIemUq28zgeYC) * EC 04 - Backgrounds[ Source](https://www.gmbinder.com/share/-LM7YKv2CF9ziIA3Bg0q) * Expanded Force Powers[ Source](https://www.gmbinder.com/share/-MDosNzOCLn0_ColYfBf) * Expanded Tech Powers[ Source](https://www.gmbinder.com/share/-MDp2nOeGD6JJLxNM_lT) * SW5e: Emerson's Archive of Archetypes[ Source](https://www.gmbinder.com/share/-MxpFA0T17VQb7pU3PMM) * SW5e: Lambi's Legendary Library of Archetypes v. 1.4 [ Source](https://www.gmbinder.com/share/-NAydGFL5_imxhmHT3MC) * Sith Witchling [ Source](https://www.gmbinder.com/share/-MVCmsB2YSa2tebxQglw) * Sw5e Enhanced Item Modifications List[ Source](https://www.gmbinder.com/share/-NKwNivkNSxQixiD9vmZ) * Variant Rule: Kyber Crystals[ Source](https://www.gmbinder.com/share/-NGojQbk5hkGEdwF7Htg) * This is Your Life (SW5e)[ Source](https://www.gmbinder.com/share/-NAUOdMwitFscw-oN_Sy) * SW5e: Natives of Honoghr [ Source](https://www.gmbinder.com/share/-N5vrxjbP-tuI1gyHknP) * Galaxy's Guide to Toxins and How to Use Them-Star Wars 5E [ Source](https://www.gmbinder.com/share/-MxAEo_g3GuIki9kz4uD) * Droid Customizations[ Source]( https://www.gmbinder.com/share/-MKaSaw4bnLak4org2BM) * Starship Smuggling[Source](https://drive.google.com/file/d/17hqJ4eM7Z9p4H1aS0iVOSrix9F_Suhsd/view) * Force Artifacts (SW5e)[Source](https://www.gmbinder.com/share/-NpgVuBvj2UO2HYgfhhc) \pagebreakNum ## Sephi |Visual Characteristics || |:---:|:-----------:| Skin Color|avender, peach, purple Hair Color|Brown, white, black, blond Eye Color| Black, brown, green, blue Distinctions|Pointed ears |Physical Characteristics|| |:---:|:-----------:|:---- Height| 4'9" +2d6" Weight| 105 lb. x2d4 lb. |Sociocultural Characteristics|| |:---:|:-----------:|:---- |Homeworld| Isobe Language|Sephi ,Galactic Basic #### Biology and Appearance The sephi are a species of sentient humanoids. Outwardly, they are very similar in appearance to human stock, the key difference being their long, pointed ears that can twitch, swivel and flatten in accordance with their emotional state. Many sephi are tall and healthy-looking, with a narrow waistline and long-fingered hands. However, smaller and overweight individuals are not unheard of. While many sephi have pale, purplish skin, some had more human-like skintones. Their long, straight hair ranges in color from black through blond to gray and white. Depending on personal status, it is common for upper-class sephi to fashion their hair into thick spirals adorned with gemstones and other decorations, making it a source of personal pride. #### Society and Culture Sephi are often driven act whenever they feel they must. Whether this be something as simple as helping another in need, to their choice to support a government. The sephi formed a space-level civilization led by a monarch. Due to the species' longevity, sephi sovereigns tend to stay in place for a long time. They have developed a culture of elegance and sophistication in art, which is even reflected in the delicate design of their walkers, flyers, tanks, and architecture. Additionally, sephi have an affinity with droids and machinery, often making work as engineers aboard spacecrafts or repairing malfunctioning or broken down droids when offworld. #### Names * **Male Names.** Ennu, Mazered, Nerrus, Thelres * **Female Names.** Althe, Feryei, Ida, Naedi #### Sephi Traits * ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Charisma score increases by 1. * ***Age.*** Sephi reach adulthood in their late teens and have been known to live for more than 200 years, possibly up to 400. * ***Alignment.*** Due to their culture of grace and sophistication, sephi tend towards the light side, though there are exceptions. * ***Size:*** Sephi typically stand 5 and a half to 6 feet tall and rarely weigh more than 140 lb. Regardless of your position in that range, your size is Medium. * ***Speed.*** Your base walking speed is 30 feet. * ***Artistic Culture*** You have proficiency with artists' implements. * ***Darkvision.*** You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. * ***Sleep-Inducuing Pheromones.*** You learn and can cast the Cloud Mind force power once per long rest. * ***Technological Affinity*** You are proficient in the Technology skill. Additionally, you learn and can cast the Repair Droid tech power once per long rest. * ***Tinker.*** You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, emit an onerous smell for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it. * ***Languages.*** You can speak, read, and write Galactic Basic and Sephi. Sephi largely consists of long vowels and hard consonants, but most sephi speak Galactic Basic more than their own language.
[Image Source](https://www.deviantart.com/iara-art/art/Commission-Jia-rhaz-862249542) \pagebreakNum ## Soikan |Visual Characteristics || |:---:|:-----------:| Skin Color|Silver or Lavender Hair Color|White Eye Color| Lilac Distinctions|Pointy ears |Physical Characteristics|| |:---:|:-----------:|:---- Height| 4'8" +2d10" Weight|90 lb. x(2d4) lb. |Sociocultural Characteristics|| |:---:|:-----------:|:---- |Homeworld| Soika Language|Galactic Basic #### Biology and Appearance The Soikan were a little-known near-Human species originating from the planet Soika. From what we know, they were nearly identical to the average Human, save for a few details regarding coloration as well as their pointed ears. The Soikans were split into two subspecies, the “Gagic” and the “Livtak,” one with silver in their pigmentation and the other more solid lavender in coloration. --- Their skin had a unique reflective sheen to it, giving them an almost glowing appearance under the right light. They have also been observed with shimmering, silver hair and bright lilac or purple eyes. While they shared the same general body shape and build as Humans, they were also noticeably naturally tall, often standing at or just above 4 to 5 feet meters on average #### Society and Culture Soika, was ravaged by the “Soikan Conflicts,” are number of ongoing, planetary civil wars. There have been a number of prominent Soikan factions inciting incidents that have kept the ongoing conflicts going with no real end in sight, witch have turned there homeworld in to a war-torn wasteland, with largest portions of the planet being irradiated. ---- Many Soikan who have left there war-torn home world have found themselves working as mercenaries, bounty hunters and some have even joined the ranks of Mandalorians. #### Names * **Male Names.** Alsin, Blon, Ruto * **Female Names** Alax, Coria, Jaina #### Soikan Traits As a Soikan, you have the following special traits. * **Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1 * **Age** . Soikan reach adulthood in their late teens and live about 80 years. * **Alignment.** Soikan tend toward Lawful or Neutral alignment. * **Size.** Soikan tend to be slender and statuesque, typically standing between 4 and 5 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium. * **Speed.** Your base walking speed is 30 feet. * **Militant.** You have proficiency with Acrobatics or Athletics (your choice) * **Weapon Versatility.** You gain proficiency with 4 weapons of your choice * **Reflective Skin** you have disadvantage on stealth check when in direct sunlight if you skin is exposed, however you are resistance against poison damage * **Militia Martial Art** Your unarmed strikes deal 1d4 kinetic damage and have the finesse property and can be used as a bonus action. * **Languages.** You can speak, read, and write Galactic Basic and one extra language of your choice.
