TEXT: TABLE OF CONTENTS
  Berserker
   Ballistic Approach
  2
   Bloodstorm Approach
  3
   Cyclone Approach
  4
   Frenzied Approach
  5
   Precision Approach
  6
  Consular
   Way of Conﬂuence
  7
   Way of Endurance
  8
   Way of Manipulation
  9
   Way of Negation
  10
   Way of the Seer
  11
   Way of Telekinetics
  12
  Engineer
   Artiﬁcer Engineering
  13
   Audiotech Engineering
  16
   Biochem Engineering
  19
   Cybertech Engineering
  22
   Experimental Engineering
  25
  Fighter
   Adept Specialist
  27
   Demolitions Specialist
  29
   Enhancement Specialist
  30
   Heavy Weapons Specialist
  32
   Mounted Specialist
  33
  Guardian
   Form IV: Ataru
  34
   Form V: Djem So
  35
   Form VI: Niman
  36
   Form VII: Juyo
  37
   Form VIII: Sokan
  38
   Form IX: Trakata
  39
   Form X: Jar'Kai
  40
  Monk
   Aing-Tii Order
  41
   Jal Shey Order
  42
   Matukai Order
  43
   Whills Order
  44
  Operative
   Acquisitions Practice
  45
   Beguiler Practice
  46
   Disabling Practice
  48
   Ruﬃan Practice
  49
   Sawbones Practice
  50
  Scholar
   Chef Pursuit
  51
   Explorer Pursuit
  53
   Gambler Pursuit
  55
   Slicer Pursuit
  57
   Zoologist Pursuit
  59
  Scout
   Bulwark Technique
  63
   Illusionist Technique
  64
   Inquisitor Technique
  65
   Mastermind Technique
  66
   Predator Technique
  67
   Slayer Technique
  68
  Sentinel
   Path of Communion
  69
   Path of the Corsair
  70
   Path of the Forceblade
  71
   Path of Synthesis
  72
   Path of Tenacity
  73
  EXPANDED CONTENT | ARCHETYPES | TABLE OF CONTENTS
  
  BALLISTIC APPROACH
  For many, rushing an opponent with guns blazing is a
  last resort. For Berserkers of the Ballistic Approach,
  this isn't a last resort; it's the primary plan. Leading
  with a blaster and pure, unbridled rage, the berserker
  never lets an empty gun diminish their fury.
  FIRESTORM
  When you choose this approach at 3rd level, you've
  learned to use ranged weapons with untold fury. While
  wielding a blaster with which you are pro�cient, you
  gain the following bene�ts:
  When making a ranged weapon attack while within 30
  feet of your target, you use your choice of Strength or
  Dexterity modi�er for the attack and damage rolls. You
  must use the same modi�er for both rolls.
  When you use a blaster as an improvised weapon, you
  are considered pro�cient with it.
  EXPLOSIVE
  Also at 3rd level, while raging, you gain the following
  bene�ts:
  When you roll a 1 or 2 on a damage die for an attack
  made with a blaster weapon, you can reroll the die
  and must use the new roll, even if the new roll is
  a 1 or a 2.
  You add your rage damage to damage rolls
  from ranged weapon attacks while within 30
  feet of your target. You may only apply your
  rage damage to one target when you use the
  burst feature.
  RAMPAGE
  At 6th level, while raging, when you deal
  damage with a blaster with which you are
  pro�cient while within 30 feet of your
  target, you can use a bonus action to move
  up to half your speed towards your target. You
  must end this movement closer to your target than you
  started. If you end this movement within 5 feet of your
  target, you can make one melee weapon attack with
  your blaster as a part of this bonus action.
  DOWN, NOT OUT
  Starting at 10th level, when you are hit with an attack
  by a creature within 30 feet of you, you can use your
  reaction to make a single attack against that creature
  with a blaster with which you are pro�cient.
  BRAWN
  At 14th level, when you use the burst feature of a
  blaster with which are you pro�cient, you can apply
  your rage damage bonus to every target that takes
  damage. Additionally, when a creature fails the saving
  throw, it is knocked prone.
  EXPANDED CONTENT | ARCHETYPES | BERSERKER
  
  BLOODSTORM APPROACH
  For some Bloodstorm Approach is said to have
  originated from the ancient wookiee Hroufrasnooohn
  clan (which loosely translates to Bloodstorm in Galactic
  Basic), whose warriors performed gravity-defying feats
  with their �ying vibroaxes through a combination of
  unorthodox techniques and a mystical belief in their
  own abilities. A berserker who follows this approach
  can hurl their devastating weapons at enemies with
  such power and skill that it completely blurs the line
  between melee and ranged combat.
  FURIOUS THROW
  When you choose this approach at 3rd level, your
  throwing techniques have become a perfect extension
  of your melee prowess. You may count your thrown
  weapon attacks as if they were melee weapon attacks
  for the purposes of your class abilities and feats, such
  as your Berserker Rage and Reckless Attack abilities.
  RETURNING ATTACKS
  Also at 3rd level, any weapon you throw can ricochet
  back to you at your command. When you make a
  thrown weapon attack, you may have the weapon �y
  back to your hand immediately after the attack.
  THROW ANYTHING
  At 6th level, your strength and mastery of throwing
  techniques has allowed you to throw vibroaxes as
  easily as others hurl vibrodaggers. When you are
  wielding a melee weapon that you have pro�ciency
  with, it gains the Thrown property (range 20/60).
  FLING PEOPLE
  Starting at 10th level, you learn to throw creatures as
  easily as you throw your weapons. When you
  successfully grapple a creature, you may
  immediately throw the creature:
  THROW FRIEND
  If the creature is a willing ally and volunteers
  to be grappled, you throw the target into any
  unoccupied space within 60 feet. That creature
  may immediately use its reaction to make one
  melee weapon attack, adding your Strength
  modi�er to the attack's damage roll.
  THROW FOE
  If the creature is an opponent, you throw the target
  into any unoccupied space within 30 feet, where it
  takes damage equal to your Strength modi�er and falls
  prone.
  RAGING WHIRLWIND
  At 14th level, you can send your weapon spinning into
  a gravity-defying whirlwind of pain. Once per rage as
  an action, you may throw a weapon with the Thrown
  property to a point you choose within 60 feet. The
  weapon �lls the air as a cyclone in a 10 foot radius
  sphere centered on that point. A creature takes
  damage equal to the thrown weapon's damage + your
  Strength modi�er + your Rage Damage when it enter's
  the whirlwind's area for the �rst time on a turn or
  starts its turn there. This e�ect ends when you
  command the weapon to return to you as a free action
  or your rage ends.
  EXPANDED CONTENT | ARCHETYPES | BERSERKER
  
  CYCLONE APPROACH
  The Cyclone Approach empowers the berserker's
  ability to �ght with weapons in each hand. Followers of
  this approach learn to move quickly to avoid attacks
  and can become a whirlwind of fury and steel, cleaving
  through hordes of enemies.
  FIGHTING STYLE
  When you choose this approach at 3rd level, you learn
  the Two-Weapon Fighting Fighting Style option,
  detailed in Chapter 6. You can't take a Fighting Style
  option more than once, even if you later get to choose
  again.
  DOUBLE SWING
  Also at 3rd level, once on each of your turns when you
  miss with an attack while raging, you can immediately
  make a melee attack with the weapon in your other
  hand. You do not add your ability modi�er to the
  damage of this attack.
  TWISTING WINDS
  At 6th level, your unpredictable movement makes you
  harder to hit and pin down. When you make a saving
  throw or ability checks to avoid being knocked prone,
  pushed, grappled, or restrained, it gains a bonus equal
  to your Strength modi�er.
  MIGHTY LEAP
  Starting at 10th level, the distance you can jump is
  doubled, and you do not provoke attacks of
  opportunity if you leave a hostile creature's reach while
  jumping.
  TORNADO
  At 14th level, you can become a tornado of attacks.
  When you take the Attack action on your turn, you can
  forgo one of your regular attacks to make a melee
  attack against any number of creatures within 5 feet of
  you, with a separate attack roll for each target. If you
  are wielding a separate melee weapon in each hand,
  each successful hit against a target deals damage equal
  to the damage dice of both weapons + your ability
  modi�er + any other modi�ers.
  You can use this feature a number of times equal to
  your Strength modi�er (a minimum of once). You
  regain all expended uses when you �nish a short or
  long rest.
  EXPANDED CONTENT | ARCHETYPES | BERSERKER
  
  FRENZIED APPROACH
  For some berserkers, rage is a means to an end—that
  end being violence. The Frenzied Approach is that of
  untrammeled fury, slick with blood. As you enter the
  berserker's rage, you thrill in the chaos of battle,
  heedless of your own health or well-being.
  FRENZY
  When you choose this approach at 3rd level, you can
  go into a frenzy when you rage. If you do so, for the
  duration of your rage you can make a single melee
  weapon attack as a bonus action on each of your turns
  after this one. When your rage ends, you su�er one
  level of exhaustion (as described in appendix A).
  When you �nish a long rest, you reduce your
  exhaustion level by 2 rather than 1.
  Additionally, any e�ect that removes
  exhaustion reduces your exhaustion
  by 1 additional level.
  MINDLESS RAGE
  At 6th level, you can't be charmed or frightened while
  raging. If you are charmed or frightened when you
  enter your rage, the e�ect is suspended for the
  duration of the rage.
  INTIMIDATING PRESENCE
  Starting at 10th level, you can use your action to
  frighten someone with your menacing presence.
  When you do so, choose one creature that you
  can see within 30 feet of you. If the creature can
  see or hear you, it must succeed on a Wisdom
  saving throw (DC equal to 8 + your pro�ciency
  bonus + your Charisma modi�er) or be frightened
  of you until the end of your next turn. On sub-
  sequent turns, you can use your action to extend the
  duration of this e�ect on the frightened creature until
  the end of your next turn. This e�ect ends if the
  creature ends its turn out of line of sight or more than
  60 feet away from you.
  If the creature succeeds on its saving throw, you
  can't use this feature on that creature again for 24
  hours.
  RETALIATION
  At 14th level, when you take damage from a creature
  that is within 5 feet of you, you can use your reaction
  to make a melee weapon attack against that creature.
  EXPANDED CONTENT | ARCHETYPES | BERSERKER
  
  PRECISION APPROACH
  Some berserkers have learned to channel their rage
  into a method of increasing their focus and precision
  to supernatural levels. Those berserkers who choose
  the Precision Approach hone their rage to a ﬁne point,
  becoming agile warriors who ruthlessly dispatch their
  foes.
  CAREFUL STEPS
  When you choose this approach at 3rd level, you gain
  skills that represent your precise movement. You gain
  proﬁciency your choice of Acrobatics or Stealth.
  FOCUSED RAGE
  Also at 3rd level, you hone your rage to a razor sharp
  focus. When you make a melee weapon attack using
  Dexterity, you add your rage damage to the damage
  roll. Additionally, you can use your Reckless Attack
  feature to give you advantage on melee weapon
  attacks using Dexterity during your turn.
  EXACT AWARENESS
  At 6th level, you gain proﬁciency in Dexterity saving
  throws.
  BATTLE ANTICIPATION
  Starting at 10th level, while raging, when you are
  subjected to an eﬀect that allows you to make a
  Dexterity saving throw to take only half damage
  against eﬀects that you can see, such as traps and
  powers, you instead take no damage if you succeed on
  a saving throw, and only half damage if you fail.
  Additionally, while raging, melee weapon attacks
  using Dexterity score a critical hit on a roll of 19 or 20.
  CALM WITHIN THE STORM
  At 14th level, the precision with which you act during
  your rage causes you to become a storm of reactive
  lethality. When you use your Reckless Attack feature,
  you can make a number of opportunity attacks equal
  to your proﬁciency bonus without using your reaction,
  and when a creature within 5 feet of you misses you
  with an attack, you can use your reaction to make a
  melee weapon attack using Dexterity against that
  creature.
  EXPANDED CONTENT | ARCHETYPES | BERSERKER
  
  WAY OF CONFLUENCE
  The Force binds us, creating an intangible bridge
  connecting all living things. Those consulars who follow
  the Way of Con�uence master this power,
  manipulating those connections to both sustain and
  torment.
  MANIPULATE LIFE FORCE
  Starting when you choose this tradition at 3rd level,
  when you reduce a hostile creature to 0 hit points with
  a force power, or restore hit points to a creature with 0
  hit points with a foce power, you gain temporary hit
  points equal to half your consular level (rounded
  down) + your Wisdom or Charisma modi�er (your
  choice, minimum of one).
  EMPOWERED CONNECTION
  At 6th level, while you have temporary hit points, you
  can add half your Wisdom or Charisma modi�er (your
  choice, rounded up, minimum of one) to any damage
  or healing you do with force powers that doesn't
  already include that modi�er.
  LIFE ETERNAL
  Beginning at 10th level, you can use your powerful
  connection to the Force to keep �ghting when others
  would fall. When you are reduced to 0 hit
  points but not killed outright, you can
  spend 5 force points to drop
  to 1 hit point instead.
  INTERCONNECTEDNESS
  At 14th level, when you cast a 5th level or lower force
  power that deals damage or restores hit points and
  targets only one creature, the power can instead target
  two creatures within range and within 5 feet of each
  other.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain all expended uses when
  you �nish a long rest.
  DYNAMIC ATTACHMENT
  Starting at 18th level, while you have temporary hit
  points, you have resistance against the damage of
  force powers, and your force powers ignore
  resistances.
  EXPANDED CONTENT | ARCHETYPES | CONSULAR
  
  WAY OF ENDURANCE
  The Force manifests in myriad ways; while some use
  the Force to manipulate the world around them, others
  use it to enhance themselves. Those consulars who
  follow the Way of Endurance channel the Force to
  allow them to overcome and re�ect the most grievous
  of injuries.
  UPHELD BY THE FORCE
  Starting when you choose this tradition at 3rd level, the
  Force �owing through your body strengthens you,
  granting the following bene�ts:
  Your hit point maximum increases by 3, and it
  increases by 1 again whenever you gain a level in this
  class.
  Your base AC becomes 13 + your Constitution modi�er.
  When you make a melee weapon attack as a part of a
  force power you cast, you can use Wisdom or Charisma
  (your choice) instead of Strength for the attack and
  damage rolls.
  Additionally, as an action, you can gain resistance to
  kinetic and energy damage for 1 minute. This e�ect
  lasts until you end it as a bonus action, you are
  incapacitated, or you don armor other than a shield.
  You can use this feature twice. You regain all expended
  uses of it when you �nish a short or long rest.
  RETALIATION STRIKE
  At 6th level, you learn to turn
  an opponent's aggression back
  on them. When you deal damage
  with a force power or a melee weapon
  attack, if you took damage since the start
  of your last turn, you deal an extra 1d6
  damage. The damage is the same type as the
  power or weapon's damage.
  This die increases when you reach certain
  levels in this class: to 1d8 at 10th level, to 1d10
  at 14th level, and to 1d12 at 18th level.
  BOUNDLESS VITALITY
  Beginning at 10th level, when you take damage, you
  can use your reaction and expend a force point to
  regain health equal to 1d8 + your Wisdom or Charisma
  modi�er (your choice, minimum of one) as long as the
  damage would not reduce your hit points to 0.
  This die increases when you reach certain levels in
  this class: to 1d10 at 14th level, and to 1d12 at 18th
  level.
  UNRELENTING RESILIENCE
  At 14th level, when you use your Boundless Vitality
  feature while concentrating on a force power, you can
  add the result of the roll to the Constitution saving
  throw made to maintain concentration.
  Additionally, when you are reduced to 0 hit points
  but not killed outright while Upheld by the Force is
  active, you can drop to 1 hit point instead. You can't
  use this feature again until you �nish a long rest.
  THE FORCE UNLEASHED
  Starting at 18th level, as an action, you can choose a
  point within 60 feet. Each creature of your choice
  within 30 feet of that point must make a Constitution
  saving throw against your universal force save DC. On
  a failed save, a creature takes 5d10 force damage and
  su�ers 1 level of exhaustion. On a successful save, a
  creature takes half damage does not su�er exhaustion.
  For each creature that fails this saving throw, a
  friendly creature within 30 feet of them can regain hit
  points equal to the amount of damage dealt. A friendly
  creature can only gain this bene�t once per turn.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain all expended uses when
  you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | CONSULAR
  
  WAY OF MANIPULATION
  The power of the Force is both vast and diverse, with
  uses varying drastically based on their wielder. Those
  consulars who follow the Way of Manipulation learn to
  control their weapons with the Force, maneuvering
  them across the battle�eld.
  SABER STORM
  When you choose this tradition at 3rd level, you learn
  to deftly control your weapons utilizing the Force. As
  an action, you can initiate your Saber Storm. When you
  do so, select a melee weapon you wield, or one melee
  weapon within 5 feet that is not worn or carried by a
  conscious creature, and use the Force to cause it to
  levitate, acting as an extension of your will for 1
  minute. When you activate this feature, you can cause
  the weapon to move up to 10 feet and make a melee
  force attack against a creature within 5 feet of it. On a
  hit, the target takes 1d8 + your forcecasting ability
  modi�er damage. The type is of the normal damage
  dealt by the weapon. The weapon then returns to your
  side.
  Your weapon moves with you, and while Saber
  Storm is active and you have a weapon animated, on
  each of your turns you can use an action to move a
  weapon up to 10 feet and repeat the attack against a
  creature within 5 feet of it. The weapon then returns to
  your side. Your Saber Storm ends early if you are
  incapacitated. At any time, you can end this feature
  and return the animated weapon to your hand.
  Additionally, while your Saber Storm is active, and at
  least one animated weapon is within 5 feet of you, you
  gain the following bene�ts:
  You gain a bonus to your AC equal to your Wisdom or
  Charisma modi�er (your choice, minimum of +1).
  You gain a bonus to any Constitution saving throw you
  make to maintain your concentration on a power. The
  bonus equals your Wisdom or Charisma modi�er (your
  choice, minimum of +l).
  This feature can animate more than one weapon
  when you reach higher levels: two weapons at
  5th level, three weapons at 11th level, and four
  weapons at 17th level. When you use your
  action to attack with your weapons, you
  can direct them at the same target or
  at di�erent ones. Make a separate
  attack roll for each weapon.
  At 5th level, the distance your weapon can travel
  increases to 20 feet. This distance increases to 30 feet
  at 11th level, and 40 feet at 17th level.
  You can use this feature twice. You regain all
  expended uses of it when you �nish a short or long
  rest.
  DECEPTIVE STRIKE
  At 6th level, when you cast a force power with a range
  of touch while Saber Storm is active, your animated
  weapon can move up to its range and deliver the
  power as if it had cast it.
  GUARDING WEAPON
  Beginning at 10th level, you can direct your animated
  weapons to absorb damage while your Saber Storm is
  activate. When you take damage, you can use your
  reaction to expend one force slot to have your
  animated weapon intercept it, and reduce that damage
  to you by an amount equal to �ve times the force slot's
  level.
  ISOLATE
  At 14th level, when you deal damage to a creature
  while Saber Storm is active, and that creature fails a
  Constitution saving throw to maintain concentration on
  a force power, you can steal and redirect the power.
  Until the end of your next turn, either you or the
  creature who failed the Constitution saving throw gain
  the e�ects of the power (your choice).
  SAPPING STORM
  Starting at 18th level, when you reduce a hostile
  creature to 0 hit points while Saber Storm is active, you
  gain temporary force points equal to your Wisdom or
  Charisma modi�er (your choice, minimum of one).
  These temporary force points can not exceed your
  Wisdom or Charisma modi�er (your choice), and when
  you would spend a force point while you have
  temporary force points, the temporary force points are
  spent �rst. When Saber Storm ends, you lose any
  remaining        temporary force points.
  EXPANDED CONTENT | ARCHETYPES | CONSULAR
  
  WAY OF NEGATION
  Some force users seek mastery over the fundamentals
  of energy manipulation, known as tutaminis. Those
  consulars who follow the Way of Negation harness this
  power to limit the havoc that other force-wielders
  might wreak.
  FORCE DEFLECTION
  At 3rd level, when you fail a saving throw, you can use
  your reaction to gain a +4 bonus to that saving throw.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain all expended uses when
  you �nish a short or long rest.
  POWER SURGE
  Starting at 6th level, you learn to simultaneously limit a
  creature's force powers and store that power within
  yourself to later strengthen your damaging force
  powers.
  You can store a maximum number of power surges
  equal to your Wisdom or Charisma modi�er (your
  choice, minimum of one). Whenever you successfully
  end a force power with a power such as force
  suppression or sever force, or use your Force Shield or
  Force De�ection features to successfully avoid an
  attack or succeed on a saving throw, you gain one
  power surge, as you redirect the �ow of the Force into
  yourself.
  Once per turn, when you deal damage to a creature
  or object with a force power, you can spend one power
  surge to deal extra damage to that target. The extra
  damage is of the same type as the power's damage,
  and it equals half your consular level (rounded down).
  Whenever you �nish a long rest, your number of
  power surges resets to one. If you end a short rest with
  no power surges, you gain one power surge.
  ENDURING FOCUS
  At 10th level, you can casually de�ect attacks while
  channeling your power. While you are concentrating on
  a Force power, you have a +2 bonus to your AC and all
  saving throws.
  Additionally, you can extend your Force De�ection to
  a creature within 5 feet of you when they fail a saving
  throw.
  CONFLUX
  At 14th level, when you use your Force De�ection
  feature, you can cause a ripple in the Force to expand
  from you. Up to three creatures of your choice that you
  can see within 60 feet of you each take force damage
  equal to half your consular level.
  TUTAMINIS MASTERY
  At 18th level, when you use a Force-Empowered
  Casting option, you can spend a power surge to use it
  without spending additional force points.
  EXPANDED CONTENT | ARCHETYPES | CONSULAR
  
  WAY OF THE SEER
  The Force guides us in innumerable ways, often
  manifesting as visions. Those consulars who follow the
  Way of Seer attempt to harness these visions in an
  attempt to work towards the best possible future, as
  they see it.
  FORCE VISIONS
  When you choose this tradition at 3rd level, glimpses of
  the future begin to press in on your awareness. When
  you �nish 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 creature 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 �nish
  a long rest, you lose any unused foretelling rolls.
  POWERFUL MIND
  At 6th level, you can use your force abilities to read a
  creature's thoughts. You can then use your access to
  the creature's mind to command it.
  As an action, choose one creature that you can see
  within 60 feet of you. That creature must make a
  Wisdom saving throw against your universal force save
  DC. If the creature succeeds on the saving throw, you
  can't use this feature on it again until you �nish a long
  rest. If the creature fails its save, you can read its
  surface thoughts (those foremost in its mind, re�ecting
  its current emotions and what it is actively thinking
  about.) when it is within 60 feet of you. This e�ect lasts
  for 1 minute. During that time, you can use your action
  to end this e�ect and use the coerce mind force power
  on the creature without expending force points. The
  target automatically fails its saving throw against the
  power.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your
  choice, a minimum of once). You regain
  any expended uses when you �nish a
  long rest.
  VISIONS OF THE PAST
  Beginning at 10th level, you can call up visions of the
  past that relate to an object you hold or your
  immediate surroundings. You spend at least 1 minute
  in meditation, then receive dreamlike, shadowy
  glimpses of recent events. You can meditate in this way
  for a number of minutes equal to your Wisdom score
  and must maintain concentration during that time, as if
  you were casting a force power. Once you've used this
  feature, you can't use it again until you �nish a short or
  long rest.
  Object Reading. Holding an object as you meditate,
  you can see visions of the object's previous owner.
  After meditating for 1 minute, you learn how the owner
  acquired and lost the object, as well as the most recent
  signi�cant event involving the object and that owner. If
  the object was owned by another creature in the
  recent past (within a number of days equal to your
  Wisdom score), you can spend 1 additional minute for
  each owner to learn the same information about that
  creature.
  Area Reading. As you meditate, you see visions of
  recent events in your immediate vicinity (a room,
  street, tunnel, clearing, or the like, up to a 50-foot
  cube), going back a number of days equal to your
  Wisdom score. For each minute you meditate, you
  learn about one signi�cant event, beginning with the
  most recent. Signi�cant events typically involve
  powerful emotions, such as battles and betrayals,
  marriages and murders, births and funerals. However,
  they might also include more mundane events that are
  nevertheless important in your current situation.
  SHIELDED THOUGHTS
  At 14th 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.
  CLARITY OF VISION
  Starting at 18th 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 Visions feature, rather than two.
  EXPANDED CONTENT | ARCHETYPES | CONSULAR
  
