Consular

Consular

In contrast to Jedi Guardians, who draw on the Force mainly to enhance their lightsaber strikes, Consulars prioritize using the Force directly in combat. They can use Force energy to blast their opponents away from them or to slowly drain an opponent's health, to heal themselves and allies or to shield themselves from damage. Consulars also use the terrain to a huge advantage, often using telekinetic abilities to throw rocks and other objects at their foe, causing large amounts of damage.

LevelProficiency BonusConsular PointsFeaturesCombat Style ProficienciesSaber DieLesser Force Powers KnownGreater Force Powers Known1st2nd3rd4th5th6th7th8th9th
1st+2-Lightsaber Combat, Forcecasting12222--------
2nd+22Force Reserves12333--------
3rd+23Metaforce124442-------
4th+24Ability Score Improvement225543-------
5th+35Artifice2256432------
6th+36Specialization Feature2257433------
7th+37-22584331-----
8th+38Ability Score Improvement22594332-----
9th+49-2251043331----
10th+410Metaforce2361143331----
11th+411-23612433321---
12th+412Ability Score Improvement23612433331---
13th+413-236134333311--
14th+414Specialization Feature236134333311--
15th+515-236144333311--
16th+516Ability Score Improvement3461443333111-
17th+617Metaforce34615433331111
18th+618Specialization Feature34615433331111
19th+619Ability Score Improvement34615433332111
20th+620Improved Force Reserves34615433332211

 

Class Features

As a Consular, you gain the following class features

Hit Points
Hit Dice: 1d6 per combat level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier per level after 1st

Proficiencies
Armor: None
Weapons: Elegant melee weapons, all simple weapons, martial melee weapons
Tools: None
Saving Throws: Wisdom, Dexterity
Skills: Choose one from Creature Handling, Athletics, Insight, Investigation, Nature, Perception, and Medicine. Additionally, you are proficient in Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • one lightsaber

Lightsaber Combat


Lightsaber combat refers to several schools of martial arts specialized in, though not limited to, fighting with a lightsaber. Such fighting forms were required to compensate for or take advantage of the unique attributes of lightsabers, notably the odd balance of the weapon, all of the weight being in the hilt, and the omni-directional cutting edge. Over time Jedi will learn and master new combat styles to employ in battle.

Combat Styles

The Consular table shows many combat styles you are proficient with at the 1st level and higher. There are seven combat styles that Jedi may learn or master of the course of a campaign. Each combat style brings exclusive maneuvers that may be used in combat. Unless specified switching between combat styles requires you to expend a bonus action. All Jedi begin proficient in Form I: Shii-Cho and cannot learn Form VI: Niman until all preceding forms are mastered.

Maneuvers

You learn specific maneuvers based on the combat styles you are proficient with. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You may attempt any maneuver and use any form at disadvantage if you are not proficient in it. Reference the combat style listing to see available maneuvers.

Saber Dice

You have two saber dice, which are d4s. A saber die is expended when you use it. You regain all of your expended saber dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 4 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Combat Forms


The most prominent lightsaber-oriented combat styles were the seven forms of the Jedi Order, though other organizations were known to have developed their own styles and methods.

Form I: Shii-Cho

As the most ancient style of lightsaber combat, Shii-Cho was developed during the transition period from swords to lightsabers. The simplicity and persistent methods of the form led it to being dubbed the "Way of the Sarlacc" and the "Determination Form". Shii-Cho swordplay was simplistic and raw.

Disarming Slash

When you hit a unit with a weapon attack, you can expend one saber die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the saber die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Sarlacc Sweep

When you hit a unit with a melee weapon attack, you can expend one saber die to attempt to damage another unit with the same attack. Choose another unit within 5 feet of the original target and within your reach. If the original attack roll would hit the second unit, it takes damage equal to the number you roll on your saber die. The damage is of the same type dealt by the original attack.

Form II: Makashi

Form II's primary purpose was to serve as a counter to the first form; Shii-Cho. Makashi relied on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, and a heavy focus on protecting one's weapon to avoid being disarmed, the primary goal of Form I.

Contentious Opportunity

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly unit who can see or hear you and expend one saber die. That unit can immediately use its reaction to make one weapon attack, adding the saber die to the attack's damage roll.

Makashi Riposte

When a unit misses you with a melee attack, you can use your reaction and expend one saber die to make a melee weapon attack against the unit. If you hit, you add the saber die to the attack's damage roll.

Form III: Soresu

Becoming the most defensive of the seven forms, Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Over time, Form III has come to transcend this basic origin and become an expression of non-aggressive Jedi philosophy.

Circle of Shelter

When another unit damages you with a melee attack, you can use your reaction and expend one saber die to reduce the damage by the number you roll on your saber die + your Dexterity modifier.

Deflecting Slash

When a unit attacks you with a ranged weapon attack, you can use your reaction and expend one saber die and make a melee weapon attack in an attempt to redirect the attack against the unit. If you hit, you add the saber die to the attack's damage roll. If you fail to hit, the attack is still deflected away.