[Image Source](https://se.pinterest.com/pin/581668108114104484/) \pagebreakNum ## Tiefling (I know Tiefling are not a star wars race, but me being a slut for Tiefling, i need them ) |Visual Characteristics || |:---:|:-----------:| Skin Color|Red, Blue, Purple and Grey Hair Color|Red, Blue, Purple and Black Eye Color| varies Distinctions|Horns and a tail |Physical Characteristics|| |:---:|:-----------:| Height| 4'8" +2d10" Weight|90 lb. x(2d4) lb. |Sociocultural Characteristics|| |:---:|:-----------:|:---- Homeworld|Sullfar Language|Galactic Basic, Sullfar #### Biology and Appearance The Tiefling, are near-Human species originating from the planet of Sullfar on the the border of unknown regions. A notable trait of the Tiefling is there sexual dimorphism, as female Tieflings have longer , curved and smooth horns, while the males have thicker shorter and but sharper, both males and female Tieflings have a prehensile tail. ---- Tieflings have black, silver-based blood which processed through two livers to constantly cleanse their body of toxins and carcinogens. They were highly resistant to poison and could consume a larger range of foods because of this. #### Society and Culture Sullfar is a planet with harsh rocky deserts, with many Sulfurs lakes and rivers, scattered around its surface, that is a it smaller the Corellia with 2 moons and 1 sun. Tieflings born upon there home world have to quickly learn how to survive as there planet is full of dangerous flora and fauna. --- Most Tieflings work there whole life in the many sulfur mines as there economy is heavily dependent on there massive export of sulfur, and a highly addictive substances called yellow spice, witch is harvested from a highly poisonous mold, in order to import basic needs as water witch have been seen in the past as a luxury resource worth more the gems and gold. #### Names * **Male Names.** Akmenos, Amnon, Barakas, * **Female Names** Makaria, Nemeia, Francesca #### Tiefling Traits As a Tiefling you have the following special traits. * **Ability Score Increase.** Your Charisma score increases by 2, and your Constitution score increases by 1 * **Age** . Tiefling reach adulthood in their late teens and live about 80 years. * **Alignment.** Tiefling tend toward Lawful or Neutral alignment. * **Size.** Tiefling on average, just as tall as humans, from 5 feet and 6 inches to 6 feet rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium. * **Speed.** Your base walking speed is 30 feet. * **Superior Darkvision.** Your vision can easily cut through darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. * **Prehensile Tail.** Your tail is a Prehensile appendage, that you can use to grab and hold small objects and you can make offhand attacks with simple melee weapon with light property and a weight of 1lb, however you cant deal critical damage. * **Vicious Mockery** You know the Feedback at-will force power and can cast it as a bonus action. Your forcecasting ability is Charisma for these powers. * **Sulfur Resistance.** You have resistance to fire damage (explained in chapter 9). * **Two Livered.** Tiefling have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). * **Languages.** You can speak, read, and write Galactic Basic and Sullfar
[Image Source](https://se.pinterest.com/pin/557883472605078504/) \pagebreakNum ## Mandalorian "Here's why you can't exterminate us, aruetii. We're not huddled in one place—we span the galaxy. We need no lords or leaders—so you can't destroy our command. We can live without technology—so we can fight with our bare hands. We have no species or bloodline—so we can rebuild our ranks with others who want to join us. We're more than just a people or an army, aruetii. We're a culture. We're an idea. And you can't kill ideas—but we certainly can kill you." --- ―Mandalore the Destroyer ---- Mandalorians are the masters of blending tech powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them. #### Hit Points ___ * **Hit Dice:** 1d8 per Mandaloriant level * **Hit Points at 1st Level:** 8 + Constitution modifier * **Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per Mandalorian level after 1st #### Proficiencies ___ * **Armor:** Light armor, medium armor * **Weapons:** All blasters, all vibroweapons * **Tools:** none * **Saving Throws:** Intelligence, Constitution * **Skills:** Choose three from Acrobatics, Insight, Investigation, Intimidation, Perception, Piloting, Stealth, Survival, and Technology #### Equipment You start with the following equipment, in addition to the equipment granted by your background: 1. (a) mesh armor or (b) a combat suit, blaster rifle or simple blaster, and two power cells 2. (a) a vibroweapon and a light physical shield or (b) two simple vibroweapons 3. (a) a hold-out and a power cell or (b) two vibrodaggers 4. (a) a dungeoneer’s pack or (b) an explorer’s pack \columnbreak #### Variant Starting Wealth In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below: * 6d4 x 100 cr #### Multiclassing To qualify for multiclassing into Mandalorian, you must meet these prerequisites: 13 Intelligence, and 13 Constitution
[Image Source](https://se.pinterest.com/pin/613263674289252624/) #### The Mandalorian | Level | Proficiency Bonus | Features | Tech Known | Tech Points |Max Power Level|Mandalorian Talents Kown| Glory |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |Techcasting, The Mando'ade, Mandalorian Armory | 3 | 4 | 1st |- |- | | 2nd | +2 |Beskar Plates, Way of Verda, Mandalorian Talents, |5 |6|1st|2|d4 | | 3rd | +2 |[Mandalorian Doctrine ](), | 7|8|2nd|2|d4 | | 4th | +2| Ability Score Improvement |9|10|2nd|2|d6 | | 5th | +3 | Extra Attack , |11|12|2nd|3|d6 | | 6th | +3 | Power Casting |13|14|3rd|3|d6 | | 7th | +3 |[Doctrine Feature]() |15|16|3rd|3|d6 | | 8th | +3|Ability Score Improvement |17|18|3rd|3|d6 | | 9th | +4 |- |19|20|4th|3|d8 | | 10th | +4|Mandalorian Tech |20|21|4th|3|d8 | | 11th | +4 | [Doctrine Feature]() |21|22|5th|4|d8 | | 12th | +4 | Ability Score Improvement |22|23|5th|4|d8 | | 13th | +5 | Indomitable Will |23|24|5th|4|d10 | | 14th | +5 | -|24|25|6th|4|d10 | | 15th | +5 |[Doctrine Feature]() |24|26|6th|4|d10 | | 16th | +5 | Ability Score Improvement |25|27|6th|4 |d10 | | 17th | +6 |-| 26|28|7th|4|d12 | | 18th | +6 |Greater Power Casting |27|29|7th|4|d12 | | 19th | +6 | Ability Score Improvement | 28|30|8th|4|d12 | | 20th | +6 |Mandalore |29|31|8th|4|d12 | #### Techcasting 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. \pagebreakNum #### Tech Known You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout 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 scout table. --- You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest. #### Tech Points You have a number of tech points equal to your Mandalorian level, as shown in the Tech Points column of the Mandalorian table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a long rest. #### Tech Tocus Unlike outer tech caster you have no need for a wristpad, see Mandalorian Armory class Features as you use that Feature as a tech focus for your tech powers instead #### Mando'ade At 1st level, you are a child of the Mandalore, the galaxy most renowned and deadly warrior culture, a people known for being strong and hardy and a culture where species, birthplace, rank, status, and citizenship mean nothing, a culture and a way of life built around honor and glory that come from victory in life. You can this following Features 1. You chose a Clan form the Clans of Mandalore Table and you have child of the Mandalore features from the Mandalorian Background. 