  WAY OF TELEKINETICS
  The consular knows how to manipulate the essence of
  the surrounding elements with the power of the Force.
  Those consulars who follow the Way of Telekinetics
  create torrential gusts of telekinetic energy, forming a
  potent combination that can pummel even the
  toughest adversaries into submission.
  STAGGERING STRATAGEM
  When you choose this tradition at 3rd level, your
  potency with the telekinetic power of the Force
  heightens. Once per turn, when you deal force damage
  to a Large or smaller creature, you can choose to either
  push it up to 10 feet away from you or pull it up to 10
  feet closer to you.
  MIGHTY BLAST
  At 6th level, your force powers batter and blast your
  enemies with the strength of a hurricane. When you
  cast a force power of 1st level or higher that deals
  force damage, one creature of your choice damaged by
  that power must make a Strength saving throw against
  your universal force save DC or be knocked prone.
  This feature can a�ect additional creatures when you
  reach higher levels: two creatures at 11th level and
  three creatures at 17th level.
  SIZE MATTERS NOT
  Beginning at 10th level, you can manipulate creatures
  of Huge size or smaller with your force powers and
  Way of Telekinetics features.
  Additionally, when you use your action to cast a force
  power, you can use a bonus action to leap up to 10 feet
  without provoking opportunity attacks.
  REPULSING WAVE
  At 14th level, when you are dealt damage by a creature
  within 5 feet of you, you can use your reaction to deal
  force damage to the creature equal to your consular
  level + your Wisdom or Charisma modi�er (your choice,
  minimum of +1). If the attacker is Huge or smaller, it
  must also make a Strength saving throw against your
  universal force save DC. On a failed save, the attacker
  is pushed in a straight line up to 20 feet away from
  you.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain all expended uses when
  you �nish a short or long rest.
  MY ALLY IS THE FORCE
  Starting at 18th level, you can manipulate creatures of
  Gargantuan size or smaller with your force powers and
  Way of Telekinetics features.
  Additionally, whenever a force power you cast
  pushes or pulls a creature, you can increase the
  distance of that push or pull by an additional 20 feet.
  EXPANDED CONTENT | ARCHETYPES | CONSULAR
  