Form IV: Ataru

Ataru is an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru are always on the offensive, attacking with wide, fast, and powerful swings, constantly calling upon the Force to aid in their movements and attacks.

Hawk-Bat Swoop

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Distracting Strike

When you hit a unit with a weapon attack, you can expend one saber die to distract the unit, giving your allies an opening. You add the saber die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Form V: Shien / Djem  So

Form V, also known by its two primary disciplines of Shien and Djem So, as well as The Way of the Krayt Dragon or The Perseverance Form, was developed by Form III masters who desired a more offensive style, since the defensive nature of Form III often led to prolonged combat, which was potentially dangerous for its practitioners.

Barrier of Blades

When you move, you can expend one saber die, rolling the die and adding the number rolled to your AC until you stop moving.

Falling Avalanche

When you hit a unit with a weapon attack, you can expend one saber die to attempt to drive the target back. You add the saber die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Form VI: Niman

This fighting style is a hybrid martial art created by effectively combining elements of the preceding lightsaber forms into a single, generalized form. Niman balances out between the various specializations of the other forms, covering many of the basic moves, but focusing on overall moderation.

Draw Closer

When you hit a unit with a weapon attack, you can expend one saber die to attempt to use the force to pull the unit into a secondary strike. You add the saber die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the unit is pulled into the strike.

Pushing Slash

When you hit a unit with a weapon attack, you can expend one saber die to attempt to drive the target back with the force. You add the saber die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Allies gain an attack of opportunity as the target is pushed away.

Form VII: Juyo

Juyo is often described as the most vicious form of lightsaber combat, and is said to be filled with both fury and "malignant grace". The form is both chaotic and erratic, with a heavy focus on offense. Juyo's use is controversial among the Jedi Order, as many feel that Juyo violates the "there is no emotion, there is peace" tenet of the Jedi Code due to its requirement to fight under the guidance of controlled passion.

Assured Strike

Prior to attacking a unit you may expend a saber die to gain advantage on your next melee attack. Additionally, you add the saber die to the attack's damage roll.

Vornskr's Ferocity

When you hit a unit with a weapon attack, you can expend one saber die to attempt to frighten the target. You add the saber die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

The Force


The Force is a metaphysical, binding, and ubiquitous power that holds enormous importance for both the Jedi and Sith orders. Known as the Power of Cosmos by the Kwa and the Way in ancient times, the Force is viewed in many different aspects, including, but not limited to, the Light side of the Force, the Dark side of the Force, the Unifying Force, the Living Force, the Cosmic Force and the Physical Force. As a Jedi you will learn to hone the force into a wide range of abilities as you progress in levels.

Lesser Force Powers

At 1st level, you know four lesser force powers of your choice from the force ability list. You learn additional lesser force powers of your choice at higher levels, as shown in the Lesser Force Powers column.

Greater Force Powers

The Consular table shows many greater force powers you have to cast of 1st level and higher. To cast one of these force powers, you must expend a slot of the forces power's level or higher. You regain all expended greater force powers when you finish a long rest.

For example, if you know the 1st-level greater force power Force Quake and have a 1st-level and a 2nd-level spell slot available, you can cast Force Quake using either slot.

Force Power Levels

You know two 1st-level greater force powers of your choice from the force ability list.

The Greater Force Powers column of the Consular table shows when you learn more greater force powers of your choice. Each of these greater force powers must be of a level for which you have slots. For instance, when you reach 3rd level in this class, you can learn one new greater force power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the force powers you know and replace it with another force power from the force ability list, which also must be of a level for which you have spell slots.

Forcecasting Ability

Wisdom is your forcecasting ability for your force powers. You use your Wisdom whenever a force power refers to your forcecasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a force ability you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Force Reserves


At 2nd level, draw deep reserves of the force within yourself. These reserves are represented by Consular points, which allow you to create a variety of magical effects.

Consular Points

You have 2 Consular points, and you gain more as you reach higher levels, as shown in the Consular Points column of the Consular table. You can never have more Consular points than shown on the table for your level. You regain all spent Consular points when you finish a long rest.

Flexible Casting

You can use your Consular points to exchange force powers, gain additional greater force power slots, or sacrifice greater force power slots to gain additional Consular points. You learn other ways to use your Consular points as you reach higher levels.

Exchanging Force Powers

After completing a short rest by way of meditation, you can spend a number of Consular points equal to a force powers level to exchange one known greater force power for another from the Consular table. Additionally, for every force power you exchange this way, you may also exchange one lesser force power.

Creating Greater Force Power Slots

You can transform unexpended Consular points into one greater force power slot as a bonus action on your turn. The Creating Greater Force Power Slots table shows the cost of creating a greater force power slot of a given level. You can create greater force power slots no higher in level than 5th.

Any greater force power slot you create with this feature vanishes when you finish a long rest.

 

Greater Force Power Slot Level Consular Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Greater Force Power Slot to Consular Points

As a bonus action on your turn, you can expend one spell slot and gain a number of Consular points equal to the slot’s level.