2. You have learned Mando'a' the ancient languages passed down from generation to generation, from ancient Taung to modern Mandalorians. However unlike outer creature you know how to read and understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a Mandalorian' clans and etcetera. 3. You have advantage on charisma checks when dealing with outer Mandalorians so long your clans aren’t feuding. 4. You have advantage on checks that have with weapons, armor and warrior culture around the galaxy #### Mandalorian Armory At 1st level, as a mandalorian you are walking armory of weapons and gadgets build in to you were own set of armor witch give this the following benefits. 1. You don't need wristpad for casting tech power. 2. You know the tech power [Wire Line]() and [Jet of Flame]() + your Doctrine at will power which does not count against your total powers known. 3. You can cast [Wire Line]() [Jet of Flame]() or your Doctrine at will power as a bonus action. 4. You can during a long rest give 2 weapons with light property and a weight of 2lb or less give it the fixed property, if the weapon is already have fixed property it gains hidden property. The number of weapons become 3 at 3rd level and 4 and 9th level. 5. You can as a reaction in response to being damaged by a creature within 30 feet of you that you can see, you can make 1 attack with the fixed property. #### The Way of Verda At 2nd level, Your mandalorian training allow you to effectively, fight in harsh war called the galaxy. You learn four effects: Aimed Strike, Armor Shield, Warrior Spirit, and Return Fire. Each effect costs 1 tech point and uses a glory dice witch is a d4, which changes as you gain Mandalorian levels, as shown in the Glory Combat column of the Mandalorian table. You can only use each effect once per round. 1. **Aimed Strike** As a bonus action, you add your glory dice to a attack or damage roll but not both on the same turn. 2. **Armor Shield** When you are the target of an attack, you can roll a Glory die and add it to your AC (no action required). You can do so before or after the attack is made, but you must choose to do so before the GM determines if the attack hits. 3. **Warrior Resolve** When you are forced to make a saving throw, you can roll a Glory die and add it to saving throw no action required). You can do so before or after the attack is made, but you must choose to do so before the GM determines if the saving throw was a a success or not. 4. **Return Fire** When a creature targets you with a ranged attack and you can see the attacker make 1 weapon attack as a reaction, however you use your glory dice for the damage dice #### Mandalorian Talents At 2nd You’ve have learned two Talent, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Mandalorian Talent Known column of the Mandalorian table #### Beskar Plates At 2nd level you gain a set of witch you incorporate in to a set of light or medium armor, witch give you a +1 to your AC. The bonus becomes a +2 at 8th #### Mandalorian Doctrine "You will raise your young as Mandalorians — and defend them. You will wear our armor, and speak our language. And you will serve the clan, and rally when called. These are the Resol'nare — the Six Actions — sacred to our movement. Do them — and you may live to call yourselves Mandalorians!. --- At 3rd, You choose to focus on a specific Doctrine of Mandalorian, which is detailed at the end of the class description. | | | |:---:|:-----------:| |Artillerist| |Battle Master| |Beast Handler| |Battle Apothecary | |Crusader| |Devastator| |Powertech | |Raptor | |Super Commando| #### Clans of Mandalore | | | |:---:|:-----------:| |Vizsla |Fett |Kryze |Ordo |Wren |Lok |Cadera |Clanless |Children of Watch |Rook |Petrada |Skirata |Spar |Saxon |Awaud \pagebreakNum #### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. [alternatively]() instead ability score increase you can chose a feat #### Extra Attack At 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn. #### Power Casting At 6th level, You can cast the tech powers you got from Mandalorian Armory and from your Mandalorian Doctrine as a part of a weapon, witch you can do once per round. #### Mandalorian Tech At 10th, your mastery of your mandalorian technology. Chose 2 tech powers you know of 1s level and cast it at will. However you still need to spend tech points to cast the chosen power at 2nd level or higher. #### Indomitable Will At 13th Whenever you roll a saving throw that you cant roll lower then a 12. #### Greater Power Casting At 18th level, your greater mastery of your mandalorian technology. Chose two tech powers you know of 2nd level or 1st level and cast them at will #### Mandalore At 20th Whenever you roll a saving throw and attack rolls you cant roll lower then a 12 ##### Mandalorian Talents The Talents are presented in alphabetical order. #### Talents of Beskar Fist Your damage die for your unarmed strikes and natural weapon increased by one step (from 1 to d4, d4 to d6, or d6 to d8). Gain the finesse property. #### Talents of Crusader You can choose a Fighting Style #### Talents of Forge : You gain proficiency with one of the following Tools: Armormech's Implements, Armstech's Implements, Astrotech's Implements, Biotech's Implements, Cybertech's Implements, Gadeteer's Implements, or Interk's Implements. --- At 6th Level, you may pick another tool to be proficient or gain expertise in a tool that you have proficiency with #### Talents of Jedi Hunter **Prerequisite** 7th level You advantage on saving throws and check against forces power. However you are are not resistance to force power and take normal damage form force powers. #### Talents of Mythosaurs You add your Intelligence modifier to damage with weapons, unarmed strikes and at will tech powers. #### Talents of Marksmen At the start of each of your turns, you can choose creature within 40ft, whenever the creature moves atleast 10ft you can make a attack of opportunity with a weapon or tech attack power of 1st level or lower that have a tech attack. #### Talents