  ARTIFICER ENGINEERING
  Those engineers who choose the Arti�cer Engineering
  discipline focus on building and modifying lightsabers,
  while tapping into the latent presence of the Force in
  these lightsaber crystals.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level you gain
  pro�ciency in arti�cer's tools, and with the lightsaber
  simple lightweapon. additionally, when you engage in
  crafting with arti�cer's tools, the rate at which you craft
  doubles.
  MODIFIED LIGHTSABER
  Also at 3rd level, you learn to modify an unenhanced
  lightsaber utilizing your arti�cer knowledge. Over the
  course of a long rest, you can expend materials equal
  to half the cost of the lightsaber in order to modify it.
  You must have the lightsaber, materials, and arti�cer's
  tools in order to perform this modi�cation.
  Your modi�ed lightsaber requires attunement, can
  only be used by you, and counts as a tech focus for
  your tech powers while you are attuned to it. Your
  modi�ed lightsaber has 4 modi�cation slots, and it
  gains more at higher levels, as shown in the
  Modi�cation Slots column of the engineer class table.
  For each modi�cation installed, your tech point
  maximum is reduced by 1. Over the course of a long
  rest, you can replace or remove a number of
  modi�cations up to your Intelligence modi�er
  (minimum of one).
  Some modi�cation e�ects require saving throws.
  When you use such an e�ect from this class, the DC
  equals your tech save DC.
  At 9th level, you can maintain two di�erent modi�ed
  lightsabers. The total modi�cation slots are split across
  the two items.
  FORCE RESONANCE
  Lastly at 3rd level, once per round, when you hit a
  creature with your modi�ed lightsaber, you can expend
  one use of your Potent Aptitude to deal an extra 2d6
  damage to that target. The damage is the same type as
  your modi�ed lightsaber's damage.
  The damage increases when you reach certain levels
  in this class, increasing to 3d6 at 5th level, 5d6 at 10th
  level, and 8d6 at 15th level.
  KYBER KNOWLEDGE
  Beginning at 6th level, you're study of kyber crystals
  has awakened a latent force sensitivity. Choose two
  force powers of 1st level. The chose powers count as
  tech powers for you, but are not included in the
  number in the Powers Known column of the engineer
  class table.
  At 10th level, you learn two additional force powers
  of 1st or 2nd level. At 14th level, you learn two force
  powers of 1st-3rd level, and at 18th level, you learn two
  force powers of 1st-4th level. Whenever you gain a
  level in this class, you can choose one of the force
  powers you know and replace it with another force
  power of the same level.
  DISRUPTIVE RESONANCE
  At 14th level, when you hit a creature that is
  concentrating on a power with your modi�ed
  lightsaber, the creature has disadvantage on the
  Constitution saving throw to maintain concentration.
  Additionally, on a failed save, the creature immediately
  takes psychic damage equal to your engineer level +
  your Intelligence modi�er.
  RESONATING RECOVERY
  Starting at 18th level, once per turn, when you reduce a
  hostile creature to 0 hit points, you regain a use of your
  Potent Aptitude. Your number of Potent Aptitude uses
  can not exceed your Intelligence modi�er.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  ARTIFICER MODIFICATIONS
  If a modi�cation has prerequisites, you must meet
  them to install it. You can install the modi�cation at the
  same time that you meet its prerequisites.
  ADDITONAL BEAM PORT
  You install a second beam port into your modi�ed
  lightsaber. Your modi�ed lightsaber gains the double
  (1d8) property. You can only bene�t from this property
  while wielding your modi�ed lightsaber with two
  hands.
  ADEGAN CRYSTAL
  Prerequisite: 5th level
  You gain a +1 bonus to damage rolls made with this
  weapon. This bonus increases to +2 at 11th level and
  +3 at 17th level.
  ADVANCED BLASTSABER
  Prerequisite: 15th level
  Prerequisite: Prototype Blastsaber
  You further �ne tune your blastsaber. As an action, you
  can disable a single electronic device not being worn or
  held by another creature within 5 feet of you. The
  device is then disabled until it is rebooted.
  Additionally, when you activate this conversion to
  alter the properties of your lightweapon, you create a
  projected barrier of ion energy in a 10-foot-radius
  sphere around you until the start of your next turn.
  Hostile creatures treat this area as di�cult terrain.
  When a hostile creature enters the shielded area or
  starts its turn there, that creature takes 3d4 ion
  damage. Any electronics not being worn or held within
  the barrier's radius are disabled until rebooted.
  ADVANCED BRIGHTSABER
  Prerequisite: 15th level
  Prerequisite: Prototype Brightsaber
  You further �ne tune your brightsaber. While activated,
  your modi�ed lightsaber's bright light now
  automatically dispels illusions and can detect
  invisibility, as with truesight.
  Additionally, when you activate this conversion to
  alter the properties of your lightweapon and use a
  bonus action to attempt to blind your target, it makes
  the saving throw with disadvantage.
  ADVANCED DISRUPTORSABER
  Prerequisite: 15th level
  Prerequisite: Prototype Disruptorsaber
  You further �ne tune your disruptorsaber. While
  activated, your modi�ed lightsaber lightly obscures the
  area within 5 feet of it.
  Additionally, when you activate this conversion to
  alter the properties of your lightweapon and use a
  bonus action to attempt to knock your target prone,
  the next saving throw you make before the end of your
  next turn has advantage.
  BARRIER
  Prerequisite: 5th level
  On your turn, when you make an attack roll with your
  modi�ed lightsaber, you can choose to forgo your
  pro�ciency bonus. If you do, you can use your reaction
  to erect a temporary barrier that lasts until the start of
  your next turn. While the barrier is activated, you have
  a bonus to AC against the �rst attack roll made against
  you equal to your pro�ciency bonus.
  BEAM GEM LENS
  Prerequisite: 5th level
  You gain a +1 bonus to attack rolls made with this
  weapon. This bonus increases to +2 at 11th level and
  +3 at 17th level.
  BIOMETRIC SAFETY MEASURES
  A security system is installed into the hilt of your
  lightweapon. When a creature other than you attempts
  to activate your lightweapon, the activation fails.
  Additionally, the creature attempting to activate must
  make on a Constitution saving throw or take lightning
  damage equal to engineer level, and become shocked
  until the start of its next turn. On a successful save the
  creature takes half damage and is not shocked.
  Regardless of success or failure, the creature drops
  your modi�ed lightsaber.
  BLASTSABER CONVERSION
  Incompatible with other conversions
  You heavily modify your lightweapon to allow you to
  make a ranged weapon attack. With this modi�cation,
  you can make a ranged weapon attack with a range of
  30/60. On a hit, it deals 1d6 energy damage.
  Additionally, when you make your �rst attack on
  your turn, you can alter the properties of your
  modi�ed lightsaber. Until the start of your next turn,
  the damage type of your modi�ed lightsaber is
  changed to ion.
  You can use this trait a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  BRIGHTSABER CONVERSION
  Incompatible with other conversions
  You modify your lightweapon, giving it a brigher glow.
  While activated, your modi�ed lightsaber sheds bright
  light in a 20-foot radius and dim light for an additional
  20 feet.
  Additionally, when you make your �rst attack on
  your turn, you can alter the properties of your
  modi�ed lightsaber. Until the start of your next turn,
  the damage type of your modi�ed lightsaber is
  changed to �re.
  You can use this trait a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  BURN THROUGH
  When you score a critical hit with your modi�ed
  lightsaber, you have advantage on the next attack roll
  you make against that creature.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  COMFORTABLE HANDLE
  You make minor modi�cations to the ergonomics of
  your modi�ed saber's hilt. Your modi�ed lightsaber
  gains the �nesse property.
  CROSSGUARD
  You add an energy guard at the base of your modi�ed
  lightsaber's blade. While wielding your modi�ed
  lightsaber, you gain a +1 bonus to your armor class
  against melee weapon attacks.
  DISRUPTORSABER CONVERSION
  Incompatible with other conversions
  You modify your lightweapon, causing it to eminate a
  sickly green light. Your modi�ed lightsaber loses the
  luminous property.
  Additionally, when you make your �rst attack on
  your turn, you can alter the properties of your
  modi�ed lightsaber. Until the start of your next turn,
  the damage type of your modi�ed lightsaber is
  changed to acid.
  You can use this trait a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  EXTENDED BEAM
  You install a series of beam focusing ampli�ers into
  your modi�ed lightsaber. Your modi�ed lightsaber
  gains the reach property.
  GREATSABER ARRAY
  You augment the con�guration of your modi�ed
  lightsaber. Your modi�ed lightsaber gains the two-
  handed property, and it's damage die increases to
  1d12.
  INTENSE BEAM
  Prerequisite: 11th level
  Prerequisite: Burn Through
  Your modi�ed lightsaber now scores a critical hit on a
  roll of 19 or 20.
  MAGNETIC-LOCK GRIP
  You insert a series of magnetically charged grips into
  your modi�ed lightsaber's hilt. While wielding your
  modi�ed lightsaber, you have advantage on ability
  checks and saving throws made to disarm or avoid
  being disarmed.
  PROTOTYPE BLASTSABER
  Prerequisite: 7th level
  Prerequisite: Blastsaber Conversion
  You �ne tune your blastsaber. When you activate this
  conversion to alter the properties of your lightweapon,
  you can use your bonus action to cause your modi�ed
  lightsaber to let loose a burst of energy. Creatures
  other than yourself within 5 feet of the target creature
  must succeed on a Dexterity saving throw. On a failed
  save, they take ion damage equal to your Intelligence
  modi�er.
  PROTOTYPE BRIGHTSABER
  Prerequisite: 7th level
  Prerequisite: Brightsaber Conversion
  You �ne tune your brightsaber. When you activate this
  conversion to alter the properties of your lightweapon,
  you can use your bonus action to attempt to blind the
  target of the attack. The creature must succeed on a
  Constitution saving throw or be blinded.
  PROTOTYPE DISRUPTORSABER
  Prerequisite: 7th level
  Prerequisite: Disruptorsaber Conversion
  You �ne tune your disruptorsaber. When you activate
  this conversion to alter the properties of your
  lightweapon, you can use your bonus action to attempt
  to knock the target of your attack prone. The creature
  must make a Strength saving throw or be knocked
  prone.
  RETURNING WEAPON
  You install a retractible chain in the hilt of your
  modi�ed lightsaber. Your modi�ed lightsaber gains the
  thrown property with a range of 20/60, and when you
  throw the weapon, it immediately returns to your
  hand.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  AUDIOTECH ENGINEERING
  Those engineers who choose the Audiotech
  Engineering focus on using a specially modi�ed
  instrument to use music to assist their allies and
  disrupt their enemies.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level, you gain
  pro�ciency in three musical instruments of your
  choice, as well as the Performance skill. Additionally,
  you can use Intelligence instead of Charisma when you
  make a Performance check while wielding your
  modi�ed instrument.
  MODIFIED INSTRUMENT
  Also at 3rd level, you learn to modify an instrument
  utilizing your audiotech knowledge. Over the course of
  a long rest, you can expend 500 cr worth of materials
  to modify a single instrument. You must have the
  instrument, materials, and tinker's tools in order to
  perform this modi�cation.
  Your modi�ed instrument requires attunement, can
  only be used by you, and counts as a tech focus for
  your tech powers while you are attuned to it. Your
  modi�ed instrument has 4 modi�cation slots, and it
  gains more at higher levels, as shown in the
  Modi�cation Slots column of the engineer class table.
  For each modi�cation installed, your tech point
  maximum is reduced by 1. Over the course of a long
  rest, you can replace or remove a number of
  modi�cations up to your Intelligence modi�er
  (minimum of one).
  Some modi�cation e�ects require saving throws.
  When you use such an e�ect from this class, the DC
  equals your tech save DC.
  POTENT AMPLITUDE
  Lastly at 3rd level, as an action while wielding your
  modi�ed instrument, you can begin performing an
  enhanced song, which lasts for 1 minute. While playing
  a song, you gain access to a new use for your Potent
  Aptitude, as determined by the song, listed below. You
  can end your song at any time, no action required.
  Whenever you take damage while playing your song,
  you must make a Constitution saving throw to continue
  playing. The DC equals 10 or half the damage you take,
  which number is higher. If you take damage from
  multiple sources, you must make a separate saving
  throw for each source of damage.
  When you cast a damage dealing tech power while
  playing your song that requires an attack roll or saving
  throw, you can cause that power to instead deal sonic
  damage. If you do so, instead of an attack roll or saving
  throw, the power instead requires a Constitution
  saving throw.
  Your song ends early if you are incapacitated
  or die, or if you are no longer holding
  your modi�ed instrument.
  You can initiate playing an enhanced
  song twice. You regain all expended
  songs when you �nish a short or
  long rest.
  SONG OF BATTLE
  When an ally within 60 feet of you that can hear you
  deals damage to a creature, you can use your reaction
  to expend one use of your Potent Aptitude, adding the
  result of the die to the damage dealt.
  SONG OF SUPPORT
  When an ally within 60 feet of you that can hear you
  makes a saving throw against a harmful e�ect, you can
  use your reaction to expend one use of your Potent
  Aptitude, adding the result of the die to their saving
  throw.
  SONG OF DISRUPTION
  When an enemy within 60 feet of you that can hear you
  makes a saving throw, you can use your reaction to
  expend one use of your Potent Aptitude, subtracting
  the result of the die from their saving throw.
  CONCUSSIVE BLAST
  Beginning at 6th level, you add your Intelligence
  modi�er (a minimum of +1) to any damage you deal
  with tech powers and class features that deal sonic
  damage.
  SMOOTH RHYTHM
  At 14th level, whenever you use your Potent Aptitude
  while your playing an enhanced song, you can roll a d6
  and use it instead of expending a Potent Aptitude Dice.
  LEGENDARY CODA
  Starting at 18th level, you've gained mastery over your
  modi�ed instrument. As an action, you can end your
  enhanced song in a triumphant blast of power with an
  e�ect determined by the song you are playing.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  BATTLE CRESCENDO
  Choose up to 10 creatures of your choice that you can
  see and that can hear your song. Each must make a
  Constitution saving throw. On a failed save, a target
  takes 14d6 sonic damage and is stunned. On a success,
  it takes half damage and isn't stunned. If a creature is
  killed by this power, its head explodes.
  SUPPORT CRESCENDO
  Choose up to 10 creatures of your choice that you can
  see and that can hear your song. Once in the next
  minute, each creature can, as a free action in response
  to taking damage, choose to halve that damage.
  Additionally, if the damage would reduce them to 0 hit
  points, they are instead reduced to 1.
  DISRUPTION CRESCENDO
  Choose up to 10 creatures of your choice that you can
  see and that can hear your song. Each creature must
  succeed on a Constitution saving throw or be paralyzed
  for 1d4+1 turns. If a creature a�ected by this feature is
  damaged in any way, the e�ect ends for that creature.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  AUDIOTECH MODIFICATIONS
  If a modi�cation has prerequisites, you must meet
  them to install it. You can install the modi�cation at the
  same time that you meet its prerequisites.
  ADVANCED BATTLE ENHANCEMENT
  Prerequisite: 15th level
  Prerequisite: Prototype Battle Enhancement
  While playing your Song of Battle, your tech powers
  and class features ignore resistance to sonic damage,
  and immunity to sonic damage is instead treated as
  resistance from any creature within range of your song
  that can hear you.
  Additionally, when you use your Battle Song
  Enhancement feature, you create a fourth burst.
  ADVANCED DISRUPTION ENHANCEMENT
  Prerequisite: 15th level
  Prerequisite: Prototype Disruption Enhancement
  While playing your Song of Disruption, any hostile
  creature within range of your song that can hear you
  must make a Constitution saving throw at the end of
  each of its turns to maintain concentration on the
  power.
  ADVANCED SUPPORT ENHANCEMENT
  Prerequisite: 15th level
  Prerequisite: Prototype Support Enhancement
  While playing your Song of Support, allies add your
  Intelligence modi�er to their death saving throws
  (minimum of +1). If this amount would increase the roll
  of the d20 to 20 or greater, the creature regains 1 hit
  point.
  BATTLE SONG ENHANCEMENT
  Prerequisite: 5th level
  While playing your Song of Battle, as an action, you can
  send forth busts of directed sonic energy, make two
  ranged power attacks. These attacks can target the
  same creature di�erent ones. Make separate attack
  rolls for each burst. The attack has a range equal to the
  radius of your song, and deals 1d8 sonic damage on a
  hit.
  DISRUPTION SONG ENHANCEMENT
  Prerequisite: 5th level
  While playing your Song of Disruption, as an action,
  you can choose a number of creatures concentrating
  on a power equal to your Intelligence modi�er (a
  minimum of one) within range of your song that can
  hear you, and force them to make a Concentration
  saving throw. If you cause at least one creature to lose
  concentration on a power using this feature, you can
  use your reaction to make all creatures that lost
  concentration take damage equal to your Intelligence
  modi�er.
  ENTHRALLING PERFORMANCE
  Prerequisite: 13th level
  Prerequisite: Hypnotic Melody
  For the duration of an enhanced song you play,
  whenever any creature that can hear your song tries to
  attack you for the �rst time on a turn, the attacker
  must make a Charisma saving throw. 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 powers or features on your next turn.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  FINDING MY WAY
  Prerequisite: Rush
  While you are playing an enhanced song, when a
  creature makes a melee attack roll against you, you can
  use your reaction to move 5 feet without provoking
  opportunity attacks, imposing disadvantage on the roll.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  HYPNOTIC MELODY
  As an action while wielding your modi�ed instrument,
  you can begin to play a song woven with subtle
  hypnotic in�uence. Choose a number of creature up to
  your Intelligence modi�er. If those creatures listen to
  this song for a full minute, they must succeed on a
  Wisdom saving throw or become charmed by you for 1
  minute. Creatures that succeed the saving throw are
  not aware that you attempted to in�uence them, nor
  are creatures that failed their saving throw once the
  power ends.
  Once you've used this feature, you can't use it again
  until you �nish a short or long rest.
  INAUDIBLE CASTING
  Prerequisite: 7th level
  Prerequisite: Simple Melodies
  When you cast a tech power or make use of a feature
  that requires playing your modi�ed instrument, you
  can choose to do so quietly. Creatures have
  disadvantage on Intelligence (Investigation) and
  Wisdom (Perception) checks that rely on sound to
  determine you cast a tech power.
  LONG RANGE NOISE
  Prerequisite: 13th level
  The radius of your songs increases to 120 feet.
  Additionally, any tech power you cast with your
  modi�ed instrument that deals sonic damage and has
  a range of 10 feet or greater gains a range of 120 feet.
  MAGNIFYING DEVICE
  Prerequisite: 5th level
  You gain a +1 bonus to tech attack rolls. This bonus
  increases to +2 at 11th level and +3 at 17th level.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  OVERWHELMING SOUNDWAVES
  Prerequisite: 15th level
  While playing, creatures of your choice treat a 15-foot-
  radius sphere around you as di�cult terrain.
  Additionally, as an action, you can cause each a�ected
  creature to make a Constitution saving throw, taking
  3d8 sonic damage on a failed save.
  PROTOTYPE BATTLE ENHANCEMENT
  Prerequisite: 9th level
  Prerequisite: Battle Song Enhancement
  While playing your Song of Battle, when you cast a tech
  power or use a class feature that a�ects other
  creatures within the radius of your song, you can
  choose a number of them equal to 1 + the power's
  level. The chosen creatures automatically succeed on
  their saving throws against the power, and they take
  no damage if they would normally take half damage on
  a successful save.
  Additionally, when you use your Battle Song
  Enhancement feature, you create a third burst.
  PROTOTYPE DISRUPTION ENHANCEMENT
  Prerequisite: 9th level
  Prerequisite: Disruption Song Enhancement
  While playing your Song of Disruption, when a creature
  you can see that can hear you attempts to cast a
  power, you can use your reaction to cast the tech
  override power at 3rd level. When you cast this power
  using this feature, the power works against both tech
  and force powers, and when you make the techcasting
  ability check as a part of this casting, you add double
  your pro�ciency bonus to the check, instead of your
  normal pro�ciency bonus.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  PROTOTYPE SUPPORT ENHANCEMENT
  Prerequisite: 9th level
  Prerequisite: Support Song Enhancement
  While playing your Song of Support, when you use your
  Song of Support's Potent Amplitude feature, the target
  instead takes no damage if they succeed on the saving
  throw, and only half damage if they fail.
  RESTFUL MELODY
  Over the course of a short rest, you can play a
  rejuvenating song to assist in the recovery of your
  allies. If you or any friendly creatures who can hear
  your performance regain hit points at the end of the
  short rest, each of those creatures regains an extra 1d6
  hit points.
  The extra hit points increase when you reach certain
  levels in this class: to 1d8 at 9th level, to 1d 10 at 13th
  level, and to 1d12 at 17th level.
  RUSH
  While you are playing an enhanced song, your speed
  increases by 10 feet, and opportunity attacks made
  against you have disadvantage.
  SHARP NOISE
  As an action while wielding your modi�ed instrument,
  choose a creature you can see. If it can hear you, it
  must succeed on a Constitution saving throw or take
  1d4 sonic damage and have disadvantage on its next
  attack roll before the end of its next turn.
  This feature's damage increases by 1d4 when you
  reach 5th level (2d4), 11th level (3d4), and 17th level
  (4d4).
  SHOCK MOUNT
  Prerequisite: 5th level
  You gain a +1 bonus to your tech save DC. This bonus
  increases to +2 at 11th level and +3 at 17th level.
  SIMPLE MELODIES
  When you are holding your modi�ed instrument, and
  not actively playing a song, any tech power that you
  could cast that could have its damage type altered by
  your Potent Amplitude feature can be cast as if used
  with Potent Amplitude.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  SONAR PULSE
  As an action while wielding your modi�ed instrument,
  you can release a wave of sound that provides
  feedback on your surroundings. For the next minute,
  you have advantage on Wisdom (Perception) and
  Intelligence (Investigation) checks to search for hidden
  doors, traps, or invisible creatures.
  Once you've used this feature, you can't use it again
  until you �nish a short or long rest.
  SONG FLOW
  Prerequisite: 11th level
  While playing an enhanced song, you can use your
  bonus action to change from one song to another.
  SUPPORT SONG ENHANCEMENT
  Prerequisite: 5th level
  While playing your Song of Support, when you cast a
  tech power that restores hit points or grants
  temporary hit points, the amount restored or granted
  is increased by an amount equal to your Intelligence
  modi�er (minimum of +1).
  WEAPON INTEGRATION
  You can integrate a single weapon that weighs no more
  than 8 lb. into your instrument. While integrated, that
  weapon gains the hidden property.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  BIOCHEM ENGINEERING
  Those engineers who choose the Biochem Engineering
  discipline focus on utilizing their vast knowledge of
  medicine and chemistry to supply allies with potent
  healing and enemies with debilitating poisons and
  acids.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level you gain
  pro�ciency in the Medicine skill, biochemist’s kits, and
  poisoner’s kits. additionally, when you engage in
  crafting with biochemist's kits and poisoner's kits, the
  rate at which you craft doubles.
  MODIFIED BIOCHEMIST’S PACK
  Also at 3rd level, you learn to modify and combine your
  biochemist's kit and poisoner's kit, creating a mobile
  laboratory using your chemistry expertise. Over the
  course of a long rest, you can expend 500 cr worth of
  materials to create your modi�ed biochemist's pack.
  You must have a biochemist's kit, a poisoner's kit, and
  materials in order to perform this modi�cation.
  Your biochemist's pack requires attunement, can
  only be used by you, and counts as a tech focus for
  your tech powers while you are attuned to it. Your
  modi�ed biochemist's pack has 4 modi�cation slots,
  and it gains more at higher levels, as shown in the
  Modi�cation Slots column of the engineer class table.
  For each modi�cation installed, your tech point
  maximum is reduced by 1. Over the course of a long
  rest, you can replace or remove a number of
  modi�cations up to your Intelligence modi�er
  (minimum of one).
  Some modi�cation e�ects require saving throws.
  When you use such an e�ect from this class, the DC
  equals your tech save DC.
  Your modi�ed biochemist's pack comes equipped
  with a chemical distribution system, complete with
  three chemical mixtures: corrosive, invigorating, and
  noxious. As an action, you can activate your distributor
  and target a creature within 30 feet, with an e�ect
  determined by the mixture.
  CORROSIVE MIXTURE
  Your distributor emits a burst of acid.
  The target must make a Dexterity sav-
  ing throw. On a failed save, a creature
  takes 1d6 + your Intelligence modi�er acid
  damage. This mixture's damage increases by
  1d6 when you reach 5th level (2d6), 11th level
  (3d6), and 17th level (4d6).
  INVIGORATING MIXTURE
  Your distributor emits a bolt of kolto. The target
  gains 1d6 + your Intelligence modi�er temporary
  hit points, which last until the end of your next
  turn. The temporary hit points granted by this
  mixture increases by 1d6 when you reach 5th level
  (2d6), 11th level (3d6), and 17th level (4d6).
  NOXIOUS MIXTURE
  Your distributor emits a cloud of poison. The target
  must make a Constitution saving throw. On a failed
  save, a creature takes 1d6 + your Intelligence modi�er
  poison damage. This mixture's damage increases by
  1d6 when you reach 5th level (2d6), 11th level (3d6),
  and 17th level (4d6).
  BIOCHEMIST'S TOUCH
  Lastly at 3rd level, whenever you grant temporary hit
  points, or deal acid or poison damage using a tech
  power or class feature, you may expend one use of
  your Potent Aptitude to increase the potency. When
  you do so, the amount of temporary hit points you
  grant or damage you deal is increased by the amount
  rolled on the die. The damage is the same type as the
  original damage.
  POTENT MIXTURES
  Beginning at 6th level, when you cast a tech power of
  1st-level or higher that grants temporary hit points, or
  deals acid or poison damage, you add your Intelligence
  modi�er (a minimum of +1) to the roll.
  EPICENTER
  At 14th level, as a reaction when you take damage
  from a creature within 15 feet of you that you can see,
  you can use one of your mixtures. The e�ects of the
  mixture release in a 15-foot-radius sphere centered on
  you, and if the mixture requires a saving throw, you
  automatically succeed on it. Additionally, the a�ected
  area is di�cult terrain to creatures other than you 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.
  MASTERFUL MIXTURES
  Starting at 18th level, when you deal acid or poison
  damage using a tech power or class feature, you ignore
  resistance and treat
  immunity as resistance.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  BIOCHEM MODIFICATIONS
  If a modi�cation has prerequisites, you must meet
  them to install it. You can install the modi�cation at the
  same time that you meet its prerequisites.
  BIOCHEMIST'S AMPLIFER
  Prerequisite: 5th level
  You gain a +1 bonus to tech attack rolls. This bonus
  increases to +2 at 11th level and +3 at 17th level.
  BIOCHEMIST'S INHIBITOR
  Prerequisite: 5th level
  You gain a +1 bonus to your tech save DC. This bonus
  increases to +2 at 11th level and +3 at 17th level.
  CHEMICAL COUNTERAGENTS
  You may choose one type of damage that bene�ts
  from your Biochemist’s Touch and Potent Mixtures
  features. While wearing your modi�ed biochemist's
  pack you have resistance to that type of damage.
  You can select this modi�cation multiple times. Each
  time you do so, you must choose a di�erent damage
  type.
  COUNTERTOXIN
  When you or an ally within 30 feet of you is su�ering
  from the poisoned condition, you may use your
  reaction on your turn to end the poisoned condition on
  that creature. The creature also gains immunity to the
  poisoned condition for one minute.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  DETACHABLE DISTRIBUTION SYSTEM
  You upgrade your distributor with a secondary,
  detachable distributor. As a bonus action, you can
  throw your detachable distributor at a point within
  range. Your detachable distributor has a range equal to
  30 feet + your Strength modi�er x 5. Your detachable
  distributor works for 1 minute before coming inert.
  Once it does so, you can't use it again until you recover
  it as an action.
  Additionally, while your detachable distributor is
  within 100 feet of you, when you use your action to
  activate your distributor, you can choose to a�ect each
  creature within 5 feet of your detachable distributor.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  DRONE DISTRIBUTION SYSTEM
  You upgrade your distributor, interfacing it with the
  target of your tracker droid interface power. When you
  use your action to activate your distributor, while your
  tracker droid is within 100 feet of you, you can choose
  to have your tracker droid deliver the mixture. Your
  tracker droid must use its reaction to deliver the
  mixture.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  EXPANDED CHEMICALS: COMBUSTIBLES
  Prerequisite: 5th level
  You add additional chemicals to your modi�ed
  biochemist's pack. When you deal �re damage with a
  tech power or class feature, you can use your
  Biochemist's Touch and Potent Mixture features.
  Additionally, when a creature fails their Dexterity
  saving throw against your Corrosive Mixtures feature,
  you can choose to instead deal �re damage. If you do
  so, each creature within 5 feet of the target takes �re
  damage equal to your Intelligence modi�er. You can
  use this feature a number of times equal to your
  Intelligence modi�er (a minimum of once). You regain
  all expended uses when you complete a short or long
  rest.
  EXPANDED CHEMICALS: CRYOGENICS
  Prerequisite: 5th level
  You add additional chemicals to your modi�ed
  biochemist's pack. When you deal cold damage with a
  tech power or class feature, you can use your
  Biochemist's Touch and Potent Mixture features.
  Additionally, when a creature fails their Constitution
  saving throw against your Noxious Mixtures feature,
  you can choose to instead deal cold damage. If you do
  so, its speed is reduced by 10 feet until the start of
  your next turn. You can use this feature a number of
  times equal to your Intelligence modi�er (a minimum
  of once). You regain all expended uses when you
  complete a short or long rest.
  EXPANDED CHEMICALS: RESTORATIVE
  Prerequisite: 5th level
  You add additional chemicals to your modi�ed
  biochemist's pack. When you restore hit points with a
  tech power or class feature, you can use your
  Biochemist's Touch and Potent Mixture features.
  Additionally, when you use your Invigorating Mixture
  to grant temporary hit points to a creature, you can
  choose to restore that many hit points to the same
  creature. You can use this feature a number of times
  equal to your Intelligence modi�er (a minimum of
  once). You regain all expended uses when you
  complete a short or long rest.
  EXPANDED MIXTURES: ADHESIVE
  You've created a new mixture from your chemicals that
  you can use when you activate your distributor. When
  you do so, the target creature must make a Strength
  saving throw. If the creature is Large or larger, it has
  advantage on the saving throw. On a failed save, a
  creature's speed is reduced to 0 until the start of your
  next turn. As an action on their turn, an a�ected
  creature can repeat this saving throw, ending the e�ect
  on a success.
  EXPANDED MIXTURES: BLINDING
  You've created a new mixture from your chemicals that
  you can use when you activate your distributor. When
  you do so, the target creature must make a
  Constitution saving throw. On a failed save, a creature
  is blinded until the start of your next turn.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  EXPANDED MIXTURES: HALLUCINOGENIC
  You've created a new mixture from your chemicals that
  you can use when you activate your distributor. When
  you do so, the target creature must make an
  Intelligence saving throw. On a failed save, the target
  loses the ability to distinguish friend from foe,
  regarding all creatures it can see as enemies until the
  end of your next turn. Each time the target takes
  damage, it can repeat the saving throw, ending the
  e�ect on itself on a success.
  Whenever the a�ected creature chooses another
  creature as a target, it must choose the target at
  random from among the creatures it can see within
  range of the attack, power, or other ability it's using. If
  an enemy provokes an opportunity attack from the
  a�ected creature, the creature must make that attack if
  it is able to.
  This feature has no e�ect on droids or constructs.
  EXPLOSIVE DISTRIBUTION SYSTEM
  You upgrade your distributor, granting it the ability to
  create a volley. When you use your action to activate
  your distributor, you can choose to a�ect each
  creature in a 10-foot-radius sphere centered on a point
  you can see within 30 feet.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  INJECTION APPARATUS
  You install a wrist mounted injection apparatus into
  your modi�ed biochemist’s pack. It is a simple
  vibroweapon with the �nesse and light properties, and
  deals 1d4 kinetic damage on a hit. Your injection
  apparatus does not �ll the hand slot, but you can't use
  it while the hand is full.
  When you hit with the weapon, you can activate your
  distributor to deploy one of your mixtures. If you do so,
  the target has disadvantage on the saving throw
  against your mixture.
  INOCULATION
  You gain immunity to the poisoned and diseased
  conditions.
  INTEGRATED EVA FUNCTIONALITY
  You make several additions to your modi�ed
  biochemist’s pack, you are protected from hazardous
  conditions, as if wearing an EVA suit, for as long as you
  are wearing your modi�ed biochemist’s pack.
  KOLTO AEROSOL
  Prerequisite: 9th level
  You add a special dispersal system to your modi�ed
  biochemist’s pack. This system slowly disperses small
  amounts of kolto in the air. If creatures spend the
  entirety of a long rest within 30 feet of you, they regain
  all expended Hit Dice, instead of only half. Additionally,
  they are cured of any poisons or diseases that are
  su�ering from.
  LONG-RANGE DISTRIBUTION SYSTEM
  You upgrade your distributor, improving the range.
  When you use your action to activate your distributor,
  you can choose to increase the range to 60 feet.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  LUMINOUS GEL
  You've added a light-emitting gel to your modi�ed
  biochemist's pack. As an action, you can coat an item,
  object, or location up to 5-foot-square with this gel.
  When you do so, the gel sheds bright light in a 10-foot
  radius and dim light for an additional 10 feet. The gel
  lasts for 1 hour before losing its potency. You can end
  this e�ect as a bonus action.
  OIL SPILL
  As an action, you can cast the oil slick tech power
  without expending tech points. Casting the power in
  this way does not require concentration, and the oil
  will remain in place for the full duration of the power.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  PERSISTENT CHEMICALS
  Prerequisite: 7th level
  Whenever you use your Biochemist’s Touch feature,
  you may select one creature that was damaged. At the
  start of each of that creature's turns, it must make a
  Constitution saving throw. On a failed save, it takes
  damage of the triggering type equal to your
  Intelligence modi�er and has disadvantage on attack
  rolls until the start of its next turn. On a success, this
  feature ends, and the creature becomes immune to it
  for one day.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  PIERCING GEL
  Prerequisite: 11th level
  Prerequisite: Luminous Gel
  Your luminous gel now automatically dispels illusions
  and can detect invisibility, as with truesight.
  SELF-INJECTION MODULE
  You install a special kolto injector into your modi�ed
  biochemist’s pack that can inject you with kolto in
  response to pain. When you take damage, you can use
  your reaction and expend a Hit Die to regain health as
  long as the damage would not reduce your hit points
  to 0.
  SMART DISPERSAL SYSTEM
  When you activate your distributor, you can choose a
  number of creature equal to your Intelligence modi�er.
  Those creature automatically succeed on their saving
  throws against your mixtures.
  SPRAY DISTRIBUTION SYSTEM
  You upgrade your distributor, granting it the ability to
  spray in a cone. When you use your action to activate
  your distributor, you can choose to a�ect each
  creature in a 15-foot cone.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  CYBERTECH ENGINEERING
  Those engineers who choose the Cybertech
  Engineering discipline focus on the ability to craft
  reusable consumables and items that augment and
  complement their techcasting abilities.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level, you gain
  pro�ciency in cybertech's tools. additionally, when you
  engage in crafting with cybertech's tools, the rate at
  which you craft doubles.
  CYBERTECH CONTRAPTIONS
  Also at 3rd level, you learn modify gadgets and
  wristpads utilizing your cybertech knowledge. Over the
  course of a long rest, you can expend 500 cr worth of
  materials to modify your wristpad. You must have a
  wristpad, materials, and cybertech's tools in order to
  perform this modi�cation.
  Your wristpad requires attunement, can only be used
  by you, and counts as a tech focus for your tech
  powers while you are attuned to it. Your modi�ed
  wristpad has 4 modi�cation slots, and it gains more at
  higher levels, as shown in the Modi�cation Slots
  column of the engineer class table. For each
  modi�cation installed, your tech point maximum is
  reduced by 1. Over the course of a long rest, you can
  replace or remove a number of modi�cations up to
  your Intelligence modi�er (minimum of one).
  Some modi�cation e�ects require saving throws.
  When you use such an e�ect from this class, the DC
  equals your tech save DC.
  POTENT TECHCASTING
  Lastly at 3rd level, when you miss with a tech attack
  roll, or a creature succeeds on a saving throw against a
  tech power you cast, you can expend one use of your
  Potent Aptitude to overwhelm them. Roll the die, and
  either add it to the attack roll or subtract it from their
  saving throw.
  ADAPTABLE APPLICATIONS
  Beginning at 6th level, when you cast a tech power of
  1st level or higher, you can choose to deal additional
  damage or provide additional healing with that power.
  The additional damage or healing equals half your
  engineer level (rounded down).
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a long
  rest.
  COMBAT CONTRIVANCES
  At 14th level, when you use your action to a cast a 1st-
  level or higher tech power, you can use your bonus
  action to gain temporary hit points equal to the level of
  the tech power + your Intelligence modi�er.
  PERFECTED PURPOSING
  Starting at 18th level, when you cast a tech power, you
  can choose to deal maximum damage or provide
  maximum healing with that power.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  CYBERTECH MODIFICATIONS
  If a modi�cation has prerequisites, you must meet
  them to install it. You can install the modi�cation at the
  same time that you meet its prerequisites.
  ADVANCED BIOTIC AMPLIFIER
  Prerequisite: 15th level
  Prerequisite: Prototype Biotic Ampli�er
  You further �ne tune your biotic ampli�er. While
  wielding this ampli�er, when a creature gains
  temporary hit points from your biotic ampli�er, it
  instead gains four times as many. This amount can't
  exceed the number of hit points regained.
  ADVANCED CORROSIVE AMPLIFIER
  Prerequisite: 15th level
  Prerequisite: Prototype Corrosive Ampli�er
  You further �ne tune your Corrosive Ampli�er. When
  you activate this ampli�er, the next attack roll made by
  that creature before the end of its next turn has
  disadvantage.
  ADVANCED CRYO AMPLIFIER
  Prerequisite: 15th level
  Prerequisite: Prototype Cryo Ampli�er
  You further �ne tune your Cryo Ampli�er. When you
  activate this ampli�er, the creature is restrained until
  the end of your next turn.
  ADVANCED EXPLOSIVE AMPLIFIER
  Prerequisite: 15th level
  Prerequisite: Prototype Explosive Ampli�er
  You further �ne tune your Explosive Ampli�er. When a
  creature takes �re damage while ignited, the creature
  has disadvantage on the next Dexterity saving throw it
  makes before the start of your next turn.
  ARAKYD VECTOR
  Prerequisite: 5th level
  You gain a +1 bonus to tech attack rolls. This bonus
  increases to +2 at 11th level and +3 at 17th level.
  AUGMENTED EXPLOSIVE
  You can augment a single grenade, mine, or thermal
  detonator to regain its charge. An augmented
  explosive can only be used by you, and it uses your
  tech save DC instead of its own. Once you've activated
  an explosive, it can't be activated again until you �nish
  a short or long rest.
  You can select this modi�cation multiple times. Each
  time you do so, you can maintain an additional
  augmented explosive, to a maximum equal to your
  Intelligence modi�er.
  BELASCO DYNAMICS
  Prerequisite: 5th level
  You gain a +1 bonus to your tech save DC. This bonus
  increases to +2 at 11th level and +3 at 17th level.
  BIOTIC AMPLIFIER
  You integrate a biotic ampli�er in your wristpad that
  increases the potency of your healing tech powers.
  While wielding this ampli�er, when a creature regains
  hit points from a tech power you cast, you can grant
  them temporary hit points equal to the amount of tech
  points spent. This amount can't exceed the number of
  hit points restored.
  You can use this ampli�er a number of times equal
  to your Intelligence modi�er. You regain all expended
  uses when you complete a short or long rest.
  CLIMBING GLOVES
  You craft a set of gloves with a powerful assisted grip.
  While wearing these gloves, you have a climbing speed
  of 20 feet, and you have advantage on Strength saving
  throws and Strength (Athletics) checks that involve
  climbing.
  CORROSIVE AMPLIFIER
  You integrate a booster in your wristpad that enhances
  your tech powers that deal acid damage. While
  wielding this ampli�er, when a creature takes acid
  damage from a tech power you cast, you can choose to
  deal additional acid damage equal to your Intelligence
  modi�er.
  You can use this ampli�er a number of times equal
  to your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  CRYO AMPLIFIER
  You integrate a booster in your wristpad that enhances
  your tech powers that deal cold damage. While
  wielding this ampli�er, when a creature takes cold
  damage from a tech power you cast, you can choose to
  deal additional cold damage equal to your Intelligence
  modi�er.
  You can use this ampli�er a number of times equal
  to your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  DARKVISION GOGGLES
  You craft a pair of sight-enhancing goggles. While
  wearing these goggles, you have darkvision to a range
  of 60 feet. If you already have darkvision, this
  modi�cation increases its range by 30 feet.
  EXPLOSIVE AMPLIFIER
  You integrate a booster in your wristpad that enhances
  your tech powers that deal �re damage. While wielding
  this ampli�er, when a creature takes �re damage from
  a tech power you cast, you can choose to deal
  additional �re damage equal to your Intelligence
  modi�er.
  You can use this ampli�er a number of times equal
  to your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you complete a short
  or long rest.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  IMAGING AMPLIFIER
  You craft a booster for your illusionary tech powers.
  While wielding this ampli�er, when a creature attempts
  an Intelligence (Investigation) check against a tech
  power you cast to discern the illusion for what it is, it
  has disadvantage on the roll.
  Additionally, when you cast the mirror image tech
  power, you create a fourth duplicate. While you have
  four duplicates, you must roll a 5 or higher on the d20
  roll to change an attack's target to a duplicate.
  JET BOOTS
  Prerequisite: 7th level
  You �nd tune your augmented boots to give you
  temporary, limited �ight. Activating or deactivating the
  boots requires a bonus action and, while active, you
  have a �ying speed of 30 feet.
  The rocket boots last for 1 minute before
  deactivating. Once the boots have been activated, they
  can't be activated again until you �nish a short or long
  rest.
  MECHANICAL ARM
  You create a mechanical arm which mounts to your
  shoulder, which you can use independently. You can
  only gain the bene�t of items held by two of your arms
  at any given time.
  You can choose this modi�cation twice.
  PROTOTYPE BIOTIC AMPLIFIER
  Prerequisite: 7th level
  Prerequisite: Biotic Ampli�er
  You �ne tune your biotic ampli�er. While wielding this
  ampli�er, when a creature gains temporary hit points
  from your biotic ampli�er, it instead gains twice as
  many. This amount can't exceed the number of hit
  points regained.
  PROTOTYPE CORROSIVE AMPLIFIER
  Prerequisite: 7th level
  Prerequisite: Corrosive Ampli�er
  You �ne tune your Corrosive Ampli�er. When you
  activate this ampli�er, the next attack roll made against
  that creature before the end of its next turn has
  advantage.
  PROTOTYPE CRYO AMPLIFIER
  Prerequisite: 7th level
  Prerequisite: Cryo Ampli�er
  You �ne tune your Cryo Ampli�er. When you activate
  this ampli�er, the creature's speed is reduced by 10
  feet until the end of your next turn. If the tech power
  already reduces the creature's speed, that amount is
  instead increased by 5 feet.
  PROTOTYPE EXPLOSIVE AMPLIFIER
  Prerequisite: 7th level
  Prerequisite: Explosive Ampli�er
  You �ne tune your Explosive Ampli�er. When you
  activate this ampli�er, the creature is also ignited for 1
  minute. At the start of each of its turns, the creature
  takes additional �re damage equal to your Intelligence
  modi�er and then makes a Dexterity saving throw
  against your tech save DC, ending this e�ect on a
  success.
  If the target or a creature within 5 feet of it uses an
  action to put out the �ames, or if some other e�ect
  douses the �ames, the e�ect ends.
  POWERED GRAPPLING HOOK
  Prerequisite: 9th level
  Prerequisite: Wrist-Mounted Grappling Hook
  While your wrist-mounted grappling hook is deployed,
  when you cast a tech power with a range of touch, your
  hook can deliver the power as if it had cast it.
  SENTRY TURRET
  You learn how to craft small sentry turrets shaped like
  globes that can adhere to any surface. As an action or
  bonus action (your choice), you can throw a sentry to a
  point you can see within range (30 feet + your Strength
  modi�er x 5). At the end of each of your turns, a
  deployed sentry automatically targets a hostile
  creature within 10 feet of it. If multiple targets are
  available, one is chosen at random. The target must
  make a Dexterity saving throw. On a failed save, it
  takes 1d4 energy damage and its speed is reduced by 5
  until the end of your next turn.
  The sentries have 1 hit point, an armor class of 10,
  and can be repaired over the course of a long rest.
  Each sentry lasts for 1 minute before deactivating. You
  can maintain a number of sentries equal to your
  Intelligence modi�er. Once a sentry has been activated,
  it can't be activated again until you �nish a short or
  long rest.
  TRUESIGHT GOGGLES
  Prerequisite: 11th level
  Prerequisite: Darkvision Goggles
  You modify your goggles with a toggle allowing you to
  brie�y gain enhanced sight. As a bonus action, you can
  activate the truesight feature of your goggles. When
  toggled on, for the next minute your goggles now
  automatically dispel illusions and can detect invisibility,
  as with truesight.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  WRIST-MOUNTED GRAPPLING HOOK
  You craft a wrist-mounted grappling hook weapon
  attached to a tightly coiled cord. With this contraption,
  you can make a ranged weapon attack with a range of
  30/60. On a hit, it deals 1d4 kinetic damage. This attack
  can target a surface, object, or creature.
  A creature struck by this attack is impaled by the
  hook. As an action, a creature can attempt to remove
  the hook. Removing the hook requires a Strength
  check. While the hook is stuck in the target, you are
  connected to the target by a 60 foot cable.
  While the hook is deployed, you can use your bonus
  action to activate the reel, pulling yourself to the
  location if the target is your size or larger. A creature or
  object smaller than you is pulled to you. Alternatively,
  you can opt to release the cable (no action required).
  Once you've used this feature, you can't use it again
  until you recover and reinsert the hook as an action.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  EXPERIMENTAL ENGINEERING
  Those engineers who choose the Experimental
  Engineering discipline create and use untested
  combinations, resulting in powerful—and often
  unpredictable—e�ects.
  BONUS PROFICIENCIES
  When you choose this discipline at 3rd level, you gain
  pro�ciency in a set of tools of your choice. Additionally,
  when you engage in crafting with tinker's tools, the rate
  at which you craft doubles.
  MODIFIED TINKERCANNON
  Also at 3rd level, you learn to enhance your tinker's
  tools with unproven science, modifying them into a
  backpack with a cannon. Over the course of a long rest,
  you can expend 500 cr worth of materials to modify
  your tinker's tools. You must have materials and
  tinker's tools in order to perform this modi�cation.
  Whenever you cast a tech power of 1st level or
  higher while wielding your tinker's tools, you risk
  unexpected complications. Your GM can have you roll a
  d20. If you roll a 1, roll on the Experimental
  Engineering Surge table to create a random e�ect.
  Additionally, your tinker's tools come equipped with
  4 overrides, and they gain more at higher levels, as
  shown in the Modi�cation Slots column of the engineer
  class table. Each time you trigger an Experimental
  Engineering Surge, you can use an override to reroll
  the percentile dice. You must use the new result, you
  can only do this once per surge, and your
  maximum tech points is reduced by 1 until
  you complete a long rest. You regain all
  expended overrides when you complete
  a long rest.
  UNSTABLE VOLLEY
  Lastly at 3rd level, as a bonus
  action you can expend one
  use of your Potent Aptitude
  to launch a volley of unstable
  energy at a surface located with-
  in 30 feet of you that you can
  see. This energy adheres to
  the surface for 1 minute, after
  which it erupts. As a part of this
  bonus action, or as a bonus
  action on each of your turns,
  you can cause the energy
  to erupt early. Each
  creature within 5 feet
  of it must make a Dext-
  erity saving throw
  against your tech save
  DC. A creature takes
  1d6 lightning damage on
  a failed save, or half as
  much on a successful one.
  This damage increases when you reach certain levels
  in this class, increasing to 2d6 at 5th level, 3d6 at 10th
  level, and 4d6 at 15th level.
  CREATIVE DESTRUCTION
  Beginning at 6th level, you can add your Intelligence
  modi�er (a minimum of +1) to any damage you deal
  with tech powers and class features. If the tech power
  or class feature would damage multiple creatures, you
  can only deal this additional damage to one of them.
  If you choose to deal this additional damage, your
  GM can have you roll on the Experimental Engineering
  Surge table.
  EXPERIMENTAL OVERRIDES
  At 14th level, you gain a modicum of control over your
  surges. Whenever you roll on the Experimental
  Engineering Surge table and use one of your overrides,
  you can choose either total.
  ENGINEERING BOMBARDMENT
  Starting at 18th level, the harmful energies of your tech
  powers and class features intensify. When you roll
  damage for a tech power or class feature and roll the
  highest number possible on any of the dice, you can
  roll it again and use both results. You can only use this
  ability once per tech power or class feature.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  EXPERIMENTAL ENGINEERING SURGE
  d100 Result
   01-
   02
  Roll on this table at the start of each of your turns for 1
  minute, ignoring this result on subsequent rolls.
   03-
   04
  For the next minute, you can see any invisible creature
  if you have line of sight to it.
   05-
   06
  A DRK-1 tracker droid appears with 5 feet of you, then
  disappears 1 minute later.
   07-
   08
  You cast explosion at 3rd-level centered on yourself
  without expending tech points.
   09-
   10
  You cast homing rockets at 5th-level without
  expending tech points.
   11-
   12
  Roll a d10. Your height changes by a number of inches
  equal to the roll: if odd, you shrink; if even, you grow.
   13-
   14
  You fall asleep standing for 1 minute or until you take
  damage.
   15-
   16
  For the next minute, you regain 5 hit points at the start
  of each of your turns
   17-
   18
  You grow a long beard made of feathers that remains
  until you sneeze.
   19-
   20
  You cast oil slick centered on yourself without
  expending tech points.
   21-
   22
  Creatures have disadvantage on the �rst saving throw
  they make against you in the next minute.
   23-
   24
  Your skin turns a vibrant shade of blue. Any e�ect that
  ends a curse ends this.
   25-
   26
  You grow an extra eye, granting advantage on Wisdom
  (Perception) checks that rely on sight for 1 minute.
   27-
   28
  For the next minute, all your tech powers with a casting
  time of 1 action have a casting time of 1 bonus action.
   29-
   30
  You teleport up to 60 feet to an unoccupied space of
  your choice that you can see.
   31-
   32
  You take 2d10 lightning damage and are shocked for 1
  minute.
   33-
   34
  Maximize the damage of the next damaging tech
  power you cast within the next minute.
   35-
   36
  Roll a d10. Your age changes by a number of years
  equal to the roll: if odd, younger; if even, older.
   37-
   38
  You start running uncontrollably for 1 minute, moving
  your entire speed each turn.
   39-
   40
  You regain 2d10 hit points.
   41-
   42
  Each creature within 30 feet of you is subjected to the
  gleaming outline tech power for 1 minute.
   43-
   44
  For the next minute, you can teleport up to 20 feet as a
  bonus action on each of your turns.
   45-
   46
  You are blinded and deafened for 1 minute.
   47-
   48
  You have disadvantage on the �rst ability check, attack
  roll, or saving throw you make each turn for 1 minute.
   49-
   50
  You can't speak for the next minute. Whenever you try,
  pink bubbles �oat out of your mouth.
  d100 Result
   51-
   52
  A shimmering energy barrier grants you a +2 bonus to
  AC for 1 minute.
   53-
   54
  You are immune to being intoxicated by alcohol for the
  next 5d6 days.
   55-
   56
  Your hair falls out but grows back within 24 hours. If
  you don't have hair, you instead grow it for 24 hours.
   57-
   58
  For 1 minute, any �ammable object not worn or
  carried you touch bursts into �ame.
   59-
   60
  You regain tech points equal to your Intelligence
  modi�er (minimum of one).
   61-
   62
  For the next minute, you shout whenever you speak.
   63-
   64
  You cast smoke cloud centered on yourself without
  expending tech points.
   65-
   66
  Up to three creatures you choose within 30 feet of you
  take 4d10 lightning damage.
   67-
   68
  You are frightened by the nearest creature until the
  end of your next turn.
   69-
   70
  Each creature within 30 feet of you becomes invisible
  for 1 minute, or until it attacks or casts a power.
   71-
   72
  You gain resistance to all damage for the next minute.
   73-
   74
  A random creature within 60 feet of you becomes
  poisoned for 1d4 hours.
   75-
   76
  You emit bright light in a 30-foot radius for 1 minute.
   77-
   78
  Each creature within 30 feet of you except you gains
  the bene�ts of mirror image for 1 minute.
   79-
   80
  Illusory butter�ies and �ower petals �utter in the air
  within 10 feet of you for the next minute.
   81-
   82
  You can take one additional action immediately.
   83-
   84
  Each creature within 30 feet of you takes 1d10 necrotic
  damage and you gain hit points equal to the damage.
   85-
   86
  You cast mirror image without expending tech points.
   87-
   88
  You are frozen in carbonite and paralyzed for 1 minute
  or until you take damage.
   89-
   90
  You turn invisible and can't make sound for 1 minute,
  or until you attack or cast a power.
   91-
   92
  If you die within the next minute, you immediately
  come back to life as if by the de�brillate power.
   93-
   94
  Your size increases by one size category for the next
  minute.
   95-
   96
  You and all creatures within 30 feet of you gain
  vulnerability to energy damage for the next minute.
   97-
   98
  You are surrounded by faint, ethereal music for the
  next minute.
   99-
   100 You regain half your expended tech points.
  EXPANDED CONTENT | ARCHETYPES | ENGINEER
  