Specialization


When you reach the third level, your utilization of the force changes how you focus on combat. Select either Sage, Seer, or Sorcerer. All classifications are detailed at the end of the class description.

Metaforce


At 3rd level, you gain the ability to focus the force to better help with a situation. You gain two of the following Metaforce options of your choice. You gain another one at 10th and 17th level.

You can use only one Metaforce option on a force power when you cast it, unless otherwise noted.

Careful Power

When you cast a force power that forces other units to make a saving throw, you can protect some of those units from the force’s full force. To do so, you spend 1 Consular point and choose a number of those units up to your Charisma modifier (minimum of one unit). A chosen unit automatically succeeds on its saving throw against the force power.

Distant Power

When you cast a force power that has a range of 5 feet or greater, you can spend 1 Consular point to double the range of the power.

When you cast a force power that has a range of touch, you can spend 1 Consular point to make the range of the power 30 feet.

Harnessed Power

When you roll damage for a force power, you can spend 1 Consular point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Harnessed Power even if you have already used a different Metaforce option during the casting of the force power.

Heightened Power

When you cast a force power that forces a unit to make a saving throw to resist its effects, you can spend 3 Consular points to give one target of the spell disadvantage on its first saving throw made against the power.

Quickened Power

When you cast a force power that has a casting time of 1 action, you can spend 2 Consular points to change the casting time to 1 bonus action for this casting.

Twinned Power

When you cast a force power that targets only one unit and doesn’t have a range of self, you can spend a number of Consular points equal to the power’s level to target a second unit in range with the same power (1 Consular point if it's a lesser force power).

To be eligible, a power must be incapable of targeting more than one unit at the power’s current level.

Improved Force Reserves


At 20th level, you regain 4 expended Consular points whenever you finish a short rest.

 

Sage


Preserve Life


As a Sage you may cast life based Lesser Force Powers as a bonus action when targeting an ally.

Empowered Healing


Starting at 6th level, the force coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points an ability restores, you can spend 1 Consular point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

Symbiotic Healing


Upon reaching the 14th level, healing force powers you cast on others do not cost hit points of your own. Additionally, when you cast a force power that restores hit points on a unit other than yourself, you regain hit points equal to 2 + the power's level or 5 total for lesser force powers.

Transfer Life Force


Requirements: touch
Casting Time: 1 action

At the 18th level, you can transfer your life essence into an unconscious or dead player. Players healed this way stabilize and regain half of their total hit points. You are knocked unconscious as a result of transferring your life essence. You have advantage on death saving throws until you stabilize.

 

Seer


 Barrier


Starting at 3rd level, using the force you maintain a barrier of force power. The barrier has hit points equal to twice your Consular level + your Wisdom or Charisma modifier (your choice) and a Defensive Rating of 10 + your Wisdom modifier.

Whenever you would take damage, the barrier takes the damage instead. Upon reaching 0 hit points, Barrier fades and cannot be cast until completing a long rest.

Force Vision


Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a unit that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Alter Destiny


Starting at 6th level, you have the ability to alter destiny using the force. When another unit you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 Consular points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the unit’s roll. You can do so after the unit rolls but before any effects of the roll occur.

Focused Casting


Beginning at 10th level, while you are concentrating on a force power, your concentration can’t be broken as a result of taking damage.

Greater Force Vision


Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Vision feature, rather than two.

Transfer Power


Beginning at 18th level, you gain the ability to transfer your barrier to another target of your choosing. Additionally, force skin now regenerates after a short rest.

 

Sorcerer


Lightning Affinity


Beginning at 3rd level, your affinity towards lightning grants additional damage to your lightning abilities. You can add your Wisdom modifier to damage rolls on lightning based force powers.

Aftershock


At 6th level, you gain resistance to lightning damage. In addition, whenever you cast a force power of 1st level or higher that deals lightning damage, static discharges from you. This discharge deals additional lightning damage to creatures in a 5 ft radius around you. The damage from Aftershock is equal to half your Consular level.

Static Defense


Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your Consular level. The attacker must also make a Strength saving throw against your Consular forcecasting save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Unlimited Power


Beginning at 18th level, the harmful energy of your lightning force powers intensify. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

 

Telepath


Telepathic Connection


Beginning when you choose this specialization at 3rd level, using the force you can form a telepathic connection between your mind and the mind of another living creature. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

Additionally, the chosen creature may add 1d4 to any damage rolls made with a force or technology power. This number increases by 1d4 at the 8th, 16th, and 20th level of this class.

The telepathic connection lasts for a number of minutes equal to your consular level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Mindfreak


At 6th level, you learn to ward yourself against attack and to turn an enemy’s failed strike into an opportunity for yourself. When a living creature makes an attack roll against you, you can use your reaction to telepathically impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Thought Shield


Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Consume


At 14th level, you gain the ability to infect a humanoid’s mind with your own. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until the charmed condition is removed from it or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Distortion Implosion


At 18th level, as an action, you can disorientate the minds of creatures around allowing you to dash to unoccupied space you can see within your range. Immediately after you move, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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