of Insomnia You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion. #### Talents of Nexu You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet. #### Talents of Rising Phoenix **Prerequisite** 8th level you can spend 8 hours and 2000cr and use a Gadgeteer’s implements during a long rest to forge or upgrade a jetpack with 5 hours of fule (power cells) witch grants you a flying speed of 40ft. --- Additionally, you may choose one of the following options to modify your jetpack during a long rest: 1. **Rocket Launcher:** Your jet pack come equipped with a rocket. An once per short rest usage of the Tech Power Explosion. Once used, you may rearmed the jet pack during a short rest. 2. **Booster Jump:** You further modify your jetpack by preparing extra boost. Once per round you can spend 3 tech points to move to a unoccupied space with 20 feet that you can see. #### Talents of The Way You can substitute Wisdom or Charisma (chose one) skill checks that you have proficiencies or expertis in with Intelligence
[Image Source](https://se.pinterest.com/pin/36239971990919617/) \pagebreakNum #### Artillerist Doctrine Kaboom? Yes Milinka, kaboom. The Artillerist Doctrine is a mandalorian who chose to specialize in explosives and things that go Kaboom. #### Bonus Proficiencies | |:---:|:-----------:| |You gain proficiency with Demolitions kit| |You know the tech power Detonator #### Mandalorian Grenades At 3rd level, You can throw grenades as a bonus action and you add your glory dice to the damage. You can only use this feature once per grenade. #### Artillerist Weaponry At 3rd level, When you hit a target with range weapon that deals energy or iron damage the target take normal weapon damage and each creature within 5 feet of the target must make a Dexterity saving throw or take damage equal to your glory dice. #### Controlled Explosion At 7th level, when you use an explosive or a teach power with radius or cube you can once per round increase or decrease the radius or cube by 10ft. #### Improved Artillerist Weaponry At 11th, The range with your Artillerist Weaponry feature becomes 10ft instead of 5ft. #### Explosion Tech At 15th level, When you use an explosive or a teach power with radius or cube you add your glory tech to the saving throw and to damage.
[Image Source](https://se.pinterest.com/pin/68725994884/) \pagebreakNum #### Battle Master Doctrine Mandalorian Battle master are mandalorian who have master the art k #### Bonus Proficiencies || |:---:|:-----------:| |You can choose one of the fighting masteries options of your choice. |You know the tech power Tri-Shot #### Battle Technqiues At 3rd level, Whenever you take the Attack action on your turn, and if a weapon attack hits a creature, you can use one of the following option. 1. **Daze Strike** On a hit you can expend 1 tech point to forgo the damage modifier to give the creature a penalty to its next attack or saving throw equal to your glory dice. 2. **Brutal Strike** You can expend 2 tech points to roll the damage dice with advantage. 3. **Disarming Strike** You can as a bonus action can expend 1 tech point to make a weapon attack witch on a hit forces the creature to make a strength saving throw or be force to drop a weapon or a shield. 4. **Weakening Strike** You can as a bonus action expend 1 tech points and make a weapon attack, witch on a hit you forgo the damage to reduce the targets Armor Class equal to your glory dice until the start of your next turn. #### Remarkable Endurance At 3rd level you gain damage resistance to Kinetic and Energy and at 8th level you can chose to gain resistance to 1 more damage type form, fire, acid, cold, sonic or poison. #### Warrior Spirit At 7th level, At the start of combat you gain temporary hit points equal to your glory dice #### Power Strike At 11th level,, you roll damage dice with advantage and once per round you can add your glory dice to the damage. #### Extra Attack At 15th level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn.
[Image Source](https://se.pinterest.com/pin/311241024264975092/) \pagebreakNum #### Battle Apothecary #### Bonus Proficiencies || |:---:|:-----------:| |You gain proficiency with Medicine and you can use Intelligence modifier instead of wisdom |You know the tech power Minor Defibrillation #### Adrenaline Burst At 3rd, you can give yourself a quick boost when needed with some cost for later. As a bonus action you can roll a Glory Dice to increase your speed by 5 x the amount rolled until the end of your turn. #### Battle Medicine At 3rd, Whenever you use a med kit on yourself or on a allied creature you can once per round add your glory dice to the roll. #### War Medic At 7th level, You you cant roll lower then a 10 on Medicine skill checks. #### Quick Recovery At 11th, Level, If a creature has taken damage since your last turn, you can use your reaction or bonus action (but not both) and spend 3 tech points to allow the creature roll its hit dice. #### Extensive Treatment At 15th, you can as a action spend 8 tech points to allow all allied creature within 40ft of you to roll there hit dice and you can spend 3 more tech points to add your glory dice to there roll
[Image Source](https://se.pinterest.com/pin/60094976270659589/) \pagebreakNum #### Beast Handler Doctrine #### Bonus Proficiencies || |:---:|:-----------:| |You gain proficiency with nature and animal handling skills |You know the tech power Temporary Boost #### Hunting Companion At 3rd level, as a Mandalorian beast handler you have a animal companion that aids in your hunt. --- Choose a creature with the creature type of beast that is not larger than Medium or smaller and have a challenge rating of 1 or lower and your animal companion can where light armor and gain the benefits of your Beskar Plate and Way of Verda features on your animal companion. --- If your animal companion dies you can train a new by making a animal handling check Dc 12. #### Blood Hound At 3rd level, When your animal companion uses your glory dice for damage and you can spend 3 tech points to give your animal companion temporary hit points equal to your glory dice. #### Thrill of the Hunt At 7th level, Whenever you or your companion have dealt damage to a creature you can as a bonus action make a Intimidation check. --- On a successful Intimidation check the creature most move away from you to a unoccupied space that dose not impose any danger like a deep hole or fire and this movement provoke attack of opportunity from your allies. If the creature is immune to being frightened it unaffected. #### Hunting Beast At 11th, Whenever your animal companion make a roll you can once per round (no action required) spend 5 tech points to add your glory dice to the roll. #### War beast At 15th you can have a animal companion of CR 2 or lower.