  ADEPT SPECIALIST
  Those �ghters who choose to become Adept
  Specialists tap into a latent Force-sensitivity to
  augment their martial prowess, blending the two to
  accelerate their bodies and blows. An adept speeds
  across the battle�eld, attacking opponents in a �urry of
  blows before dashing o� again.
  FORCECASTING
  When you choose this specialty at 3rd level, you have
  learned powers, fragments of knowledge that imbue
  you with an abiding force ability. 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 Adept Specialist 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
  �ghter level, as shown in the Force Points column of
  the Adept Specialist Forcecasting table, + your Wisdom
  or Charisma modi�er (your choice). You use these
  force points to cast force powers. You regain all
  expended force points when you �nish a long rest.
  MAX POWER LEVEL
  Many force powers can be overpowered, consuming
  more force points to create a greater e�ect. You can
  overpower these abilities to a maximum level, which
  increases at higher levels, as shown in the Max Power
  Level column of the Adept Specialist 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 score modi�er whenever a
  power refers to your forcecasting ability. In addition,
  you use this ability score modi�er 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 pro�ciency bonus +
  your forcecasting ability modi�er
  Force attack modifier = your pro�ciency bonus +
  your forcecasting ability modi�er
  GROWING MOMENTUM
  Also at 3rd level, you can cast the burst of speed force
  power targeting yourself at 1st-level without expending
  force points. At 10th level, when you do so, your speed
  increases by an additional 10 feet. At 18th level, when
  you do so, your speed increases by an additional 10
  feet.
  You can use this feature a number of times equal to
  your Wisdom modi�er (a minimum of once). You
  regain any expended uses when you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | FIGHTER
  
  WHIRLING WEAPONS
  Beginning at 7th level, your constant blur of motion
  and attacks becomes an unending barrage as you build
  momentum. Once on your turn when you miss with a
  weapon attack you can make another weapon attack,
  no action required.
  ADEPT SPECIALIST FORCECASTING
  Level
  Force Powers
  Known
  Force
  Points
  Max Power
  Level
  3rd
  4
  3
  1st
  4th
  5
  4
  1st
  5th
  6
  5
  1st
  6th
  7
  6
  1st
  7th
  8
  7
  2nd
  8th
  9
  8
  2nd
  9th
  10
  9
  2nd
  10th
  11
  10
  2nd
  11th
  12
  11
  2nd
  12th
  13
  12
  2nd
  13th
  14
  13
  3rd
  14th
  15
  14
  3rd
  15th
  16
  15
  3rd
  16th
  17
  16
  3rd
  17th
  18
  17
  3rd
  18th
  18
  18
  3rd
  19th
  19
  19
  4th
  20th
  19
  20
  4th
  FOCUSED BREATHING
  At 10th level, you learn to recover some of your
  expended power quickly. When you use your Second
  Wind you also regain a number of force points equal to
  your Wisdom modi�er (a minimum of one).
  UNSTOPPABLE FORCE
  Starting at 15th level, you learn to completely ignore
  many of the most devastating impediments of combat.
  You can expend a use of Indomitable to gain the e�ect
  of the freedom of movement force power until the end
  of your next turn.
  INSTANT ACCELERATION
  At 18th level you reach the pinnacle of your training,
  moving faster than eyes or most sensors can track.
  When you use Action Surge feature, you can teleport
  up to 30 feet to an unoccupied space you can see. You
  can teleport before or after the additional action.
  EXPANDED CONTENT | ARCHETYPES | FIGHTER
  
  DEMOLITIONS SPECIALIST
  Those �ghters who choose to become Demolitions
  Specialists are experts in using explosives in combat.
  They have an explosive for every situation, whether it
  be breaching a forti�ed bunker, taking down a walker,
  or simply demonstrating that in combat, standing too
  close to your squadmates can be fatal.
  BONUS PROFICIENCIES
  When you choose this specialty at 3rd level, you gain
  pro�ciency in demolitions kit. Additionally, when you
  would install a breaching charge, you can do so in half
  the time.
  EXPLOSIVE CHARGE
  Also at 3rd level, you learn to create a number of small
  explosives known as charges. Over the course of a
  short or long rest, you can create a number of charges
  equal to your Intelligence modi�er. You must have a
  demolitions kit in order to create these charges. Your
  charges can only be used by you, and they lose their
  potency at the end of your next short or long rest.
  Once per turn, when you would make a ranged
  weapon attack, you can instead throw one of your
  charges. Your charges have a range equal to 30 feet +
  your Strength modi�er x 5. You can throw a charge
  at a point you can see within range. Each creat-
  ure within 5 feet must make a Dexterity sav-
  ing throw (DC = 8 + your pro�ciency bonus
  + your Intelligence modi�er + any bonuses
  to ranged weapon attack rolls). A creature
  takes 2d4 + your Intelligence modi�er kin-
  etic damage on a failed save, or half as
  much on a successful one.
  The damage of your charges increases
  to 3d4 at 7th level and 4d4 at 15th level.
  CAUSE AND EFFECT
  Beginning at 7th level, you learn to throw grenades
  as a bonus action. Additionally, when a creature
  fails a saving throw against a charge or grenade,
  you can expend a superiority die to apply one of
  your maneuvers. You can only use this feature
  once per grenade.
  VOLATILE REFLEXES
  At 10th level, when a creature within 5 feet of
  you makes a melee attack against you, you can
  use your reaction and throw a charge behind
  the target. If the target fails its saving throw
  against the charge, you impose disadvantage on
  the attack roll made against you.
  BACKUP PLANS
  Starting at 15th level, when you roll initiative and have
  no charges remaining, you can create 2 charges.
  Additionally, whenever you create a charge, you can
  change the damage type to acid, energy, �re, ion,
  lightning, or sonic.
  BOMBARD
  At 18th level, when a creature fails its saving throw
  against a charge or grenade thrown by you, it has
  disadvantage on the next Dexterity saving throw it
  makes before the end of your next turn.
  EXPANDED CONTENT | ARCHETYPES | FIGHTER
  
  ENHANCEMENT SPECIALIST
  Those �ghters who choose to become Enhancement
  Specialists learn to apply their technological prowess to
  their blasters. With their deep understanding of both
  their weapon and how to manipulate its ammunition
  on the �y, they can often turn the tides of a battle with
  a single shot.
  STUDIED SHOOTER
  When you choose this specialty at 3rd level, you learn
  specialized theory typical for practitioners of the
  enhancement trade. You gain pro�ciency in your
  choice of the Lore or Technology skills. Additionally,
  you learn your choice of the encrypted message or
  minor image tech power. Intelligence is your
  techcasting ability for these powers.
  SPECIAL AMMUNITION
  Also at 3rd level, you learn ammunition enhancements
  that are fueled by ampli�ed shots to unleash special
  enhanced e�ects.
  AMMUNITION ENHANCEMENTS
  You know two ammunition enhancements of your
  choice, which are detailed under "Ammunition
  Enhancements" below, and you earn more at higher
  levels. Many ammunition enhancements boost an
  attack in some way. Once per turn when you �re a shot
  from a blaster as part of the Attack action, you can
  apply one of your Ammunition Enhancement options
  to that shot,
  You gain an additional Ammunition Enhancement
  option of your choice when you reach certain levels in
  this class: 7th, 10th, 15th, and 18th level. Each option
  also improves when you become an 18th-level �ghter.
  Each time you learn new ammunition
  enhancements, you can also replace one ammunition
  enhancement you know with a di�erent one.
  AMPLIFIED SHOTS
  You have two ampli�ed shots, which you use to
  activate your ammunition enhancements. An ampli�ed
  shot is expended when you use it. When you �re an
  ampli�ed shot, your weapon is treated as enhanced for
  overcoming resistance and immunity to unenhanced
  attacks and damage. You decide to use the option
  when the shot hits a creature, unless the option
  doesn't involve an attack roll. You regain all of your
  ampli�ed shots when you �nish a short or long rest.
  SAVING THROWS
  Some of your ammunition enhancements require your
  target to make a saving throw to resist the maneuver's
  e�ects. The saving throw DC is calculated as follows:
  Ammunition save DC = 8 + your pro�ciency bonus +
  your Dexterity modi�er
  EXPANDED CONTENT | ARCHETYPES | FIGHTER
  
  AMMUNITION ENHANCEMENTS
  The ammunition enhancements are presented in
  alphabetical order.
  CARBONITE SHOT
  When this shot strikes its target, shards of carbonite
  wrap around the target. The creature hit by the shot
  takes an extra 2d6 cold damage, its speed is reduced
  by 10 feet, and it takes 2d6 kinetic damage the �rst
  time on each turn it moves 1 foot or more without
  teleporting. The target or any creature that can reach it
  can use its action to remove the carbonite with a
  successful Strength (Athletics) check against your
  Special Ammunition save DC. Otherwise, the carbonite
  lasts for 1 minute or until you use this option again.
  The cold damage and kinetic damage both increase
  to 4d6 when you reach 18th level in this class.
  COERCING SHOT
  You enhance your shot with chemicals that confuse the
  target. The creature hit by the shot takes an extra 2d6
  poison damage, and choose one of your allies within
  30 feet of the target. The target must succeed on a
  Wisdom saving throw, or it is charmed by the chosen
  ally until the start of your next turn. This e�ect ends
  early if the chosen ally attacks the charmed target,
  deals damage to it, or forces it to make a saving throw.
  The poison damage increases to 4d6 when you reach
  18th level in this class.
  EXPLOSIVE SHOT
  You �re a shot set to explode on impact. The shot
  detonates after your attack. Immediately after the shot
  hits the creature, the target and all other creatures
  within 10 feet of it take 2d6 �re damage each.
  The �re damage increases to 4d6 when you reach
  18th level in this class.
  HALLUCINOGEN SHOT
  You enhance your shot with hallucinogenic chemicals.
  The creature hit by the shot takes an extra 2d6 psychic
  damage, and it must succeed on a Wisdom saving
  throw or be unable to see anything farther than 5 feet
  away until the start of your next turn.
  The psychic damage increases to 4d6 when you
  reach 18th level in this class.
  PIERCING SHOT
  You enhance your shot with armor-piercing properties.
  When you use this option, you don't make an attack
  roll for the attack. Instead, the shot shoots forward in a
  line, which is 1 foot wide and 30 feet long, before
  disappearing. The shot passes through objects,
  ignoring cover. Each creature in that line must make a
  Dexterity saving throw. On a failed save, a creature
  takes damage as if it were hit by the shot, plus an extra
  1d6 damage of the weapon's type. On a successful
  save, a target takes half as much damage.
  The extra damage increases to 2d6 when you reach
  18th level in this class.
  QUELL SHOT
  You �re a shot enhanced with a debilitating poison.
  The creature hit by the shot takes an extra 2d6 poison
  damage. The target must also succeed on a
  Constitution saving throw, or the damage dealt by its
  weapon attacks is halved until the start of your next
  turn.
  The poison damage increases to 4d6 when you reach
  18th level in this class.
  SEEKING SHOT
  You apply a tracing signal to your shot. When you use
  this option, you don't make an attack roll for the attack.
  Instead, choose one creature you have seen in the past
  minute. The shot �ies toward that creature, moving
  around corners if necessary and ignoring three-
  quarters cover and half cover. If the target is within the
  weapon's range and there is a path large enough for
  the shot to travel to the target, the target must make a
  Dexterity saving throw. Otherwise, the shot disappears
  after traveling as far as it can. On a failed save, the
  target takes damage as if it were hit by the shot, plus
  an extra 1d6 kinetic damage, and you learn the target's
  current location. On a successful save, the target takes
  half as much damage, and you don't learn its location.
  The kinetic damage increases to 2d6 when you reach
  18th level in this class.
  ENHANCED SHOT
  Beginning at 7th level, you gain the ability to enhance
  your shots. Whenever you �re an unenhanced shot
  from a blaster, you can make it enhanced for the
  purpose of overcoming resistance and immunity to
  unenhanced attacks and damage.
  REDIRECTED SHOT
  At 10th level, you learn how to direct an errant shot
  toward a new target. When you make an attack roll
  with an enhanced shot and miss, you can use a bonus
  action to reroll the attack roll against a di�erent target
  within 60 feet of the original target.
  EVER-READY SHOT
  Starting at 15th level, your enhanced ammunition is
  available whenever battle starts. If you roll initiative
  and have no uses of Special Ammunition remaining,
  you regain one use of it.
  AMMUNITION UPGRADES
  At 18th level, your ammunition enhancements
  improve.
  EXPANDED CONTENT | ARCHETYPES | FIGHTER
  