[Image Source](https://se.pinterest.com/pin/4362930881122130/) \pagebreakNum #### Crusader Doctrine #### Bonus Proficiencies || |:---:|:-----------:| |Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class. |You know the tech power Tri-Shot #### Crusader Weapon Critical At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Charge to Battle At 3rd level, You have trained your body to be the pick of warrior condition, you gain this following benefits. 1. When you roll for initiative you add your glory dice to the initiative roll. 2. Your base speed increases by 5ft and will increase by 5ft at 7th level , 11th and 15th level. 3. You are unaffected by difficult terrain. #### The Crusade Caster At 7th level, you add your glory dice to concentration checks to keep tech powers up with advantage and once per round you can spend 5 tech points (no action required) to reroll the glory dice. #### Crusader of Mandalore At 11th level, You have mastered, the art of the Crusader. You roll glory dice with advantage. #### Improved Weapon Critical At 15th level, your weapon attacks score a critical hit on a roll of 18 or 20.
[Image Source](https://se.pinterest.com/pin/211174974935308/) \pagebreakNum #### Devastator Doctrine #### Bonus Proficiencies || |:---:|:-----------:| |You gain proficiency with heavy armor and the benefits of beskar plates up to +1 with heavy armor |You can give weapons with a weight of 10lb and two handed property the fixed property. |You know the tech power Combustive Shot #### I am Heavy Weapons Guy At 3rd level, At the start of each of your turns, you can forgo your movement action and stand your ground. ---- Until the start of your next turn you reduce Kinetic and Energy damage from weapon equal to your glory dice and you can spend 4 tech points to double the damage for your weapons attack, however you are treated as being under the [Restrained]() condition until the start of your next turn. #### Shock Trooper At 3rd level, You ignore Dexterity and Strength requirements for weapons. #### Devastating Fire Power At 7th level, Your weapon attacks reduce cover by one step from full cover becomes three-quarters and three-quarters to half and you destroy normal half cover. #### Devastating Charge 11th level, You can as part of a movement action charge in to a creature. The creature must make a strength saving throw or take Kinetic damage equal to your glory dice and if the creature is medium or smaller its knocked prone. #### Overkill At 14th level, you learn to conduct impressive displays of overwhelming firepower. Whenever you hit a creature with a weapon attack or a teach attack power you can once per round spend 5 tech point to force each within 20ft to make a dexterity saving throw or half of the damage + glory dice.
[Image Source](https://se.pinterest.com/pin/98938523057779145/) \pagebreakNum #### Powertech Doctrine #### Bonus Proficiencies || |:---:|:-----------:| |Your tech points maximum are increases by 3 and its increases by 1 again whenever you gain a level in this class. |You know the tech power Haywire #### Improved Tech known At 3rd level, You know more 3 tech powers of your choice not higher then your Max Power Level, and its increases by 1 again whenever you gain a level in this class. #### Improved Armory At 3rd, unlike outer mandalorians you have improved your personal armory witch grants you this following benefits. 1. You use Intelligence for weapon attack and damage instead of Dexterity and Strength 2. When you are wearing light or medium armor can use your Intelligence modifier instead of your Dexterity modifier when determining your AC. 3. When you use [Wire Line](), [Haywire]() and [Jet of Flame]() you can once per round add your glory dice to the attack or damage rolls chose one. 4. You can once per round as reaction spend 4 tech points to force a creature to reroll a saving throw from your tech powers. 5. After each short or long rest you gain temporary tech points equal to your glory dice #### War Tech At 7th level, Once per round after you have casted a tech power of 2nd level or 1st level, you can spend 1 tech point to cast [Wire Line](), [Haywire]() or [Jet of Flame]() as a reaction. #### Target Matrix At 11th level, you can spend 5 tech points make your tech powers ignore resistances and treat immunities as resistance until the start of your next turn. #### Improved Mandalorian Tech At 15th level, You can chose 1 more 1st level tech power you know and cast it at will.
[Image Source](https://www.deviantart.com/kreatureart/art/Kara-717577198) \pagebreakNum #### Raptor Doctrine #### Bonus Proficiencies | |:---:|:-----------:| |You gain proficiency with Acrobatics and you can chose to use Intelligence instead of Dexterity| |You can chose the Talents of Rising Phoenix when you first chose this Doctrine and the cost and time is reduced to half and you can hoover in the air |You know the tech power Rime Shot #### War Phoenix At 3rd level, do to your early training and mastery with Jetpack and Rocket Boots you gaining the following benefits: 1. You reduce fall damage by half when falling from a hight of 60ft or less. Highest higher then 60ft are reduce equal to your glory dice. 2. You add your glory dice to saving throw and to checks to avoid being grappled or restrained. 3. As a bonus action you can spend 4 tech points to move to a unoccupied space that you can see with 60f with out provoke attack of opportunity. 4. You can once per round substitute Dexterity saving throw with Intelligence 5. You can install 1 simple blaster without two-handed property and a weight of 5lb or less in to your jetback. the simple blaster gains the Fixed and is treated as a off hand weapon. #### Rapid Deployment At 3rd level, You get the first turn in combat, however you can only use bonus action or make weapon attacks and move up to half you walk speed or flying speed #### Bird of Prey At 7th level, you can spend 5 tech points as a bonus action to fly up in the air and target a number of creatures within a 10-foot radius sphere centered on that point must make a Dexterity saving throw or take damage equal to your glory dice or half as much damage on a successful one. #### Rapid Doge 11th level When you are subjected to an effect that allows you to make a saving throw excluding wisdom or intelligence to take only half damage, you can spend 6 tech point to reduce the damage equal to your glory dice and move to a unoccupied space that you can see with 30ft. #### Rapid Elusive At 15th level, You are so evasive that attackers rarely gain the upper hand against you. No weapon attacks have advantage against you while you aren't incapacitated and you can once per round impose a penalty to 1 attack witch equals your glory dice.