  HEAVY WEAPONS SPECIALIST
  Some manned instruments of war require their user to
  have superior physical prowess to overcome their
  weight and encumbrance. Those �ghters who choose
  to become Heavy Weapons Specialists use their
  powerful bodies, and powerful armaments, to
  overwhelm their foes.
  ROCK STEADY
  When you choose this specialty at 3rd level, you have
  learned to use the heft of your weapon to root yourself
  in place. At the end of each of your turns, if you move
  less than half your speed while wielding a weapon with
  the heavy or strength properties, you have advantage
  on saving throws to avoid being restrained, moved, or
  knocked prone. This advantage lasts until the end of
  your next turn.
  MY LITTLE FRIEND SAYS HELLO THERE
  Also at 3rd level, you know how to use the sheer size of
  your weapon to strike fear in those around you. You
  can add your Strength modi�er to any Charisma
  (Intimidation) check you make while wielding a weapon
  with the heavy or strength properties that doesn't
  already include that modi�er.
  Additionally, if your size is Small, you no longer have
  disadvantage on attack rolls with heavy weapons due
  to being Small.
  MAXIMUM OUTPUT
  Beginning at 7th level, when you take the Attack action
  while wielding a weapon with the heavy or strength
  properties, you can forgo one or more attacks.
  If you do so, you deal additional damage the
  �rst time you hit with an attack roll before
  the end of your next turn. For each attack
  you forgo in this fashion, you deal extra
  damage equal to 1d12 + half your
  �ghter level (rounded down). If you
  miss with the �rst attack roll you
  make before the end of your next
  turn, you instead deal normal weapon
  damage.
  STRAIGHT THROUGH
  At 10th level, when you score a critical
  hit on your turn while wielding a
  weapon with the heavy or
  strength properties, you can
  make one weapon attack
  against a creature within 5
  feet of the target using
  your reaction.
  OVERWHELM
  Starting at 15th level, when you use your Second Wind
  while wielding a weapon with the heavy or strength
  properties, if you hit with the �rst attack roll you make
  before the end of your next turn, you treat the hit as a
  critical hit. If you miss with the �rst attack roll you
  make before the end of your next turn, you instead
  treat the miss as a hit.
  PURE PERFORMANCE
  At 18th level, attack rolls you make while wielding a
  weapon with the heavy or strength properties can't
  su�er from disadvantage.
  EXPANDED CONTENT | ARCHETYPES | FIGHTER
  
  MOUNTED SPECIALIST
  Those �ghters who choose to become Mounted
  Specialists excel at mounted combat. Mounted
  Specialists are most dangerous from the seat of a
  speeder or saddle of a varactyl, though they can hold
  their own from the ground. Their versatility often has
  them leading the charge or protecting the team.
  BONUS PROFICIENCIES
  When you choose this specialty at 3rd level, you gain
  pro�ciency in Animal Handling or Piloting.
  BORN TO THE SADDLE
  Also at 3rd level, your mastery as a rider becomes
  apparent. You have advantage on saving throws made
  to avoid falling o� your mount. If you fall o� your
  mount and descend no more than 10 feet, you can
  land on your feet if you're not incapacitated.
  Finally, mounting or dismounting a creature or
  vehicle costs you only 5 feet of movement, rather than
  half your speed.
  UNWAVERING MARK
  Lastly at 3rd level, you can menace your foes, foiling
  their attacks and punishing them for harming others.
  When you hit a creature with a melee weapon attack,
  you can mark the creature until the end of your next
  turn. This e�ect ends early if you are incapacitated or
  you die, or if someone else marks the creature. While it
  is within 5 feet of you, a creature marked by you has
  disadvantage on any attack roll that doesn't target you.
  In addition, if a creature marked by you deals
  damage to anyone other than you, you can make a
  special melee weapon attack against the marked
  creature as a bonus action on your next turn. You have
  advantage on the attack roll, and if it hits, the attacks
  weapon deals extra damage to the target equal to half
  your �ghter level.
  Regardless of the number of creatures you mark,
  you can make this special attack a number of times
  equal to your Strength modi�er (minimum of once),
  and you regain all expended uses when you �nish a
  long rest.
  WARDING MANEUVER
  Beginning at 7th level, you learn to fend o� strikes
  directed at you, your mount, or other creatures nearby.
  If you or a creature you can see within 5 feet of you is
  hit by an attack, you can roll ld8 as a reaction if you're
  wielding a melee weapon or a shield. Roll the die, and
  add the number rolled to the target's AC against that
  attack. If the attack still hits, the target has resistance
  against the attacks damage.
  You can use this feature a number of times equal to
  your Constitution modi�er (minimum of once), and you
  regain all expended uses of it when you �nish a long
  rest.
  HOLD THE LINE
  At 10th level, you become a master of locking down
  your enemies. Creatures provoke an opportunity
  attack from you when they move 5 feet or more while
  within your reach, and if you hit a creature with an
  opportunity attack, the target's speed is reduced to 0
  until the end of the current turn.
  FEROCIOUS CHARGER
  Starting at 15th level, you can run down your foes,
  whether you're mounted or not. If you move at least 10
  feet in a straight line right before attacking a creature
  and you hit it with the attack, that target must succeed
  on a Strength saving throw (DC = 8 + your pro�ciency
  bonus + your Strength modi�er) or be knocked prone.
  You can use this feature only once on each of your
  turns.
  VIGILANT DEFENDER
  At 18th level, you respond to danger with extraordinary
  vigilance. In combat, you get a special reaction that you
  can take once on every creature's turn, except your
  turn.
  You can use this special
  reaction only to make
  an opportunity attack,
  and you can't use it on
  the same turn that you
  take your normal reaction.
  EXPANDED CONTENT | ARCHETYPES | FIGHTER
  
  FORM IV: ATARU
  Form IV, also know as Aggression Form, is a kinetically
  active form that relies on speed, acrobatics, and power.
  Those guardians who focus on Ataru Form utilize high
  energy tactics to confuse and distract their opponents,
  quickly moving about the battle�eld.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Great Weapon Fighting, Two-Weapon
  Fighting, or Versatile Fighting Fighting Style options,
  detailed in Chapter 6. You can't take a Fighting Style
  option more than once, even if you later get to choose
  again.
  THE WAY OF THE HAWK-BAT
  Also at 3rd level, as a bonus action, you you can take
  an aggressive stance, leaping around the battle�eld for
  1 minute. As a part of this bonus action, and as a
  bonus action on each of your turns, you can cast the
  force jump power at 1st-level without expending force
  points. Additionally, when you cast force jump, you
  have advantage on the �rst attack roll you make
  against each creature within 5 feet of where you land.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  CHANNEL THE FORCE
  Lastly at 3rd level, you gain the following Channel the
  Force option.
  RETREATING LEAP
  When a creature makes a melee attack roll against you,
  you can expend a use of your Channel the Force and
  your reaction to jump 10 feet in a direction of your
  choice, imposing disadvantage on the roll. This
  movement does not provoke opportunity attacks. You
  can wait until after the attack roll is made, but before
  the DM determines whether the attack hits.
  HAWK-BAT SWOOP
  At 7th level, you gain the ability to move along vertical
  surfaces without falIing during the move. If you end
  your turn in the air, you fall immediately to the ground.
  Additionally, you no longer take damage when falling
  from a distance no greater than your walking speed.
  WHIRLWIND ATTACK
  At 15th level, you can use your action to make melee
  attacks against any number of creatures within 5 feet
  of you, with a separate attack roll for each target.
  MASTER OF AGGRESSION
  At 20th level, your presence on the �eld of battle is as a
  graceful blur of deadly blades and daring acrobatics.
  Your Dexterity and Wisdom or Charisma scores (your
  choice) increase by 2. Your maximum for those scores
  increases by 2. Additionally, you can use your action to
  gain the following bene�ts for 1 minute:
  You have resistance to kinetic and energy damage from
  unenhanced weapons.
  When an ally within 30 feet of you takes the Attack
  action, they can make one additional attack as a part of
  that same action.
  When you hit a creature with a weapon attack, you can
  move up to 10 feet. This movement does not provoke
  opportunity attacks.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | GUARDIAN
  
  FORM V: DJEM SO
  Form V, also known as Perseverance Form, utilizes a
  force-enhanced strength to overwhelm opponents.
  Those guardians who focus on Djem So Form actively
  attempt to force an opening rather than waiting for the
  opportunity to present itself.
  BONUS PROFICIENCIES
  You gain pro�ciency in heavy armor.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Great Weapon Fighting, Sentinel, or
  Versatile Fighting Fighting Style options, detailed in
  Chapter 6. You can't take a Fighting Style option more
  than once, even if you later get to choose again.
  THE WAY OF THE KRAYT DRAGON
  Also at 3rd level, as a bonus action, you can take a
  threatening stance for one minute. While in this stance,
  the �rst time you hit with a melee weapon attack using
  Strength each turn, you can attempt to damage
  another creature with the same attack. Choose
  another creature within 5 feet of the original target and
  within your reach. If the original attack roll would hit
  the second creature, it takes damage equal to your
  Strength modi�er. The damage is of the same type
  dealt by the original attack.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  CHANNEL THE FORCE
  Lastly at 3rd level, you gain the following Channel the
  Force option.
  FALLING AVALANCHE
  On your turn, you can expend a use of your Channel
  the Force (no action required) and reduce your speed
  by half to gain advantage on the next ability check or
  attack roll you make using Strength before the end of
  your next turn. You can not use this feature if you have
  moved more than half your speed this turn.
  VIGOR
  Beginning at 7th level, if your total for a Strength check
  or saving throw is less than your Guardian level, you
  can use that value in place of the total.
  BRUTAL STRIKES
  Starting at 15th level, the Force �owing through you
  grants you incredible strength. When you roll a 1 or 2
  on a Force-Empowered Strikes or Improved Force-
  Empowered Strikes damage die, you can reroll the die
  and must use the new roll, even if the new roll is a 1 or
  a 2.
  Additionally, when you spend force points to use
  your Force-Empowered Strikes feature, you gain
  temporary hit points equal to twice the number of
  points spent.
  MASTER OF PERSEVERANCE
  At 20th level, your might overwhelms even the most
  implacable of foes. Your Strength and Constitution
  scores increase by 2. Your maximum for these scores
  increases by 2. Additionally, you can use your action to
  gain the following bene�ts for 1 minute:
  You have resistance to kinetic and energy damage from
  unenhanced weapons.
  Once per turn, when you hit with a melee weapon
  attack using Strength, you can use your Force-
  Empowered Strikes feature at 1st-level without
  expending force points. You gain temporary hit points
  equal to the extra damage dealt.
  When a creature within 5 feet of you makes an attack
  roll against you, you can use your reaction to make a
  single weapon attack with advantage against that
  creature. If the attack hits, impose disadvantage on the
  triggering attack roll.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | GUARDIAN
  
  FORM VI: NIMAN
  Form VI, also known as Moderation Form, strikes a
  balance between bladework and force powers. Those
  guardians who focus on Niman Form weave Force
  manipulation with their melee weapon strikes, pushing
  their opponents o�-balance to create an opening.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Equilibrium, Two-Weapon Fighting, or
  Versatile Fighting Fighting Style options, detailed in
  Chapter 6. You can't take a Fighting Style option more
  than once, even if you later get to choose again.
  THE WAY OF THE RANCOR
  Also at 3rd level, as a bonus action, you can enter a
  balanced stance for one minute. As a part of this bonus
  action, and as a bonus action on each of your turns,
  when you use your action to cast a force power, you
  can make one melee weapon attack.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  CHANNEL THE FORCE
  Lastly at 3rd level, you gain the following Channel the
  Force option.
  TELEKINETIC SLASH
  When you deal damage with an at-will force power, you
  can expend a use of your Channel the Force and
  expend force points to deal additional damage to the
  target. The extra damage is 2d8 for a 1st-level force
  slot, plus 1d8 for each slot level higher than 1st, to a
  maximum of 5d8. The damage is the same type as the
  power's damage.
  ENLIGHTENMENT
  Starting at 7th level, you can add half your Wisdom or
  Charisma modi�er (your choice, minimum of one) to
  any saving throw you make that doesn't already
  include that modi�er.
  REDIRECT
  Starting at 15th level, when you would be a�ected by a
  force power that requires a Dexterity saving throw or
  attack roll and would e�ect only you, you may redirect
  that power to another target within 30 feet. If the
  power required an attack roll, make an appropriate
  attack roll against the new target. If it required a
  Dexterity saving throw, the new target must make a
  Dexterity saving throw against your force save DC.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  MASTER OF MODERATION
  At 20th level, the Force �ows in perfect concert with
  your weapon attacks. Your Dexterity and Wisdom or
  Charisma scores (your choice) increase by 2. Your
  maximum for these scores increases by 2. Additionally,
  you can use your action to gain the following bene�ts
  for 1 minute:
  You have resistance to kinetic and energy damage from
  unenhanced weapons.
  You have advantage on saving throws against force
  powers. Additionally, you have resistance against the
  damage of force powers.
  When you use your action to cast an at-will force power
  that targets only one creature, you can target an
  additional creature within 5 feet of the original target
  and within the power's range.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | GUARDIAN
  
  FORM VII: JUYO
  Form VII, also known as Ferocity Form, revels in the
  satisfaction of battle and victory. Those guardians who
  focus on Juyo Form channel their emotions into their
  �ghting, making heavy, sweeping strikes.
  BONUS PROFICIENCIES
  You gain pro�ciency in heavy armor.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Great Weapon Fighting, Two-Weapon
  Fighting, or Versatile Fighting Fighting Style options,
  detailed in Chapter 6. You can't take a Fighting Style
  option more than once, even if you later get to choose
  again.
  THE WAY OF THE VORNSKR
  Also at 3rd level, as a bonus action, you can take a
  savage stance, designating one creature you can see
  within 10 feet of you as your prey for 1 minute. You
  have advantage on attack rolls against the creature. If
  the target drops to 0 hit points, you can use a bonus
  action on a subsequent turn to mark a new creature.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you complete a long rest.
  CHANNEL THE FORCE
  Lastly at 3rd level, you gain the following Channel
  the Force option.
  SNAP AGGRESSION
  If you are surprised at the start of combat and
  aren't incapacitated, you can expend a use of
  your Channel the Force to act
  normally on your
  �rst turn.
  RELENTLESS
  At 7th level, you have advantage on initiative rolls and
  gain a 10 foot bonus to your speed on your �rst turn of
  combat.
  DEVASTATING CRITICAL
  Starting at 15th level, when you score a critical hit with
  a melee weapon attack, you gain a bonus to that
  weapon's damage roll equal to your guardian level.
  MASTER OF FEROCITY
  At 20th level, you are a paragon of extraordinary
  martial prowess. Your Strength and Dexterity scores
  increase by 2. Your maximum for those scores
  increases by 2. Additionally, you can use your action to
  gain the following bene�ts for 1 minute:
  You have resistance to all damage.
  When you take the Attack action on your turn, you can
  make one additional attack as part of that action.
  Your melee weapon attacks score a critical hit on a roll
  of 19 or 20 on the d20.
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you complete a long rest.
  EXPANDED CONTENT | ARCHETYPES | GUARDIAN
  
  FORM VIII: SOKAN
  Form VIII, also known as Persistence Form, uses
  determined movements followed by swift strokes to
  keep their opponents' footing unsteady. Those
  guardians who focus on Persistence Form make use of
  thee terrain, trying to maneuver their opponents into
  vulnerable areas before dispatching them.
  BONUS PROFICIENCIES
  You gain pro�ciency in heavy armor.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Defense, Equilibrium, or Shielding
  Fighting Style options, detailed in Chapter 6. You can't
  take a Fighting Style option more than once, even if
  you later get to choose again.
  THE WAY OF THE VARACTYL
  Also at 3rd level, as a bonus action, you can enter an
  unyielding stance for one minute. While in this stance,
  you have advantage on ability checks and saving
  throws to shove or to avoid being moved, and you
  ignore di�cult terrain. Additionally, once per turn,
  when you hit with a melee weapon attack, you can
  attempt to shove the target up to 10 feet away from
  you (no action required).
  This e�ect ends early if you are incapacitated or die.
  Once you've used this feature, you can't use it again
  until you complete a long rest.
  CHANNEL THE FORCE
  Lastly at 3rd level, you gain the following
  Channel the Force option.
  HIGH GROUND DEFENSE
  When an opponent within 5 feet of you
  makes a melee attack against you, you
  can use your reaction and expend a
  use of your Channel the Force to
  move to another space within 5
  feet of that opponent without
  provoking opportunity attacks,
  imposing disadvantage on the
  roll. If the attack misses, you
  can attempt to shove the
  creature up to
  10 feet away
  from you as a
  part of that same reaction.
  UNWAVERING SELF
  Beginning at 7th level, if you fail a Strength, Dexterity,
  or Constitution saving throw, you can reroll the die.
  You must use the new roll.
  Once you've used this feature, you must complete a
  long rest before you can use it again. At 15th level you
  can use this feature twice between long rests.
  UNHINDERED CHARGE
  Starting at 15th level, when you move at least 10 feet
  before making a melee weapon attack, you deal
  additional damage equal to your Strength modi�er.
  MASTER OF PERSISTENCE
  At 20th level, you are an unrelenting force on the �eld
  of battle. Your Strength and Wisdom or Charisma
  scores (your choice) increase by 2. Your maximum for
  these scores increases by 2. Additionally, you can use
  your action to gain the following bene�ts for 1 minute:
  You have resistance to kinetic and energy damage from
  unenhanced weapons.
  You ignore e�ects that would reduce your speed.
  Once per turn, when you push a creature, you can
  move up to 10 feet as a part of this push without
  provoking opportunity attacks. If you end this
  movement within 5 feet of that creature, you can make
  one melee weapon attack (no action required).
  This e�ect ends early if you are incap-
  acitated or die. Once you've used this feature,
  you can't use it again until you complete
  a long rest.
  EXPANDED CONTENT | ARCHETYPES | GUARDIAN
  
  FORM IX: TRÀKATA
  Form IX, also known as Deception Form, capitalizes on
  a lightweapon's ability to quickly be toggled on and o�.
  Those guardians who focus on Tràkata Form perform
  dazzling tricks with their lightweapon, confusing their
  opponents before dispatching them.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Dueling, Two-Weapon Fighting, or
  Versatile Fighting Fighting Style options, detailed in
  Chapter 6. You can't take a Fighting Style option more
  than once, even if you later get to choose again.
  THE WAY OF THE MONKEY-LIZARD
  Also at 3rd level, as a bonus action, you can enter a
  confusing stance for one minute. As a part of this
  bonus action, and as a bonus action on each of your
  turns, when you take the Dodge action, you can make
  one melee weapon attack against a creature within
  range. Additionally, when you make this melee weapon
  attack, you can �ourish your weapon to attempt to
  distract your target. Make a Dexterity (Sleight of Hand)
  check contested by a Wisdom (Perception) check of the
  target of your attack. On a success, you make this
  attack roll with advantage.
  This e�ect ends early if you are incapacitated or die.
  Once you use this feature, you can't use it again until
  you �nish a long rest.
  CHANNEL THE FORCE
  Lastly at 3rd level, you gain the following Channel the
  Force option.
  UNBALANCING BLOCK
  When you are hit with a melee weapon attack, and you
  are wielding a lightweapon with which you are
  pro�cient, you can use your reaction and expend a use
  of your Channel the Force to add your Wisdom or
  Charisma modi�er (your choice, minimum of +1) to
  your AC for that attack, potentially causing the attack to
  miss you.
  DUPLICITOUS FORCE
  Beginning at 7th level, when you make a Dexterity
  (Sleight of Hand) check, you gain a bonus to that check
  equal to your Wisdom or Charisma modi�er (your
  choice, minimum of one).
  PASS THE BLADE
  Starting at 15th level, when a creature misses you with
  an attack, you gain temporary hit points equal to your
  Wisdom or Charisma modi�er (your choice, minimum
  of one), and you add your Wisdom or Charisma
  modi�er (your choice, minimum of one) to the �rst
  melee weapon attack and damage rolls you make
  against that creature before the end of your next turn.
  MASTER OF DECEPTION
  At 20th level, your skill with a lightweapon is both
  mesmerizing and confounding. Your Dexterity and
  Wisdom or Charisma scores (your choice) increase by
  2. Your maximum for these scores increases by 2.
  Additionally, you can use your action to gain the
  following bene�ts for 1 minute:
  You have resistance to kinetic and energy damage from
  unenhanced weapons.
  Your attack rolls can't su�er from disadvantage.
  Whenever a creature misses you with a melee attack, it
  takes 5 energy damage.
  Whenever a creature hits you with a melee attack, it
  takes damage equal to half of the damage you take
  from the attack.
  This e�ect ends early if you are incapacitated or die.
  Once you use this feature, you can't use it again until
  you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | GUARDIAN
  
  FORM X: JAR'KAI
  Form X, also known as Domination Form, utilizes two
  weapons to overwhelm their foes. Those guardians
  who focus on Jar'Kai Form know that two weapons
  o�er greater versatility than one, and capitalize on the
  twin angles from which they attack to subdue their
  enemies.
  FIGHTING STYLE
  When you choose this form as your focus at 3rd level,
  you adopt a style of �ghting as your specialty. Choose
  one from the Equilibrium, Sentinel, or Two-Weapon
  Fighting Fighting Style options, detailed in Chapter 6.
  You can't take a Fighting Style option more than once,
  even if you later get to choose again.
  THE WAY OF THE ACKLAY
  Also at 3rd level, as a bonus action, you can enter a
  destructive stance for one minute. While in this stance,
  you can add half your Strength or Dexterity modi�er
  (your choice, minimum of one) to any melee weapon
  damage roll you make that doesn't already include that
  modi�er. Additionally, when you hit a creature with a
  melee weapon attack, you can move up to 5 feet
  without provoking opportunity attacks.
  This e�ect ends early if you are incapacitated or die.
  Once you use this feature, you can't use it again until
  you �nish a long rest.
  CHANNEL THE FORCE
  Lastly at 3rd level, you gain the following Channel the
  Force option.
  TWIN STRIKE
  Once per turn, when you miss with a melee weapon
  attack, you can expend a use of your Channel the Force
  to immediately make another melee weapon attack
  against the same target (no action required).
  EYE OF THE STORM
  Beginning at 7th level, when you score a critical hit with
  a melee weapon attack, you regain a use of your
  Channel the Force, to a maximum of your Wisdom or
  Charisma modi�er (your choice, minimum of one).
  RISING WHIRLWIND
  Starting at 15th level, as an action, you can rush
  forward up to 30 feet to an unoccupied space you can
  see without provoking opportunity attacks. Each
  creature within 5 feet of your path must make a
  Dexterity saving throw. A creature takes normal
  weapon damage on a failed save, or half as much on a
  successful one. If you are wielding two melee weapons,
  or a weapon with the double property, a creature
  makes this save with disadvantage, and takes
  additional damage equal to your Strength or Dexterity
  modi�er (your choice, minimum of one) on a failed
  save.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  MASTER OF DOMINATION
  At 20th level, you are a whirlwind of strikes,
  eviscerating all who step within your reach. Your
  Strength and Dexterity scores increase by 2. Your
  maximum for these scores increases by 2. Additionally,
  you can use your action to gain the following bene�ts
  for 1 minute:
  You have resistance to kinetic and energy damage from
  unenhanced weapons.
  When you hit a creature with a melee weapon attack,
  you have advantage on the next melee weapon attack
  roll you make against that creature, and that creature
  provokes an opportunity attack from you even if they
  take the Disengage action before leaving your reach
  until the end of your next turn.
  Creatures provoke an opportunity attack from you
  when they enter your reach.
  This e�ect ends early if you are incapacitated or die.
  Once you use this feature, you can't use it again until
  you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | GUARDIAN
  
  AING-TII ORDER
  Monks of the Aing-Tii Order blend an attunement to
  the Force with their supreme focus to become a blur of
  motion in the heat of battle.
  FORCECASTING
  When you choose this Order at 3rd level, you have
  learned powers, fragments of knowledge that imbue
  you with an abiding force ability. 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 Aing-Tii Order 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 monk
  level, as shown in the Force Points column of the Aing-
  Tii Order Forcecasting table, + your Wisdom or
  Charisma modi�er (your choice). You use these force
  points to cast force powers. You regain all expended
  force points when you �nish a long rest.
  MAX POWER LEVEL
  Many force powers can be overpowered, consuming
  more force points to create a greater e�ect. You can
  overpower these abilities to a maximum level, which
  increases at higher levels, as shown in the Max Power
  Level column of the Aing-Tii Order 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 score modi�er whenever a
  power refers to your forcecasting ability. In addition,
  you use this ability score modi�er 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 pro�ciency bonus +
  your forcecasting ability modi�er
  Force attack modifier = your pro�ciency bonus +
  your forcecasting ability modi�er
  FLOW-WALKING
  Also at 3rd level, you can cast the phasestrike force
  power without expending force points. When you
  reach 11th level, the damage bonus of the special
  attack made during phasestrike increases to 2d8, and
  at 17th level it increases to 3d8.
  AING-TII ORDER FORCECASTING
  Level
  Force Powers
  Known
  Force
  Points
  Max Power
  Level
  3rd
  4
  3
  1st
  4th
  5
  4
  1st
  5th
  6
  5
  1st
  6th
  7
  6
  1st
  7th
  8
  7
  2nd
  8th
  9
  8
  2nd
  9th
  10
  9
  2nd
  10th
  11
  10
  2nd
  11th
  12
  11
  2nd
  12th
  13
  12
  2nd
  13th
  14
  13
  3rd
  14th
  15
  14
  3rd
  15th
  16
  15
  3rd
  16th
  17
  16
  3rd
  17th
  18
  17
  3rd
  18th
  18
  18
  3rd
  19th
  19
  19
  4th
  20th
  19
  20
  4th
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain any expended uses
  when you �nish a long rest.
  FOCUSED FLURRY
  At 6th level, when you use your action to cast an at-will
  force power, you can use your Martial Arts and Focus
  features.
  PRISMATIC STEP
  At 11th level, when you take the Attack action, you can
  teleport up to 10 feet before each attack to an
  unoccupied space you can see.
  If you attack at least two di�erent creatures with the
  action, you can make one additional attack against a
  third creature (no action required).
  IRIDESCENT STRIKES
  Starting at 17th level, when you use your action to cast
  a force power, you can spend 2 focus points to teleport
  to a space within 5 feet of a creature a�ected by the
  power and make two unarmed attacks against that
  creature as a bonus action.
  EXPANDED CONTENT | ARCHETYPES | MONK
  
  JAL SHEY ORDER
  Monks of the Jal Shey order, driven by the pursuit of
  knowledge, maintain one of the most well-respected
  and heavily guarded repositories of history and
  knowledge across the galaxy: the Archives of the Jal
  Shey. Here, young folk of all species seeking the clarity
  of truth and the strength of knowledge pledge to learn
  the arts of seeking enlightenment by understanding
  the world around them, and mastering the techniques
  to defend it. To become a Jal Shey monk is to give one's
  self to the quest for unveiling the deepest mysteries of
  the galaxy, to bring light to the secrets of the dark, and
  guard the most powerful and dangerous of truths.
  MYSTICAL ERUDITION
  Beginning when you choose this order at 3rd level,
  you've undergone extensive training in lore from the
  Jal Shey's collected knowledge. You learn one language
  of your choice, and you gain pro�ciency in your choice
  of Lore, Medicine, Nature, or Technology.
  You learn an additional language and an additional
  skill pro�ciency from the above list at 11th and 17th
  level.
  EXTRACT ASPECTS
  Also at 3rd level, you can strike multiple pressure
  points to extract crucial details about your foe.
  Whenever you hit a creature with one of the attacks
  granted by your Flurry of Blows, you can learn learn
  certain information about its capabilities. The GM tells
  you if the creature has two of the following
  characteristics of your choice:
  Condition immunities
  Damage vulnerabilities
  Damage resistances
  Damage immunities
  EXTORT TRUTH
  At 6th level, you can hit a series of hidden nerves on a
  creature with precision, temporarily causing them to
  be unable to mask their true thoughts and intent.
  When you hit a creature with a melee weapon attack,
  you can have the attack deal no damage and spend 1
  focus point to force them to make a Charisma saving
  throw against your focus save DC. On a failed save, the
  creature is unable to speak a deliberate lie for 1 minute
  and all Charisma checks directed at the creature are
  made with advantage for the duration.
  On a success or failure, a creature is aware that you
  attempted to in�uence them. They can choose to avoid
  answering questions to which they would normally
  respond with a lie.
  PRETERNATURAL COUNTER
  Also at 6th level, your quick mind and study of your foe
  allows you to use their failure to your advantage. When
  a creature within 5 feet of you misses you with a melee
  attack, you can use your reaction to make an unarmed
  strike against that creature.
  MIND OF MERCURY
  Starting at 11th level, you've honed your awareness
  and re�exes through mental aptitude and pattern
  recognition. Once per turn, if you've already used your
  reaction, you can spend 1 focus point to take an
  additional reaction. You can only take one reaction per
  turn.
  DEBILITATING BARRAGE
  At 17th level, you've gained the knowledge to
  temporarily inhibit a creature's fortitude by striking a
  series of pressure points. Whenever you hit a creature
  with one of the attacks granted by your Flurry of Blows,
  you can spend 3 focus points to cause the creature to
  become vulnerable to a damage type of your choice.
  This e�ect lasts for 1 minute or until they take damage
  of the chosen type.
  EXPANDENT CONTENT | ARCHETYPES | MONK
  
  MATUKAI ORDER
  Monks of the Matukai Order center their philosophy
  around a balance and harmony between the spiritual
  Force and the physical body, using exercise as a form
  of meditation. They channel the Force through their
  bodies, turning themselves into exceptional warriors.
  FORCE-ENHANCED STRIKES
  Beginning when you choose this order at 3rd level, you
  learn to channel the Force into your unarmed strikes
  and monk weapons, further enhancing your melee
  strikes. When you hit a creature with an unarmed
  strike or monk weapon, you can spend 1 focus point to
  deal it an additional 1d6 force damage.
  The force damage increases to 2d6 when you reach
  11th level in this class.
  INSTINCTIVE LEAP
  At 6th level, when a hostile creatures moves to within 5
  feet of you, you can use your reaction to disengage and
  leap up to half your speed. If you end this movement in
  the air, you immediately fall to the ground.
  ABSORB DAMAGE
  Starting at 11th level, you learn to channel the Force
  into your skin and bones, greatly enhancing your
  durability. You can use a bonus action to channel the
  Force throughout your body. Until the start of your
  next turn, you have resistance to kinetic and energy
  damage.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain all expended uses when
  you �nish a long rest.
  CONTROL THE FIELD
  At 17th level, whenever you use your Instinctive Leap
  feature, you can leap your entire movement speed
  instead of only half. Additionally, when you
  land, you can make an unarmed strike
  with advantage against a creature
  within 5 feet of you as part of the
  same reaction. On a hit, this attack
  deals an additional 2d6 force damage.
  EXPANDED CONTENT | ARCHETYPES | MONK
  
  WHILLS ORDER
  Monks of the Whills Order hold the secrets of the Force
  sacred, and dedicate their lives to defending ancient
  knowledge of the Force and its artifacts. They master
  the use of ranged weapons, often crafting their own
  weapons in respectful admiration of the Jedi tradition
  of crafting lightweapons.
  FLURRY OF LIGHT
  At 3rd level, you gain pro�ciency in blaster pistole,
  blaster ri�e, ion blaster, ion ri�e, and the lightbow,
  which are your Whills weapons and are monk weapons
  for you. When you are wielding a Whills weapon, you
  gain the following bene�ts:
  Your Whills weapons count as melee weapons for you,
  and when you make a melee weapon attack with them,
  you deal kinetic damage equal to your Martial Arts
  Damage Die.
  When you take the Attack action on your turn
  and attack with a Whills weapon,
  you can
  make
  one
  additional attack with that weapon as a bonus action,
  or you can spend 1 focus point to make two attacks
  with that weapon as a bonus action. You roll a d4 in
  place of the normal damage of your Whills weapon
  when attacking as a bonus action. This die changes as
  you gain monk levels, as shown in the Martial Arts
  column of the Monk table.
  When you would make a ranged weapon attack with a
  Whills weapon, you can instead reload the weapon.
  THE FORCE IS WITH YOU
  At 6th level, as you channel the Force through you, you
  gain the following bene�ts:
  You can use your Stunning Strike feature when you hit
  with a ranged weapon attack while you are wielding a
  Whills weapon.
  You can spend 1 focus point to ignore half cover with
  your Whills weapons. At 11th level, you can spend 2
  focus points to ignore three quarters cover. At 17th
  level, you can spend 3 focus points to ignore total
  cover, as long as your target is not hidden from you.
  When you hit a creature with a Whills weapon, that
  creature has disadvantage on opportunity attacks
  against you until the start of your next turn.
  ONE WITH THE FORCE
  At 11th level, you learn how to enter a trance,
  preparing to unleash yourself upon your enemy. While
  in this trance, you can still talk and move. If you stay in
  the trance for at least one minute, when you roll
  initiative, you can make a ranged weapon attack on a
  number of creatures up to your Wisdom or Charisma
  modi�er (your choice, a minimum of one) within 30
  feet of you when you were in this trance.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  GUIDED STRIKES
  At 17th level, your �rst ranged weapon attack and your
  �rst melee weapon attack each turn deal additional
  damage equal to your Wisdom or Charisma modi�er
  (your choice, a minimum of +1).
  EXPANDED CONTENT | ARCHETYPES | MONK
  
  ACQUISITIONS PRACTICE
  Many operatives are hired for the procurement of
  valuable artifacts, but only the true masters of the art
  can slip through the tightest security and make o� with
  untold riches, whether they do it for a pro�t, or for
  sport. Those operatives who choose the Acquisitions
  Practice apply a mixture of stealth and impressive
  acrobatics to surpass any kind of defenses they are
  met with.
  FAST HANDS
  Starting at 3rd level, you can use the bonus action
  granted by your Cunning Action to make a Dexterity
  (Sleight of Hand) check, use your thieves' tools to
  disarm a trap or open a lock, or take the Use an Object
  action.
  AERIAL AGILITY
  At 3rd level, you gain the ability to move in �ying leaps
  with incredible speed, precision, and power. Climbing
  no longer costs you extra movement.
  When you move, instead of using your walking
  speed, you may take two short movements by �ying.
  Each movement is at half your speed, and you must
  end each one on a solid object, a surface, or on the
  ground. If you do not, you fall and your movement
  ends. If you Dash, your bonus movement is applied to
  your normal speed, not this movement.
  You also gain pro�ciency in the Acrobatics skill.
  SUPREME SNEAK
  Starting at 9th level, you have advantage on a Dexterity
  (Stealth) check if you move no more than half your
  speed on the same turn.
  GRACEFUL DESCENT
  Also at 9th level, as long as you aren't incapacitated,
  you no longer take damage from falling less than 100
  feet, and have resistance to falling damage.
  FAUX CREDENTIALS
  By 13th level, you ignore all class, species, and level
  requirements on the use of enhanced items.
  IMPROVED AERIAL AGILITY
  Starting at 13th level, your Aerial Agility feature
  improves and you gain the following bene�ts:
  When you move, you can instead take 3 short
  movements by �ying.
  Whenever you end your �ying movement and you are
  within 5 feet of a climbable surface, you can grab onto
  that surface as though you were climbing upon it.
  THIEF'S REFLEXES
  When you reach 17th level, you can take two turns
  during the �rst round of any combat. You take your
  �rst turn at your normal initiative and your second turn
  at your initiative minus 10. You can't use this feature
  when you are surprised.
  Additionally, you learn to utilize the momentum of
  your fall to make deadly vertical strikes. Whenever you
  fall at least 50 feet and land within 5 feet of an enemy
  creature you can use your reaction to make one
  weapon attack against that creature. If the attack is a
  Sneak Attack, you can add 3d6 extra weapon damage
  to the damage roll and the creature must make a
  Dexterity saving throw or be knocked prone.
  EXPANDED CONTENT | ARCHETYPES | OPERATIVE
  
  BEGUILER PRACTICE
  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.
  FORCECASTING
  When you choose this practice at 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 modi�er (your choice). You use
  these force points to cast force powers. You regain all
  expended force points when you �nish a long rest.
  MAX POWER LEVEL
  Many force powers can be overpowered, consuming
  more force points to create a greater e�ect. 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 score modi�er whenever a
  power refers to your forcecasting ability. In addition,
  you use this ability score modi�er 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 pro�ciency bonus +
  your forcecasting ability modi�er
  Force attack modifier = your pro�ciency bonus +
  your forcecasting ability modi�er
  EXPANDED CONTENT | ARCHETYPES | OPERATIVE
  
  FASCINATING DISPLAY
  Also at 3rd level, you can spend 1 minute attemping to
  distract and enthrall those around you. Choose a
  number of humanoids within 60 feet of you who
  watched your display for the duration, up to a number
  equal to your Charisma modi�er (minimum of one).
  Each target must succeed on a Wisdom saving throw
  (DC = 8 + your pro�ciency bonus + your Charisma
  modi�er) or be charmed by you. While charmed in this
  way, the target idolizes you, speaking glowingly of you
  to anyone who talks to it. Additionally, it hinders
  anyone who opposes you, although it avoids violence
  unless it was already inclined to �ght on your behalf.
  This e�ect ends on a target after 1 hour, if it takes any
  damage, if you attack it, or if it witnesses you attacking
  or damaging any of its allies.
  If a target succeeds on this saving throw, the target
  has no hint you tried to charm it.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  MESMERIZING PRESENCE
  Beginning at 9th level, you have advantage on attack
  rolls against creatures charmed by you.
  ENTHRALLING VIGOR
  Starting at 13th level, whenever a creature fails a
  Wisdom or Charisma saving throw against a force
  power or class feature you use, you can gain
  temporary hit points equal to half your operative level
  (rounded down) + your Charisma modi�er (minimum
  of one).
  You can use this feature a number of times equal to
  your Charisma modi�er (a minimum of once). You
  regain all expended uses when you �nish a short or
  long rest.
  DISTRACTING COUNTENANCE
  At 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 �rst time on a turn, the
  attacker must make a Charisma
  saving throw (DC = 8 + your prof-
  iciency bonus + your Charisma
  modi�er). 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
  powers on your next turn.
  Once you've used this
  feature, you must com-
  plete a short or long
  rest before you can
  use it again.
  BEGUILER PRACTICE FORCECASTING
  Level
  Force Powers
  Known
  Force
  Points
  Max Power
  Level
  3rd
  4
  3
  1st
  4th
  5
  4
  1st
  5th
  6
  5
  1st
  6th
  7
  6
  1st
  7th
  8
  7
  2nd
  8th
  9
  8
  2nd
  9th
  10
  9
  2nd
  10th
  11
  10
  2nd
  11th
  12
  11
  2nd
  12th
  13
  12
  2nd
  13th
  14
  13
  3rd
  14th
  15
  14
  3rd
  15th
  16
  15
  3rd
  16th
  17
  16
  3rd
  17th
  18
  17
  3rd
  18th
  18
  18
  3rd
  19th
  19
  19
  4th
  20th
  19
  20
  4th
  EXPANDED CONTENT | ARCHETYPES | OPERATIVE
  
  DISABLING PRACTICE
  Those operatives who choose the Disabling Practice
  utilize a variety of pushes, pulls, weight shifts, and joint
  locks to immobilize their opponent. They use these
  techniques to manipulate their opponent, moving
  them across the battle�eld before incapacitating them.
  CLINCH STRIKE
  When you choose this practice at 3rd level, you learn
  how to discourage, debilitate, and harm your enemies.
  You gain the following bene�ts while you aren't
  wearing medium or heavy armor or a medium or
  heavy shield:
  Your unarmed strikes use a d4 for damage.
  You can deal Sneak Attack damage when making an
  unarmed strike. Additionally, you don't need advantage
  on your unarmed attack roll to use your Sneak Attack if
  the target of your Sneak Attack is a creature grappled
  by you. All the other rules for the Sneak Attack class
  feature still apply to you.
  You can use the bonus action granted by your Cunning
  Action to make an unarmed strike against a creature
  you are grappling.
  SKILLED GRAPPLER
  Also at 3rd level, you learn a number of grappling
  techniques to subdue your opponents. When you hit a
  creature grappled by you with an unarmed strike and
  deal Sneak Attack damage, you may choose to forgo
  two of your Sneak Attack dice to make the attack a
  grappling technique.
  Some of your grappling techniques require your
  target to make a saving throw to resist the grappling
  technique's e�ects. The saving throw DC is calculated
  as follows:
  Grapple Technique save DC = 8 + your pro�ciency
  bonus + your Strength modi�er.
  CONSTRICT
  You attempt to choke the target into unconscious-
  ness. The target must make a Constitution
  saving throw or be restrained until the end
  of your following turn.
  If you maintain this technique for 1 minute,
  the target falls unconscious for 1 hour.
  Droids and constructs can not be knocked
  unconscious in this way.
  DISARM
  You attempt to disarm a weapon or other object
  the target is holding. The target must make a Strength
  saving throw. On a failed save, it releases the object. If
  you have a free hand, you can catch the object.
  Otherwise, it lands at your feet.
  HIP TOSS
  You attempt to throw your target to the ground. The
  target must make a Dexterity saving throw. On a failed
  save, the target is pushed back 5 feet, knocked prone,
  and stunned until the start of your next turn. This ends
  the grapple.
  HUMAN SHIELD
  Beginning at 9th level you learn to manipulate the
  body of a grappled target to make attacks against you
  more di�cult to land. Moving a grappled creature the
  same size as you or smaller no longer halves your
  speed, and when a creature grappled by you would
  grant you half cover, you instead have three-quarters
  cover. Additionally, when you are hit by an attack while
  grappling a creature, you can use your reaction to
  force that attack to instead hit the grappled creature.
  KISS THE WALL
  Starting at 13th level, you can use your surroundings to
  further punish the target of your grapple. When you
  roll a 1 or 2 on a Sneak Attack damage die for an
  unarmed attack you make against a creature grappled
  by you, you can reroll the die and must use the new
  roll, even if the new roll is a 1 or a 2.
  NECK SNAP
  At 17th level, you learn how to immediately remove
  your grappled opponent from the �ght. As an action,
  you can force a creature grappled by you to make a
  Constitution saving throw. On a failed save, if the
  creature has 100 hit points or fewer, it dies. If the
  target has more than 100 hit points, it immediately
  takes    10d10 kinetic damage. This damage can't
  be      reduced in any way.
  Once   you've used this feature, you must
        complete a short or long rest before
  you can    use it   again.
  EXPANDED CONTENT | ARCHETYPES | OPERATIVE
  
  RUFFIAN PRACTICE
  Those operatives who choose the Ru�an Practice use
  rough-and-tumble tactics to handle any �ght, big or
  small. They incite chaos and make devious moves that
  keep their enemies reeling.
  FANCY FOOTWORK
  When you choose this practice at 3rd level, you learn
  how to land a strike and then slip away without
  reprisal. During your turn, if you make a melee attack
  against a creature, that creature can't make
  opportunity attacks against you for the rest of your
  turn.
  RAKISH AUDACITY
  Also at 3rd level, your unmistakable con�dence propels
  you into battle. You can add your Charisma modi�er to
  your initiative rolls.
  In addition, you don't need advantage on your attack
  roll to use your Sneak Attack if no creature other than
  your target is within 5 feet of you, as long as the target
  of the attack is within 5 feet of you. All the other rules
  for the Sneak Attack class feature still apply to you.
  PANACHE
  Beginning at 9th level, your charm becomes
  extraordinarily beguiling. As an action, you can make a
  Charisma (Persuasion) check contested by a creature's
  Wisdom (Insight) check. The creature must be able to
  hear you, and the two of you must share a language.
  If you succeed on the check and the creature is
  hostile to you, it has disadvantage on attack rolls
  against targets other than you and can't make
  opportunity attacks against targets other than you.
  This e�ect lasts for 1 minute, until one of your
  companions attacks the target or a�ects it with a
  power, or until you and the target are more than 60
  feet apart.
  If you succeed on the check and the creature isn't
  hostile to you, it is charmed by you for 1 minute. While
  charmed, it regards you as a friendly acquaintance.
  This e�ect ends immediately if you or your
  companions do anything harmful to it.
  ELEGANT MANEUVER
  Starting at 13th level, you can use a bonus action on
  your turn to gain advantage on the next Dexterity
  (Acrobatics) or Strength (Athletics) check you make
  during the same turn.
  MASTER DUELIST
  At 17th level, your mastery of the blade lets you turn
  failure into success in combat. If you miss with an
  attack roll, you can roll it again with advantage. Once
  you do so, you can't use this feature again until you
  �nish a short or long rest.
  EXPANDED CONTENT | ARCHETYPES | OPERATIVE
  