[Image Source](https://se.pinterest.com/pin/187180928256221398/) \pagebreakNum #### Super Commando Doctrine #### Bonus Proficiencies || |:---:|:-----------:| | You gain Expertise with 1 skill of your choices. |You have darkvision with a range of 30 feet. If you already have darkvision it becomes superior darkvision. |You know the tech power Assess the Situation #### Shadow Warrior At 3rd level, you gain this following benefits: 1. After attacking a target with a weapon attack, you roll stealth in an attempt to remain hidden. 2. You can spend 10 minutes preparing a snipers nest to have a vantage point for shooting. You must choose a place partially hidden, such as a tree, a hole on the ground covered by bushes, a tower or other place such those. your nest have 5-foot radius, AC 10 and 15 hit points. Your sniper's nest grants you three-quarters and advantage on Dexterity (Stealth) checks made to Hide. 3. When rolling for stealth you can add your glory dice to the roll #### Careful Aim At 3rd level, you can once per round you can forgo your movement action to take your time to aim towards a creature to enhance the precision of your attack. On a hit you can roll a 1d6 on the Strategic Body Shot table and you can once per round spend 4 tech points to roll again. #### Strategic Body Shot table | d6 | Body |Effect| |:---:|:-----------:|:-----------:| | 1 | Body |On a hit you add your glory dice. | 2 | Leg |On a hit the creature must make a Constitution saving throw, or have its speed reduced by half once for 1 minute and can repeat the saving throw at the start of each of their turns to end the effect.| | 3 | Arm |On a hit the creature must make a Constitution saving throw or have penalty on all attacks and damage rolls equal to your glory dice until the start of your next turn. | | 4 |On a hit Head |You roll the glory dice twice for extra damage. | 6 | Vital Organ |On a hit the creature must make a Constitution saving throw. On a failed save you roll the glory dice thrice and the creature gain one level of [Exhaustion](#p) to a maximum of three levels for 1 minute. You can only roll Vital Organ once per round and if you roll Vital Organ again you roll again. #### Evasion At 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. #### Commando Attack At 11th level, Once per round as a bonus action spend a 8 tech points to roll reroll a attack roll with advantage. #### Super Commando Save. At 15th level, you gain proficiency in 1 more saving throws of your choice
[Image Source](https://se.pinterest.com/pin/67131850689373605/) \pagebreakNum ## Path of Dun Möch Dun Möch was a form of combat that used distraction and doubt, usually through taunting, in conjunction with lightsaber combat. It's user aiming to completely dominate their opponent by chipping away at their moral, eroding their will to continue fighting or enraging them into making mistakes by exposing their weaknesses and doubts. ### Dun Möch **Path of the Dun Möch:** 3rd level You gain proficency in the Deception skill. You can use Wisdom instead of Charisma whenever you would make a Charisma (Deception) check. ---- Additionally you learn the Denounce Force Power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. ### Agravated assault **Path of the Dun Möch:** 3rd level When you make your first melee weapon attack on a turn, you can have the target make contested Wisdom (Insight) check against your Charisma (Deception) check. If you succeed on the check, you make that attack with advantage. ### Degradation **Path of the Dun Möch:** 7th level When you cast denounce or any force power that deals psychic damage, you can use your Double Strike Force-Empowered self option, if the power cast targets multiple creatures, you only apply the bonus damage to one of them. Damage dealt using this feature always deals psychic damage. ### Deceptive Movement **Path of the Dun Möch:** 13th level When a creature makes an attack against you, you can use your reaction to make a Charisma(Deception) check against the creatures opposing Insight check. If they fail, you add your Charisma or Wisdom modifier (your choice) to your AC for that attack roll, causing it to potentially miss. --- You can use this feature a number of times equal to your proficiency bonus, as shown in the sentinel table. You regain all expended uses when you complete a short or long rest. ### Psychological Warfare ***Path of the Dun Möch:*** 18th level When you cast denounce or any force power that deals psychic damage that only target's one creature, you can target a second creature within 5ft of them.
[Image Source](https://www.deviantart.com/hed-ush/art/Count-Dooku-524188668) \pagebreakNum ## Path of Darkness This Sentinel calling was inspired by the Darkness specialization for the Sith Assassin in Star Wars: The Old Republic. ---- Embracing the darkness offers both power and protection. Sentinels who follow the Path of Darkness harness their darker passions into depredating bolts of force lightning and shadowy wards to protect themselves from attacks. ### Depredating Volts Path of Darkness: 3rd level. You learn the shock force power, which does not count against your total powers known, and it does not have disadvantage if used within 5 feet of a hostile creature. ---- At higher levels you can choose to fire additional bolts; each dealing 1d10 damage; instead of dealing additional damage; two bolts at 5th level, three at 11th th and four at 17 ; directed at the same target or different ones. Make a separate attack roll for each bolt. ### Dark Charge Path of Darkness: 3rd level When you deal lightning damage with a force power, you deal additional damage equal to your choice of Wisdom or Charisma modifier (minimum of +1) if the effect doesn't already include that modifier. ### Dark Ward Path of Darkness: 7th level When you use the Deflection Force-Empowered Self feature, it persists until the end of your next turn. ### Harnessed Darkness Path of Darkness: 13th level Whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die. ### Dark Mastery Path of Darkness: 18th level At 18th level, you have achieved such mastery over the Force that you can cast certain powers at will. Choose a 1st-level and a 2nd-level force power that you know. You can cast those spells at their lowest level without expending force points. If you want to cast either power at a higher level, you must expend force points as normal. By spending 8 hours in meditation, you can exchange one or both of the powers you chose for different ones of the same levels.