  SAWBONES PRACTICE
  Those operatives who choose the Sawbones Practice
  have studied the humanoid body on a more intimate
  level than other operatives. While others may know
  where best to stab in order to kill, you also know how
  to repair the wounds you in�ict, as well as how to make
  them even deeper. You delve into the secrets of the
  body, learning as much medical knowledge as you can
  get your hands on, regardless of how dirty the work
  becomes.
  GENERAL PRACTICE
  When you choose this practice at 3rd level, you gain
  pro�ciency in Medicine, and you can use your
  Intelligence modi�er instead of your Wisdom modi�er
  for checks made with it.
  Additionally, you can expend one use of a medkit to
  help revitalize your wounded allies during a short rest.
  If you or any friendly creatures within 30 feet of you
  regain hit points at the end of the short rest by
  spending one or more Hit Dice, each of those creatures
  regains an extra 1d6 hit points.
  The extra hit points increase when you reach certain
  levels in this class: to 1d8 at 9th level, to 1d10 at 13th
  level, and to 1d12 at 17th level.
  DEBILITATING STRIKE
  Also at 3rd level, you learn to apply your anatomical
  knowledge in direct combat, in order to hinder your
  targets. When you deal Sneak Attack damage to a
  creature, you may choose to forgo two of your Sneak
  Attack Dice in order to hinder the creature, provided
  they have the appropiate physiology.
  Your debilitating strikes require your target to make
  a saving throw to resist the debilitating strike's e�ects.
  The saving throw DC is calculated as follows:
  Debilitating Strike save DC = 8 + your pro�ciency
  bonus + your Intelligence modi�er.
  BLEEDING WOUND
  You attempt to create a lingering wound in the target
  for one minute. The target must make a Constitution
  saving throw. On a failed save, at the start of each of
  the target's turns, it loses 1d6 hit points and repeats
  this saving throw, ending the e�ect on a success. This
  damage can't be reduced in any way.
  CRIPPLING PAIN
  You attempt to cause cause distracting pain in the
  target. The target must make a Constitution saving
  throw. On a failed save, it has disadvantage on attack
  rolls until the end of your next turn.
  HAMPERING SHOT
  You attempt to hamper the target's movement. The
  target must make a Constitution saving throw. On a
  failed save, its movement speed is reduced by half and
  it makes Dexterity saving throws with disadvantage
  until the end of its next turn.
  SWIFT SURGERY
  Beginning at 9th level, you know how to quickly patch
  up wounds, given the right tools. You are able to use a
  medkit or administer a medpac as a bonus action, and
  when you use a medkit to stabilize a dying creature,
  that creature also regains a number of hitpoints equal
  to your Intelligence modi�er.
  DOSAGE CONTROL
  Starting at 13th level, your knowledge of medicine
  allows you to partition and ration healing supplies very
  e�ectively, without impacting its potency. Over the
  course of 1 hour, which can be done during a rest, you
  can carefully measure and mark out dosages of a
  medpac within reach. The medpac can now be used
  twice before it is consumed.
  At your DM's discretion, you may be able to use this
  feature on other pacs, stims, or adrenals, most likely
  involving an ability check to succeed.
  SELF-SUSTAIN
  At 17th level, you have advantage on death saving
  throws.
  Additionally, when you are stabilized, you regain 1 hit
  point. Once you've used this feature, you can't use it
  again until you �nish a short or long rest.
  EXPANDED CONTENT | ARCHETYPES | OPERATIVE
  
  CHEF PURSUIT
  Without it empires fall, armies dissolve into
  nothingness, and species are forgotten with the
  passage of time. A favored tool of assassins, crime
  lords, and moguls: food. Those scholars who choose
  the Chef Pursuit know the importance and power that
  food carries.
  CULINARY KNOWLEDGE
  When you choose this pursuit at 3rd level, you gain
  pro�ciency with chef's kits and your choice of Nature
  or Survival skills.
  EMERGENCY SUPPLEMENTS
  Also at 3rd level, you are prepared to assist allies with
  specially prepared, instantly e�ective supplements.
  When an ally is the target of your Critical Analysis
  feature and within 5 feet of you, you may expend a
  superiority die and give that ally the bene�ts of any
  maneuver exclusive to the Chef Pursuit, regardless of
  whether or not you've chosen it.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  ADDITIONAL MANEUVERS
  Lastly at 3rd level, you gain access to new maneuvers
  which re�ect the progress of your studies into the
  culinary arts. Whenever you learn a new maneuver,
  you can choose from any of the following as well. The
  maneuvers are listed in alphabetical order.
  You may only perform one maneuver that is used
  during a long or short rest at a time.
  ALLERGENS
  As a bonus action while preparing or touching food,
  you may expend a superiority die and add to it an
  irritating allergen. At the start of each of its turns, a
  creature that consumes this food must make a
  Constitution saving throw. On a failed save, it subtracts
  half the result of your superiority die (rounded down,
  minimum of one) from the �rst ability check, attack roll,
  or saving throws it makes before the start of its next
  turn. The e�ect of this maneuver ends when the
  creature completes its next long rest or 24 hours have
  passed. This maneuver has no e�ect on droids or
  constructs.
  BRAIN FOOD
  At the end of a short or long rest you may expend a
  superiority die and choose a number of friendly
  creatures up to your Intelligence modi�er (minimum of
  one), if they ate food you prepared. Each creature
  gains a number of temporary force or tech points (their
  choice) equal to the number you roll on the superiority
  die. When an a�ected creature casts a force or tech
  power, the temporary force or tech points are spent
  �rst. An a�ected target can only bene�t from one
  source of temporary force or tech points at a time, and
  they last until they're depleted or until the a�ected
  target completes their next short or long rest. This
  maneuver has no e�ect on droids or constructs.
  DEBILITANTS
  As a bonus action when preparing or touching food,
  you may expend a superiority die and add to it a subtle
  poison. Any creature that consumes this food must
  make a Constitution saving throw. On a failed save,
  their hit point maximum is reduced by an amount
  equal to twice the number rolled on your superiority
  die + your Intelligence modi�er. The e�ect of this
  maneuver ends when the creature completes its next
  long rest or 24 hours have passed. This maneuver has
  no e�ect on droids or constructs.
  ENERGIZERS
  At the end of a short or long rest you may expend a
  superiority die and choose a number of friendly
  creatures up to your Intelligence modi�er (minimum of
  one), if they ate food you prepared. Each creature has
  their walking speed increased by 10 until the end of
  their next short or long rest. This maneuver has no
  e�ect on droids or constructs.
  ENHANCERS
  At the end of a short or long rest you may expend a
  superiority die and choose a number of friendly
  creatures up to your Intelligence modi�er (minimum of
  one), if they ate food you prepared. Once before the
  end of their next short or long rest, a�ected targets
  may add the result of the superiority die to a damage
  roll that would a�ect only one target. This maneuver
  has no e�ect on droids or constructs.
  HEALTH FOOD
  At the end of a short or long rest you may expend a
  superiority die and choose a number of friendly
  creatures up to your Intelligence modi�er (minimum of
  one), if they ate food you prepared. Each creature
  gains a number of temporary hit points equal to twice
  the number you roll on the superiority die. This
  maneuver has no e�ect on droids or constructs.
  MUSCLE RELAXANTS
  As a bonus action while preparing or touching food,
  you may expend a superiority die and add to it a fast
  acting muscle relaxant. At the start of each of its turns,
  a creature that consumes this food must make a
  Constitution saving throw. On a failed save, it subtracts
  the result of your superiority die from the �rst damage
  roll it makes before the start of its next turn. The e�ect
  of this maneuver ends when the creature completes its
  next long rest or 24 hours have passed. This maneuver
  has no e�ect on droids or constructs.
  SUPPLEMENTS
  At the end of a short or long rest you may expend a
  superiority die and choose a number of friendly
  creatures up to your Intelligence modi�er (minimum of
  one), if they ate food you prepared. Once before the
  end of their next short or long rest, a�ected targets
  may add the result of the superiority die to one ability
  check, attack roll, or saving throw. The creature can
  wait until after it rolls the d20 before deciding to use
  this feature, but must decide before the DM says
  whether the roll succeeds or fails. This maneuver has
  no e�ect on droids or constructs.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  VITAMINS
  At the end of a short or long rest you may expend a
  superiority die and choose a number of friendly
  creatures up to your Intelligence modi�er (minimum of
  one), if they ate food you prepared. Each creature
  gains pro�ciency in Constitution saving throws until the
  end of their next short or long rest. If a creature was
  already pro�cient in Constitution saving throws, they
  instead become pro�cient in a saving throw of your
  choice. This maneuver has no e�ect on droids or
  constructs.
  BALANCED DIET
  Beginning at 6th level, your cooking is so nutritionally
  balanced that it allows allies to stave o� the e�ects of
  continued rigorous activity. Creatures of your choice
  who eat food prepared by you have advantage on
  Constitution saving throws to avoid Exhaustion, as
  described in chapter 8, until the end of their next long
  rest.
  COMFORT FOOD
  Starting at 9th level, if you or any friendly creatures
  who have consumed food you prepared during a short
  rest regain hit points by spending hit dice at the end of
  the short rest, each of those creatures regains an extra
  1d8 hit points.
  The extra hit points increase when you reach certain
  levels in this class: to 1d10 at 11th level, and to 1d12 at
  15th level.
  HEROES' FEAST
  Once you've reached 17th level, you have developed a
  signature feast that is the purest distillation of your
  knowledge and talent as a chef.
  Over the course of a long rest, you can expend rare
  culinary supplies worth 1,000 cr to create your feast,
  which can feed a number of creatures equal to twice
  your Intelligence modi�er. Any creature partaking in
  the feast gains the following bene�ts:
  It is cured of all poisons and disease, and becomes
  immune to poison and disease.
  It makes Wisdom saving throws to avoid being
  frightened with advantage.
  Its hit point maximum and current hit points increase
  by 2d10.
  These bene�ts last until the end of
  the creature's next    long rest or
  24 hours have       passed.
  This feature has no
  e�ect on droids or
  constructs.
  DISCOVERIES (CHEF)
  When you select this pursuit, you gain access to new
  discoveries which re�ect the progress of your studies
  into the culinary arts. Whenever you learn a new
  discovery, you can choose from any of the following as
  well. The discoveries are listed in alphabetical order.
  ALTERNATIVE FUEL
  Prerequisite: Chef Pursuit
  Any of your chef features, maneuvers, or discoveries
  can now e�ect droids and constructs.
  BANQUET
  Prerequisite: 17th level, Chef Pursuit
  Prerequisite: Full Course discovery
  Over the course of a long or short rest, you may utilize
  an additional maneuver from this archetype (total of
  four).
  FILLING MEAL
  Prerequisite: 7th level, Chef Pursuit
  Over the course of a long or short rest, you may utilize
  up to two di�erent maneuvers from this archetype,
  rather than one.
  FULL COURSE
  Prerequisite: 12th level, Chef Pursuit
  Prerequisite: Filling Meal discovery
  Over the course of a long or short rest, you may utilize
  an additional maneuver from this archetype (total of
  three).
  ON THE ROCKS
  Prerequisite: Chef Pursuit
  Any food you prepare over a short or long rest carries
  with it an additional cooling e�ect. Creatures that
  consume it are considered adapted to hot climates, as
  described in chapter 5 of the Dungeon Master's Guide,
  until the end of the creature's next long rest or 24
  hours have passed. Additionally, the �rst time a
  creature who eats your food takes �re damage before
  the end of their next short or long rest, they are
  considered resistant to the damage.
  SECRET INGREDIENT
  Prerequisite: Chef Pursuit
  If you or any friendly creature that has consumed food
  made by you during their last short or long rest gains
  temporary hit points, the number of temporary hit
  points they gain increases by an amount equal to your
  Intelligence modi�er.
  SPICE OF LIFE
  Prerequisite: Chef Pursuit
  Any food you prepare over a short or long rest carries
  with it an additional warming e�ect. Creatures that
  consume it are considered adapted to cold climates, as
  described in chapter 5 of the Dungeon Master's Guide,
  until the end of the creature's next long rest or 24
  hours have passed. Additionally, the �rst time a
  creature who eats your food takes cold damage before
  the end of their next short or long rest, they are
  considered resistant to the damage.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  EXPLORER PURSUIT
  The explorer strives to navigate past the known to
  discover new planets, forgotten ruins, or forbidden
  locations. Those scholars who choose the Explorer
  Pursuit spend their time studying maps, landmarks,
  architecture blue prints, or even history books, using
  them to e�ectively lead the way for their companions.
  FOCUSED NAVIGATOR
  Beginning at 3rd level when you select this
  pursuit, you gain pro�ciency in two of the
  Perception, Piloting, Survival, and Acrobatics
  skills.
  SURVEYED AREA
  At 3rd level, you can now use your Critical
  Analysis feature on a 15-foot cube
  area within 60 feet of you that
  you can see. You can
  treat any creatures inside
  this cube as if they are the target
  of your Critical Analysis feature, and when
  a creature ends your Critical Analysis feature on
  themself, it does not end this e�ect for other creatures
  in your Surveyed Area.
  ADDITIONAL MANEUVERS
  When you select this pursuit, you gain access to new
  maneuvers which re�ect your studies in maps and
  hidden routes. Whenever you learn a new maneuver,
  you can choose from any of the following as well. The
  maneuvers are listed in alphabetical order.
  EFFECTIVE FLANKING
  Whenever you use your Critical Analysis ability, you can
  expend a superiority die to make all creatures of your
  choice a�ected by Critical Analysis to make a Wisdom
  saving throw. If at least one creature fails the save, roll
  a superiority die.
  On a failed save, the number rolled is added to both
  the attack and damage roll for the �rst attack against
  the creature before the start of your next turn.
  ENCOURAGING PACE
  You can use a bonus action to expend a superiority die.
  When you do so, a number of friendly creatures equal
  to your Intelligence modi�er can immediately use their
  reaction to move a number of feet equal to 5 times the
  number rolled on the superiority die.
  NO ESCAPE
  Whenever you or a creature you can see makes an
  opportunity attack, you can expend a superiority die. If
  the attack hits, roll the superiority die and add the
  result to the damage roll. Additionally, the a�ected
  creature's movement speed becomes 0 until the start
  of its next turn.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  PRECISE MOVEMENTS
  When you or a friendly creature you can see that can
  see or hear you moves, you can expend a superiority
  die to give them verbal guidance and encouragement.
  Roll a superiority die. The creature's speed increases
  by 5 times the number rolled, and they can move
  through the space of hostile creatures as if it were
  di�cult terrain.
  SNARE TRAPS
  You can use an action and expend a superiority die to
  trigger painful snare traps. When you do, one creature
  within 60 feet of you or all creatures that are targeted
  by your Critical Analysis has to make a Dexterity
  (Acrobatics) check against your maneuver save DC.
  On a failure, they take damage equal to the roll and
  their movement speed becomes 0 until the end of your
  next turn.
  SUPERIOR COUNTERATTACK
  Whenever an opportunity attack targets a friendly
  creature other than you that is in an area targeted by
  your Critical Analysis feature, you can expend a
  superiority die. The creature can use its reaction to
  make a single weapon attack, adding the superiority
  die roll to the attack roll.
  WRESTLE AND DRAG
  When you or a creature that is the target of your
  Critical Analysis makes an Strength (Athletics) check to
  grapple or shove a creature, you can expend a
  superiority die and add it to the roll. Until the end of
  your turn, you can drag the grappled creature with you
  without your speed being halved. Additionally, if you
  move at least 5 feet, the creature takes damage for
  each foot moved up to an amount equal to half your
  Scholar level + your Intelligence modi�er.
  FIELD ADVANTAGE
  At 6th level, you learn to quickly convey spatial
  information in the midst of combat about the area you
  analyzed, giving them an edge at maneuvering in the
  area. While moving through your Surveyed Area, you
  and friendly creatures of your choice ignore
  unenhanced di�cult terrain, and opportunity attacks
  against them are made with disadvantage.
  UNSTOPPABLE ADVENTURER
  At 9th level, you learn to swim and scale vertical
  surfaces with ease. You gain swimming and climbing
  speed equal to your walking speed.
  Additionally, your Sage Advice feature can be used to
  give friendly creatures knowledge on how to swim or
  climb, following the same rules of that feature as if it is
  a skill or tool. However, the friendly creatures have
  swimming speed or climbing speed for the entire
  duration instead.
  SURVEY MASTER
  Beginning at 17th level, when you use the Surveyed
  Area feature, the area a�ected is a 30-foot cube
  instead of a 15-foot cube.
  DISCOVERIES (EXPLORER)
  When you select this pursuit, you gain access to new
  discoveries which re�ect your studies in maps and
  hidden routes. Whenever you learn a new discovery,
  you can choose from any of the following as well. The
  discoveries are listed in alphabetical order.
  COVER ADEPT
  Prerequisites: 12th level, Explorer Pursuit
  You treat half cover as three-quarters cover, and three-
  quarters cover as full cover. Additionally, while you are
  in cover, Dexterity (Stealth) checks you make gain a
  bonus equal to your Intelligence modi�er (minimum of
  +1).
  DUNGEON EXPLORER
  Prerequisites: Explorer Pursuit
  You have advantage on Wisdom (Perception) checks
  and Intelligence (Investigation) checks to locate any
  secret doors or traps, and you have resistance to
  damage dealt by traps.
  In addition, you can use your Sage Advice feature to
  teach friendly creatures about various types of traps,
  following the same rules of that feature. When you do
  so, the chosen creatures have resistance to damage
  dealt by traps.
  GALACTIC EXPLORER
  Prerequisites: 9th level, Explorer Pursuit
  When you make a Piloting (Intelligence) skill check and
  may add your pro�ciency bonus to the check, treat any
  roll of 9 or lower as if you had rolled a 10.
  GRAPPLING HUNTER
  Prerequisites: 5th level, Explorer Pursuit
  Attack rolls that you make against creatures that you
  are grappling have advantage.
  HIGH GROUND
  Prerequisites: 5th level, Explorer Pursuit
  Once per turn, when you or a friendly creature hits a
  creature that is a target of your Critical Analysis
  feature, it takes additional damage equal to your half
  Intelligence modi�er (minimum of +1).
  NO STONE LEFT UNTURNED
  Prerequisites: Explorer Pursuit
  When you make a Wisdom (Perception) or
  Investigation (Intelligence) check to �nd a hidden
  creature that is inside the area that is targeted by your
  Critical Analysis feature, you do so with advantage.
  VERSATILE EXPLORER
  Prerequisites: Explorer Pursuit
  You can hold your breath twice as long as you are
  normally able to, and take half as much damage from
  fall damage.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  GAMBLER PURSUIT
  Not all studied men and women use their intelligence
  and skill for the pursuit of knowledge, but instead turn
  to the various casinos and betting halls of the galaxy.
  Those scholars who choose the Gambler Pursuit use
  their knowledge of probability and risk to attempt to
  master games of chance and build their fortune, or
  lose it all along the way.
  GAMBLER'S APTITUDE
  When you choose this pursuit at 3rd level, you gain
  pro�ciency in your choice of the Insight, Deception,
  Persuasion, or Sleight of Hand skills. Additionally, you
  gain pro�ciency in three gaming sets of your choice,
  and you have advantage on any ability check you make
  that uses any of these gaming sets.
  RISK VERSUS REWARD
  Also at 3rd level, when you make your �rst attack on
  your turn against the target of your Critical Analysis
  feature, you can decide to gamble by rolling a d6. On a
  roll of 4 or higher, you have advantage on attack rolls
  against that creature until the start of your next turn.
  On a roll of 3 or lower, that creature instead has
  advantage on attack rolls against you until the start of
  your next turn.
  This die increases when you reach certain levels in
  this class: to 1d8 at 7th level, to 1d10 at 11th level, and
  to 1d12 at 15th level.
  ADDITIONAL MANEUVERS
  Lastly at 3rd level, you gain access to new maneuvers
  which re�ect your deep understanding of chance.
  Whenever you learn a new maneuver, you can choose
  from any of the following as well. The maneuvers are
  listed in alphabetical order.
  ALL IN
  When you make an attack roll, and the result is less
  than 20, you can expend a superiority die and roll it,
  adding it to the roll. If the resulting sum is 20 or 23,
        the attack is considered a critical hit.
  BLIND LUCK
  When you fail an ability check, you can expend a
  superiority die. If the result of your ability check plus
  the superiority die is within a range equal to half your
  pro�ciency bonus (rounded down) above or below the
  check's DC, you pass the check instead.
  DOUBLE BLUFF
  If on the same round of combat that you have missed a
  weapon attack, an enemy also misses you with a
  weapon attack, you can expend a superiority die and
  make a single weapon attack, adding the results of
  your superiority die to both the attack and damage
  rolls.
  THE IDIOT'S ARRAY
  When a creature hits you with a weapon attack roll,
  you can expend a superiority die and roll it. On a roll of
  4 or higher, you take minimum damage on the damage
  roll and subtract the value of the superiority die. On a
  roll of 3 or lower, you instead take the maximum.
  PLAYED THEIR HAND
  When a creature hits you with an opportunity attack
  while within 5 feet of you, you can use your reaction
  and expend a superiority die to impose disadvantage
  on the attack roll. If the attack misses, you can make a
  Dexterity (Sleight of Hand) check contested by the
  attacker's Strength (Athletics) or Dexterity
  (Acrobatics) check (their choice) as a part of this
  reaction. On a success, the target drops the
  weapon it made the attack with. If you are
  within 5 feet of the target, and you have a free
  hand, you can catch the item. Otherwise,
  the object lands at its feet.
  