[Image Source](https://i.pinimg.com/564x/c6/f4/aa/c6f4aa4d91d4fe9f2f5cce702818e836.jpg) \pagebreakNum ### New Tech Powers #### Appendage Retractable Machine (A.R.M) *At-Will* ___ * **Casting Time:** 1 bonus action * **Range:** 40 feet * **Duration:** Instantaneous ___ You have a retractable (as an bonus action) mechanical hand that can move up to 40 feet away from you, and can do simple object interactions. #### Glue Shot *At-Will* ___ * **Casting Time:** 1 action * **Range:** Varies * **Duration:** 1 round ___ As part of range attack action you can use this tech, On a hit, the target must make a strength saving throw or be [Slowed]() until the start of your next. #### Repulsor Blast *At-Will* ___ - **Casting Time:** 1 Action - **Range:** Varies - **Duration:** Instantaneous ___ As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon’s range, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and must make a Dexterity saving throw. On a failed save, the creature takes 1d4 force damage and if the creature or object is Medium or smaller, it is pushed up to 10 feet away from you, and a Large creature or object is pushed up to 5 feet away from you. --- **This power’s damage increases*** by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). And the distance a creature or object is pushed increases by 5 feet at 5th level, by 5 feet at 15th level. #### Electro Dart *1st-Level* ___ * **Casting Time:** 1 action * **Range:** 30ft * **Duration:** Instantaneous ___ You fire a small electro dart on a target. Make a range tech attack against a target, witch on a hit deals 1d6 lightning damage and must make a Constitution Saving throw or become [stunned]() until the start of your next turn. --- **Overcharge Tech.** When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Noise Bubble *1st-level* ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 1 minute --- You surround yourself with a sphere of sound with a radius of 10ft, Each creature who enters or starts within range must make a constitution saving throw or take 1d10 sonic damage and have disadvantage on there attack rolls and Concentration checks. On a successful save half damage. At the start of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. --- **Overcharge Tech.** When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \pagebreakNum ### New Force Powers #### Leech Life *1st level dark side power* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60ft - **Duration:** instantaneous --- You extend your hand towards your foe and lightning envelopes it. You send the orange red lightning forth upon your foe, dealing 1d8 lightning damage. Half the damage done rounded up is now added to your current hit points. --- **Force Potency.** When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Essence Transfer *9th level dark side power* ___ - **Casting Time:** Special (see text) - **Range:** Self - **Duration:** instantaneous --- When you would die, you can immediately use this power (no action required) to become a force spirit for 1 minute instead of dying, even if you are unconscious. You continue to occupy a space and are able to move normally, but you cannot interact with the physical world or otherwise take any actions not granted by this power, and other creatures can occupy the same space as you or move through your space without impediment. As an action, you can attempt to possess an adjacent humanoid creature, forcing it to make a Charisma saving throw. ---- On a failed save, they take 6d6 points of necrotic damage and you possess them. On a successful save they take half as much damage and you do not possess them, and you may not attempt to possess them again. While you are possessing a creature, they take 6d6 points of necrotic damage at the end of your turn. ---- At the start of their turn, they can repeat their Charisma saving throw, and if successful they end your possession, forcing you out of their body. If a creature you're possessing drops to 0 hit points, you take control of its body and instantly regain hit points equal to half its hit point maximum. When you take control of a creature's body this way, your statistics are changed in the following ways * You retain your personality, alignment, and your Intelligence, Wisdom, and Charisma scores. * You retain all of your skill and saving throw proficiencies. * You gain the Strength, Dexterity, and Constitution scores of the creature. * You assume the creature's hit point maximum and hit dice in place of your own. If the creature has fewer hit dice than you, roll the hit dice of the creature until you have the same amount as you had before, and adjust its hit point maximum accordingly. * You retain the benefits of any features from your class. * You lose your racial features (other than racial ability score bonuses to your Intelligence, Wisdom, and Charisma scores) and replace them with the racial features, or special abilities, of your new body. --- Alternately, when you use your action to possess a creature, you can instead possess a single adjacent object, such as a holocron, mask, or a lightsaber. If you do so, you lie dormant within the object until another creature interacts with that object, at which time you can emerge and attempt to possess the creature, as described above. If you do not possess a creature or object within 1 minute of manifesting as a dark side spirit, your spirit returns to your body or tomb, causing you to die. \pagebreakNum ### New Feats #### Battle Planner You always plan your every combat and prepare for what you will face. You gain the following benefits: * You can reroll initiative and you have to use the new roll. * Before the combat starts, you gain a free turn, during which you can only move and use 1 bonus action. After you complete this turn, the combat resumes as normal. You can't gain this free turn when you are surprised. #### Cruel The challenges and struggles you've faced throughout your life have left you ruthless in combat, relishing in the pain you inflict. You have 3 cruelty points witch you can spend once per round spend on this following option. You regain your expended command points when you finish a long rest. * Whenever you deal damage to a creature with an attack, you can spend one cruelty point to deal an additional 1d6 damage of the attack damage type to that creature. * While making a Charisma (Intimidation) check that involves inflicting pain or mental pain, you can spend one cruelty point to gain advantage on the roll. * You can spend one cruelty point when a creature fails a saving throw to gain 1d4+4 temporary hit points for 1 minute. #### Dark Side Touched **Prerequisites:Charisma of 14 and ability to cast Force Power** Your exposure to the dark side nexus of the force has changed you, granting you the following benefits: * Increase your Charisma by 1, to a maximum of 20. * You learn 2 at will dark side force powers and Fear and Dun Moch and you can cast each of these force powers without expending force points, equal to your proficiency bonus and you regain all uses after long rest. * Your all your dark side force power have a +2 to there force dc, however all light side have a -2 to there force dc. #### Exotic Rider Your boldness truly knows no bounds, and you've taken interest in riding more than just horses and ponies. If it's bigger than you, and you can hold on tight, why not try to ride it? * You can ride any beast, provided it is at least one size category larger than you. * You have advantage on Animal Handling (Wisdom) checks made to calm your mount or attempt risky maneuvers. #### Expert Sniper **Prerequisites: intelligence of 13 or higher, Proficiency with Blaster** You have learned where is the best part to hit a target, and how to hit it. This grants you the following benefits: * You ranged weapon attack ignores half cover and three-quarters cover. * When used from prone position you have advantage on attack rolls with ranged weapons. * You can forgo your movement and normal action to instead set up a kill zone within the weapons range. Whenever hostile creature moves that you can see you can make 1 a opportunity attack on the creature. #### Fencing Expert **Prerequisites: Dexterity 13 or higher** As a trained fencer, you are skilled at attacking and defending with finesse weapons. While you are wielding a finesse, you gain the following benefits: * When you score a critical hit with a melee that have the finesse property, you can roll the damage dice again as extra damage for the critical hit. * As a bonus action, you can make a feinting moves to beguile a hostile creature within 10 feet of you. The creature must make a Wisdom saving throw. On a failed save, you have advantage on the next attack on that creature until the start of your next turn. Whether they succeed or fail, the creature is immune to being affected by this feature again for 1 hour. #### Field Commander **Prerequisites: 12th level and Battle Planner Feat** You have military training, allowing you to direct allies on the battlefield. You have 5 command points witch you can spend on this following command. You regain your expended command points when you finish a long rest. * Once per round as a bonus action, you can issue a command to an ally, either to move or to attack as a free action. The ally must be able to hear you in order to receive your order. * If ordered to move, as a reaction, that ally can immediately move up to its movement speed without provoking attacks of opportunity. * If ordered to attack, as a reaction, that ally can immediately move up to half its movement speed and make a single attack against an enemy of your choosing. Before the attack is made, you may choose to grant the ally a 1d6 bonus on the attack or damage roll the ally chosen witch one * Once per round as an action, you can gain tactical insight. For one minute, once per turn you can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can add a 1d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. you regain all uses after a long rest. #### Fast Thrower **Prerequisites: Dexterity 13 or higher.** You have learned to quickly and efficiently throw anything. * Increase your Dexterity by 1, to a maximum of 20. * You can use your bonus action to make a ranged attack with a weapon with the thrown property, or an improvised throwing item. * When making rage attack with a throw a weapon or when throw improvised you gain a +5ft to the range. #### Hyper Active **Prerequisites: Constitution 18 or higher** You are always full of energy, but sometimes it's amount is unbelievably high! You can once per round during a allied creature turn move and take 1 bonus action #### Iron Will You have honed your mind to resist even the strongest of attacks. You gain a bonus on Wisdom and Intelligence saving throws witch equal your proficiency bonus . #### Light Side Touched **Prerequisites: Wisdom of 14 and ability to cast Force Power** Your exposure to the light side nexus of the force has changed you, granting you the following benefits: * Increase your wisdom by 1, to a maximum of 20. * You learn 2 at will light side force powers and Heal and Force Blinding and you can cast each of these force powers without expending force points, equal to your proficiency bonus and you regain all uses after long rest. * Your all your light side force power have a +2 to there force dc, however all dark side have a -2 to there force dc. #### Mythosaur Toughness **Prerequisites: Constitution 18 or higher** You have been through hellish training and trials making you exceedingly resilient. You may gain two of the following benefits when you choose this feat: * Your hit point maximum increases by an amount equal to your level when you gain this feat. * When you take damage from weapon, you can use your reaction to reduce the damage equal to half of your character level rounded up + Proficiency Bonus #### Perfect Landing Years of living at great heights have taught you how to fall more gracefully. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * Reduce the damage die for fall damage from a d6 to a d4. * You do not fall prone after taking falling damage. * You do not take damage for the first 30 feet of your fall. #### Prodigy **Prerequisites:** ability score of 16 or higher You have a knack for learning new things. You gain the following benefits: * Increase one ability score of your choice by 1, to a maximum of 20. You gain one skill proficiency of your choice, or a tool proficiency of your choice, * You gain fluency in one language of your choice. * Choose one of your skill or tool you are already with and gain expertise * If you are a force or tech caster you gain one at will force or tech of your choice and you use your class spell mod for the spell. \pagebreakNum #### Penetrating Marksman **Prerequisites: Dexterity of 15 or higher** When you hit a creature with a ranged attack and there is a other creature within 15ft directly behind or directly to the side of the original creature they take half of the damage. #### Prehensile Tail Fighter **Prerequisites: Prehensile Tail** You gain this following benefits with your Prehensile Tail 1. You can as a bonus action make a melee attack with finesse and reach properties and deals 1d4 kinetic damage. 2. You have advantage on slight of hand checks with your tail #### Skulker **Prerequisite:** Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits: * You can try to hide when you are lightly obscured from the creature from which you are hiding. * When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. * Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. #### Trick Shot You have a knack for fancy shooting and ricocheting your shots, gaining the following benefits: * When you miss with a ranged weapon attack, you can use your reaction to reroll the attack to try to hit a different target within 20 feet of the original target without expending ammunition. * Yon chose to forgo damage modifiers to target 2 different target within 20 feet of the original target * When you roll a 1 or a 2 on a damage die for an attack with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. \pagebreakNum ___ > ## Strill >*Small beast, Neutral* > ___ > - **Armor Class** AC 16 (natural armor) > - **Hit Points** 18 (4d6+4) > - **Speed** 40 ft. Walk, 15ft. Glide >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str 14 (+2)|Dex 16 (+3)|Con 12 (+1)|Int 4(-3)|Wis 16 (+3)|Cha 4(-3)| >___ > - **Saving Throws** - > - **Skills** Perception +5, Stealth +5, Survival +5 > - **Damage Vulnerabilities** - > - **Damage Resistances** - > - **Damage Immunities** - > - **Condition Immunities** condition_Immunities > - **Senses** Senses passive Perception 15 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ > >***Hunting Beast*** The Strill has advantage on Wisdom (Perception) that use Hearing and Smell, and also has advantage on Wisdom (Survival) checks to track an enemy. > > **Pack Tactics.*** The Strill has advantage on an attack roll against a creature if at least one of the Strill's allies is within 5 ft. of the creature and the ally isn't incapacitated. > > ***Glide.*** Incapable of full flight, the Strill instead has a glide speed. While gliding the Strill cannot rise without assistance and will fall 5ft per round no matter how much movement is spent. > > ### Actions > ***Multiattack.*** The Strill makes three attacks: one with its bite and two with its claws. If the Strill has the enemy grappled, it will instead make two attacks with its claws. > > ***Bite*** Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 2d6+2 Kinetic Damage. If this hits, The enemy must make a DC 12 Str saving throw or become grappled as the Strill bites down on it. The Strill cannot use its bite attack while it has its enemy grappled in this way. > > ***Claw*** Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d6+2 Kinetic .
[Image Source](https://cienie-isengardu.tumblr.com/post/728268741871353856/i-will-take-this-concept-of-strill-over-the) \pagebreakNum #### Forcesaber The Forcesaber was a Rakatan invention in which powerful dark-side energy creates a black blade. * Martial Lightweapon Keen 1, Hidden, Luminous, Versatile (2d8) 2000 2.5 1d10 energy