  PURE SABACC
  When you score a critical hit with a weapon attack, you
  can expend a superiority die and roll it. On a roll of 4 or
  higher, you deal maximum damage on the weapon's
  damage roll, including the superiority die. On a roll of 3
  or lower, you instead deal the minimum.
  RAISE THE STAKES
  When the target of your Critical Analysis feature makes
  an attack roll against you, you can use your reaction to
  expend a superiority die. Roll the die and subtract the
  result from the enemy's attack roll, but add the result
  to their damage roll on a hit.
  TAKE A CHANCE
  Before making an attack roll, you can expend a
  superiority die. On a miss, you lose that superiority die
  and do not bene�t from it in any way. On a hit, you can
  choose two other maneuvers that you know, and
  subject the target to both maneuvers, without
  expending additional superiority dice.
  TIEBREAKER
  When you roll a superiority die as a part of a maneuver
  you learned from this class, you can expend another
  superiority die and use the total of both dice.
  LUCKY NUMBER 7
  Beginning at 6th level, whenever you roll a 7 on an
  attack roll against the target of your Critical Analysis
  feature, the attack automatically hits and you regain a
  superiority die. You can not have more superiority dice
  than the amount shown in the Superiority Dice column
  of the Scholar class table.
  When attacking with advantage or disadvantage, this
  e�ect applies if either roll is a 7. If both rolls are a 7,
  the attack is a critical hit.
  TELL ME THE ODDS
  Starting at 9th level, if the target of your Critical
  Analysis hits you with a weapon attack roll, you can use
  your reaction to roll a d8. On a 4 or higher, you impose
  disadvantage on the roll. If the target already had
  disadvantage, they must instead reroll one of the dice
  once (your choice).
  This die increases when you reach certain levels in
  this class: to 1d10 at 11th level, and to 1d12 at 15th
  level.
  BORROWED LUCK
  Once you've reached 17th level, you have gained the
  ability to unnaturally alter luck in your favor. Once per
  round, after an attack roll, saving throw, or ability
  check is rolled by you or a creature that you can see,
  you can replace the number on the d20 with a 7. Note
  the number on the d20 of the roll that you replaced.
  That number becomes your borrowed luck roll.
  While you have a borrowed luck roll, you can expend
  it and replace any ability check, attack roll, or saving
  throw made by you or a creature that you can see with
  the value of the borrowed luck roll. You can only have
  one borrowed luck roll at a time, and you lose any
  unused borrowed luck rolls when you complete a short
  or long rest.
  DISCOVERIES (GAMBLER)
  When you select this pursuit, you gain access to new
  discoveries which re�ect your deep understanding of
  chance. Whenever you learn a new discovery, you can
  choose from any of the following as well. The
  discoveries are listed in alphabetical order.
  ACE UP YOUR SLEEVE
  Prerequisite: Gambler Pursuit
  Whenever you make a Dexterity (Sleight of Hand) or
  Charisma (Deception) check, you can expend a
  superiority die, adding the result to your total for the
  check.
  AGAINST THE HOUSE
  Prerequisite: Gambler Pursuit
  Whenever you would make a Charisma (Persuasion)
  check involving haggling, you can instead challenge the
  target to a game of chance. If they accept your o�er,
  you can make an ability check with an available gaming
  set. If you win the challenge, you automatically succeed
  on the Charisma (Persuasion) check.
  ANTE UP
  Prerequisite: Gambler Pursuit
  When you roll initiative, are not surprised, and end up
  �rst in the initiative order, you can take one additional
  action on top of your regular action and a possible
  bonus action during your �rst turn in combat.
  CALCULATED BLUFF
  Prerequisite: Gambler Pursuit
  When you make an ability check using your Charisma,
  you can choose to instead make the check using your
  Intelligence.
  COLD READ
  Prerequisite: Gambler Pursuit, 5th level
  As an action, you may make a Wisdom (Insight) check
  contested by a target's Charisma (Deception) check. On
  a success, you know the next action the target intends
  to take, so long as the situation does not change
  dramatically.
  FEELING THE PRESSURE
  Prerequisite: Gambler Pursuit, 13th level
  Whenever you roll a 4 or higher on your Risk Versus
  Reward feature, the target of your Critical Analysis
  feature also has disadvantage on attack rolls made
  against you until the start of your next turn.
  THE MAGIC NUMBER
  Prerequisite: Gambler Pursuit, 7th level
  Whenever you roll a 7 on an ability check or saving
  throw, you can reroll the ability check or saving throw
  with advantage.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  SLICER PURSUIT
  Across the galaxy one can �nd numerous pseudonyms
  and false identities belonging to the hackers and cyber-
  in�ltrators that call the world of electronics home.
  Those scholars who choose the Slicer Pursuit put their
  impressive intellectual prowess to work in the �eld of
  technology, to ends both benevolent and malicious.
  TECHCASTING
  When you choose this pursuit at 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 4 tech powers of your choice, and you learn
  more at higher levels, as shown in the Tech Powers
  Known column of the Slicer Pursuit 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
  scholar level (rounded up), as shown in the Tech Points
  column of the Slicer Pursuit Techcasting table, + your
  Intelligence modi�er. You use these tech points to cast
  tech powers. You regain all expended tech points when
  you �nish a short or long rest.
  MAX POWER LEVEL
  Many tech powers can be overcharged, consuming
  more tech points to create a greater e�ect. You can
  overcharge these powers to a maximum level, which
  increases at higher levels, as shown in the Max Power
  Level column of the Slicer Pursuit 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. In addition, you use
  your Intelligence modi�er 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 pro�ciency bonus +
  your Intelligence modi�er
  Tech attack modifier = your pro�ciency bonus +
  your Intelligence modi�er
  TECHCASTING FOCUS
  You use a wristpad (found in chapter 5) as a
  techcasting focus for your tech powers.
  SYSTEMS HIJACK
  Also at 3rd level, when the target of your Critical
  Analysis is a droid or construct, or wearing or holding a
  techcasting focus, that creature is a viable target for
  any tech powers with you cast with a range of touch.
  Additionally, when the target of your Critical Analysis
  casts a tech power, you can use your reaction to
  identify the tech power being cast, and at what level.
  SLICER PURSUIT TECHCASTING
  Level
  Tech Powers
  Known
  Tech
  Points
  Max Power
  Level
  3rd
  4
  2
  1st
  4th
  4
  2
  1st
  5th
  5
  3
  1st
  6th
  5
  3
  1st
  7th
  6
  4
  2nd
  8th
  6
  4
  2nd
  9th
  7
  5
  2nd
  10th
  7
  5
  2nd
  11th
  8
  6
  2nd
  12th
  8
  6
  2nd
  13th
  9
  7
  3rd
  14th
  9
  7
  3rd
  15th
  10
  8
  3rd
  16th
  10
  8
  3rd
  17th
  11
  9
  3rd
  18th
  11
  9
  3rd
  19th
  12
  10
  4th
  20th
  12
  10
  4th
  ADDITIONAL MANEUVERS
  Lastly at 3rd level, you gain access to new maneuvers
  which re�ect your understanding of tech casting.
  Whenever you learn a new maneuver, you can choose
  from any of the following as well. The maneuvers are
  listed in alphabetical order.
  AUTOMATIC STARTUP SEQUENCE
  When a creature makes a saving throw against a tech
  power you cast, you may expend a superiority die,
  subtracting the number rolled from their total. You can
  use this maneuver before or after the creature makes
  saving throw, but before the GM determines whether
  or not the creature fails.
  FAST ACCESS PROGRAMS
  When you cast a tech power of 1st-level or higher that
  has a casting time of 1 action, you can expend a
  superiority die to change the casting time to 1 bonus
  action for this casting.
  FIREWALL
  When you or an ally you can see within 60 feet make a
  saving throw against a tech power, you can use your
  reaction to expend a superiority die, adding the
  number rolled to the result of that saving throw.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  HACKED COMMUNICATIONS
  As an action, you may expend a superiority die, and
  choose any number of creatures that you can see
  within 60 feet of you that have commlinks,
  headcomms, or other such communications devices.
  Each creature must succeed on a Constitution saving
  throw or take sonic damage equal to the number
  rolled on the dice + your Intelligence modi�er
  (minimum of one). Additionally, on a failed save, their
  communication devices are disabled until rebooted.
  OVERCAPACITY POWERS
  When you cast a tech power of 1st-level or higher, you
  may expend a superiority die to cast the power at a
  higher level, provided is does not exceed your
  Maximum Power Level. Roll the superiority die, and
  add it to the level at which you are casting the power.
  You can choose to cast it at this new power level or
  lower.
  RUNTIME EXTENSION
  When a tech power you cast with a duration of 1
  minute or longer reaches the end of its duration, you
  may expend a superiority die to extend the duration of
  the power a number of rounds equal to the number
  rolled on your superiority die.
  SUBTLE EXECUTION
  When you cast a tech power, you may expend a
  superiority die to cast the power without any visual or
  auditory cues. Creatures have disadvantage on any
  Intelligence (Investigation) or Wisdom (Perception)
  checks made to determine if you were the caster.
  POTENT PROGRAMMING
  Beginning at 6th level, when a creature succeeds on a
  saving throw against an at-will tech power you cast that
  deals damage, the creature takes half the power's
  damage, but su�ers no additional e�ects of the power.
  REDIRECT ERROR
  Starting at 9th level, when the target of your Critical
  Analysis feature casts a tech power that a�ects an
  area, you can use your reaction to cause that power to
  instead a�ect an area in a 10-foot-radius sphere
  centered on the caster.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  SYSTEM OVERRIDE
  Once you've reached 17th level, you know how to
  quickly activate anti-tech subroutines you have
  encoded into your wristpad. You can cast the diminish
  tech and tech override powers at 3rd level without
  expending tech points. If the target is the target of your
  Critical Analysis, you have advantage on the
  techcasting ability check for these powers.
  You can use this feature a number of time equal to
  half your Intelligence modi�er (rounded down, a
  minimum of once). You regain all expended uses when
  you �nish a long rest.
  DISCOVERIES (SLICER)
  When you select this pursuit, you gain access to new
  discoveries which re�ect your understanding of tech
  casting. Whenever you learn a new discovery, you can
  choose from any of the following as well. The
  discoveries are listed in alphabetical order.
  ADMINISTRATOR'S LOG
  Prerequisite: Slicer Pursuit
  If you spend at least 10 minutes working on a
  computer or terminal, you can get a full list of users
  who have accessed the machine within the past 24
  hours. Over the course of a long rest, you may then
  form a facsimile of identi�cation that would allow you
  to pass yourself o� as that person when accessing
  machines.
  BACKDOOR EGRESS
  Prerequisite: Slicer Pursuit
  When you cast a tech power that a�ects an area and
  requires a saving throw, and you are inside that
  power's area, you can use your reaction to move up to
  half your speed without provoking opportunity attacks.
  If you end this movement outside the area a�ected by
  the tech power, you do not have to make a saving
  throw to avoid its e�ects.
  INTELLIGENCE CORE OVERRIDE
  Prerequisite: 9th level, Slicer Pursuit
  You can cast the override interface tech power at 5th
  level without spending tech points.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  RESOURCE APPROPRIATION
  Prerequisite 11th level, Slicer Pursuit
  If you reduce the target of your Critical Analysis feature
  to 0 hit points, and it has tech point remaining, you
  may choose to gain any tech points it had remaining.
  Your current tech points cannot exceed your tech point
  maximum.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  SKILLFUL CASTING
  Prerequisite: Slicer Pursuit
  When you hit a creature with an at-will tech power that
  requires an attack roll, you may treat that attack roll as
  a weapon attack for the purpose of using maneuvers.
  SLEEPER PROGRAM
  Prerequisite: Slicer Pursuit
  Whenever you cast a tech power with a casting time of
  1 action, you can choose to delay the power's
  activation up to a minute. When you do so, you cast
  the power as normal, but holds its energy for the
  duration of the delay. Holding onto the power's e�ect
  requires concentration. If your concentration is broken
  before the delay ends, the power dissipates without
  taking e�ect. You can use your reaction to activate the
  power at any time.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  ZOOLOGIST PURSUIT
  Many academics develop an a�nity for nature,
  studying the vast fauna that inhabit the di�erent
  planets throughout the galaxy. Those scholars who
  choose the Zoologist Pursuit capitalize on their
  knowledge of animals, developing a strong bond with a
  companion with whom they gain an advantage on the
  battle�eld.
  WILDERNESS EXPERT
  When you choose this pursuit at 3rd level, you gain
  pro�ciency your choice of Animal Handling or Nature
  skills. Additionally, when you make a Wisdom (Animal
  Handling) check, you gain a bonus to the check equal
  to your Intelligence modi�er.
  BEAST COMPANION
  Also at 3rd level, you learn to employ all the knowledge
  you've accumulated to forge a powerful bond with
  your own personal beast companion.
  Choose your beast, which is detailed at the end of
  this pursuit. Over the course of 8 hours, which can be
  done during a long rest, you can expend 500 cr worth
  of herbs and food to call forth an animal from the
  wilderness to serve as your companion.
  If your beast dies, or you want to bond with a
  di�erent creature, you must �rst break the bond with
  your current beast companion. You may only have one
  beast companion at a time.
  Your beast gains a variety of bene�ts while it is
  bonded to you:
  The beast obeys your commands as best it can. It rolls
  for initiative like any other creature, but you determine
  its actions, decisions, attitudes, and so on. If you are
  incapacitated or absent, your beast acts on its own.
  Your beast's level equals your scholar level, and for
  each scholar level you gain after 3rd, your beast
  companion gains an additional hit die and increases its
  hit points accordingly.
  Your beast has the pro�ciency bonus of a player
  character of the same level.
  Whenever you gain the Ability Score Improvement
  class feature, your beast's abilities also improve.
  Your beast can increase one ability score of
  your choice by 2, or it can increase two
  ability scores of your choice by 1. As
  normal, your beast can't increase an
  ability score above 20 using this feature
  unless its description speci�es
  otherwise.
  While your beast is the target of your Critical Analysis
  feature, it gains a bonus to ability checks, armor class,
  attack rolls, damage rolls, and saving throws equal to
  half your Intelligence modi�er (rounded up).
  ADDITIONAL MANEUVERS
  Lastly at 3rd level, you gain access to new maneuvers
  which re�ect the progress of your studies into the
  biology and behavior of animals. Whenever you learn a
  new maneuver, you can choose from any of the
  following as well. The maneuvers are listed in
  alphabetical order.
  LOYAL BOND
  Whenever you are hit with an attack, you can expend
  one superiority die to command your companion to
  immediately use its reaction and move up to its speed
  directly towards you. If it ends this movement within 5
  feet of you, roll the superiority die. Your companion
  takes the damage instead of you, subtracting the
  amount you rolled from the total.
  GO GET 'EM
  While your companion is moving, you can expend a
  superiority die and add 5 times the number rolled to its
  movement speed.
  PIN DOWN
  When your beast attempts to grapple or knock a
  creature prone, you can expend a superiority die to
  give it direction as long as it can see or hear you. Roll a
  superiority die and add it to
  your beast's Strength
  (Athletics) check.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  PRIMAL ENDURANCE
  As an action, you can expend a superiority die to
  improve your beast's defense. Roll the die and add it to
  your beast's AC until the beginning of your next turn.
  SIC 'EM
  As an action, you can expend a superiority die to
  command your beast to save a nearby enemy. Your
  beast
  SPINE-CHILLING HOWLS
  As an action, you can expend one superiority die to
  command your beast to frighten another creature. The
  target must then succeed on a Wisdom saving throw
  against your Maneuver save DC or become frightened
  of both you and your beast for 1 minute.
  WILD SENSES
  Whenever you make a Wisdom (Perception) or a
  Wisdom (Survival) check, you can request the aid of
  your beast by expending a superiority die, adding the
  number rolled to the check. You can use this maneuver
  before or after making the ability check, but before the
  results of the ability check are determined.
  VICIOUS HUNTING
  Beginning at 6th level, your beast companion's strikes
  count as enhanced for the purpose of overcoming
  resistance and immunity to unenhanced attacks and
  damage.
  CREATURE COMPREHENSION
  Starting at 9th level, when your beast makes an attack
  roll, ability check, or saving throw, you may expend a
  superiority die and apply the bene�ts of a maneuver
  you know from this class, as if you have taken the
  action yourself.
  FERAL FEROCITY
  Once you've reached 17th level, you have learned how
  to push your beast beyond its limits. If your beast is
  within 30 feet of you and can see or hear you, you can
  command it to enter a furious state. While raging, your
  beast gains the following bene�ts:
  Your beast has advantage on Strength checks and
  Strength saving throws if it is size Medium or larger.
  Your beast has advantage on Dexterity checks and
  Dexterity saving throws if it is size Small or smaller.
  When your hits with an attack, it deals bonus damage
  equal to your Intelligence modi�er.
  Your beast has resistance to kinetic and energy
  damage.
  Your beast's furious state lasts for 1 minute. It ends
  early if your beast is knocked unconscious. You can
  end your beast's furious state as a bonus action.
  Once you've used this feature, you can't use it again
  until you �nish a long rest.
  DISCOVERIES (ZOOLOGIST)
  When you select this pursuit, you gain access to new
  discoveries which re�ect your studies in biology and
  behaviour of alien lifeforms. Whenever you learn a new
  discovery, you can choose from any of the following as
  well. The discoveries are listed in alphabetical order.
  ADVANTAGEOUS COMPANION
  Prerequisite: Zoologist Pursuit
  When you make a Charisma (Intimidation) check
  against a creature that can see your beast companion,
  and your companion is size Medium or larger, you
  make the check with advantage.
  When you make a Charisma (Persuasion) check
  against a creature that can see your beast companion,
  and your companion is size Small or Tiny, you make
  the check with advantage.
  COLOSSAL COMPANION
  Prerequisite: 15th level, Zoologist Pursuit
  You can attempt to temporarily take control of a Huge
  beast. With the use of 10,000 cr worth of herbs and
  food, you can make a DC 15 Animal Handling check. On
  a success, the creature becomes your companion for
  1d4 hours and gains the bene�ts of your Beast
  Companion feature. You can attempt to extend the
  duration by one hour by making additional Animal
  Handling checks. The DC for the �rst check is 20, and
  increases by 5 on each subsequent check. On a failure,
  the creature becomes hostile to you if it wasn't already
  and becomes immune to this feature for 24 hours.
  HOLOCAM ATTACHMENT
  Prerequisite: Zoologist Pursuit
  You have learned how to safely attach a holocam on
  the head of the companion. You learn the tracker droid
  interface tech power, and your beast becomes a valid
  target of this power.
  NEAT TRICKS
  Prerequisite: 5th level, Zoologist Pursuit
  Your beast gains pro�ciency in one Strength or
  Dexterity skill of your choice. If your beast's size is
  Medium or larger and the chosen skill uses Strength, it
  has expertise in the chosen skill. If your beast's size is
  Small or smaller and the chosen skill uses Dexterity, it
  has expertise in the chosen skill.
  PROTECTIVE FRIEND
  Prerequisite: Zoologist Pursuit
  If a creature makes a melee attack against you or your
  companion, and your companion is within 5 feet of
  you, you can use your reaction to impose disadvantage
  on the attack roll.
  THE MORE THE MERRIER
  Prerequisite: 7th level, Zoologist Pursuit
  Whenever you attempt to call forth an animal as your
  companion, you can instead spend 1,000 cr worth of
  components and call forth a swarm of Tiny creatures.
  The swarm is composed of a number of creatures
  equal to your scholar level + your Intelligence modi�er,
  and is size Medium. All of the creatures within the
  swarm act as a single creature.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  GENERATING YOUR BEAST
  Choosing your beast companion is an integral part of
  being a Zoologist Scholar. Your beast takes a form of
  your choosing. Alternatively, your GM can choose what
  form your beast takes based on your environment.
  Once you've selected your type of beast, you assign
  your beast companion's ability scores using standard
  array (15, 14, 13, 12, 10, 8) as you see �t.
  BEAST FEATURES
  All beasts share the following traits.
  HIT POINTS
  Hit Dice: 1d4 per beast companion level
  Hit Points at 1st Level: 4 + your beast's Constitution
  modi�er
  Hit Points at Higher Levels: 1d4 (or 3) + your beast's
  Constitution modi�er per beast level after 1st
  PROFICIENCIES
  Languages: Your beast can understand simple commands
  spoken in two languages of your choice, as well as hand
  signals, but it can not speak
  Saving Throws: Choose one from Strength, Intelligence,
  or Charisma, and another from Dexterity, Constitution,
  or Wisdom
  Skills: Choose two from Acrobatics, Athletics, Intimidation,
  Perception, Performance, Survival, and Stealth
  FEATURES
  Armor Class: 10 + your beast's Dexterity modi�er
  Bestial Traits: Your beast companion four bestial traits of
  your choice. It gains an additional trait at 5th level (5),
  11th level (6), and 17th level (7).
  Combat Traits: Your beast companion one combat trait of
  your choice. It gains an additional trait at 11th level.
  Natural Weapon: Your beast companion attacks with a
  natural weapon, such as claws or a bite. On a hit, it deals
  1d4 kinetic damage.
  Size: Tiny
  Speed: 20 ft.
  Type: Beast
  COMBAT TRAITS
  The traits are presented in alphabetical order.
  CHARGER
  If your beast moves at least half its speed straight
  towards a target before making a melee attack, it deals
  an additional 1d8 damage on a hit.
  GRAPPLER
  When your beast hits with a melee weapon attack, it
  can use a bonus action to attempt to grapple the
  target. On a success, the target is both grappled and
  restrained, and your beast can't attack again while it
  has a creature grappled.
  NIMBLE WEAPON
  Your beast companion can use Dexterity instead of
  Strength for its attack and damage rolls.
  PACK TACTICS
  Your beast companion has advantage on an attack roll
  against a creature if at least one ally of your beast
  companion is within 5 feet of the creature and the ally
  isn't incapacitated.
  POUNCER
  If your beast moves at least half its speed straight
  toward a creature and hits it with a melee attack, the
  creature must make a Strength saving throw (DC = 8 +
  your beast's pro�ciency bonus + its Strength modi�er).
  If the creature is larger than your beast, it makes this
  save with advantage. On a failed save, the creature is
  knocked prone, and your beast can make one
  additional attack against it as a bonus action.
  RAMPAGER
  If your beast reduces a creature to 0 hit points with a
  melee attack on its turn, your beast and take a bonus
  action to move up to half its speed and make a melee
  attack.
  RANGED WEAPON
  Your beast companion has a natural ranged weapon,
  such as a spitter or or tail spikes. It has a normal range
  of 30 feet and a long range of 90 feet, and on a hit it
  deal kinetic damage equal to its natural weapon
  damage die.
  REACH WEAPON
  Your beast companion has a natural weapon with
  reach, such as a tail or wings. It has the reach property,
  and on a hit it deals kinetic damage equal to its natural
  weapon damage die.
  VENOMOUS WEAPON
  When your beast companion deals damage to a
  creature, it must make a Constitution saving throw (DC
  = 8 + your beast's pro�ciency bonus + your beast's
  Constitution modi�er) or become poisoned until the
  end of its next turn.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  BESTIAL TRAITS
  The traits are presented in alphabetical order.
  AERIAL
  Your beast companion has a �ying speed equal to its
  walking speed, and opportunity attacks made against it
  have disadvantage.
  AMPHIBIOUS
  Your beast companion has a swimming speed equal to
  its walking speed, and it can breathe air and water.
  BURROWER
  Your beast companion has a burrowing speed equal to
  its walking speed, and it has blindsight out to 10 feet.
  CLIMBER
  Your beast companion has a climbing speed equal to
  its walking speed, and it has advantage on Strength
  saving throws and Strength (Athletics) checks that
  involve climbing.
  DARKVISION
  Your beast companion is accustomed to low-light
  environments. Your beast can see in dim light within 60
  feet as if it were bright light, and in darkness as if it
  were dim light. Your beast can't discern color in
  darkness, only shades of gray.
  EVASIVE
  Your beast companion can take the Disengage action
  as a bonus action.
  FORCE ADEPT
  Prerequisite: Force Sensitive
  Your beast companion knows one 2nd-level force
  power of your choice, and once per long rest it can cast
  it at 1st-level without expending force points. Your
  beast's forcecasting ability is Wisdom or Charisma
  (depending on power alignment).
  FORCE RESISTANCE
  Your beast companion has advantage on saving throws
  against force powers.
  FORCE SENSITIVE
  Your beast companion knows one 1st-level force
  power of your choice, and once per long rest it can cast
  it at 1st-level without expending force points. Your
  beast's forcecasting ability is Wisdom or Charisma
  (depending on power alignment).
  KEEN HEARING
  Your beast companion has advantage on Wisdom
  (Perception) checks that rely on hearing.
  KEEN SIGHT
  Your beast companion has advantage on Wisdom
  (Perception) checks that rely on sight.
  KEEN SMELL
  Your beast companion has advantage on Wisdom
  (Perception) checks that rely on smell.
  NATURAL CAMOUFLAGE
  When your beast companion attempts to hide, it can
  opt to not move on its turn. If it avoids moving, it is
  considered lightly obscured until it moves.
  LIGHT HIDE
  Your beast companion's armor class becomes 11 + it's
  Dexterity modi�er.
  MEDIUM HIDE
  Your beast companion's armor class becomes 13 + it's
  Dexterity modi�er, to a maximum of +2.
  HEAVY HIDE
  Your beast companion's armor class becomes 14.
  POWERFUL BUILD
  Your beast companion counts as one size larger when
  determining its carrying capacity and the weight it can
  push, drag, or lift.
  SIZE LARGE
  Prerequisite: Size Medium
  Your beast companion's size is Large. Its hit points
  increase by an amount equal to twice its level, its Hit
  Die becomes a d10, its natural weapon damage die
  becomes a d10, and it's walking speed increases to 35.
  SIZE MEDIUM
  Prerequisite: Size Small
  Your beast companion's size is Medium. Its hit points
  increase by an amount equal to twice its level, its Hit
  Die becomes a d8, its natural weapon damage die
  becomes a d8, and its walking speed increases to 30.
  SIZE SMALL
  Your beast companion's size is Small. Its hit points
  increase by an amount equal to twice its level, its Hit
  Die becomes a d6, its natural weapon damage die
  becomes a d6, and it's walking speed increases to 25.
  STURDY-LEGGED
  Your beast companion's long jump is up to 20 feet and
  its high jump is up to 10 feet, with or without a running
  start, and it has advantage on Strength and Dexterity
  saving throws made against e�ects that would knock it
  prone.
  SWIFT
  Your beast companion can take the Dash action as a
  bonus action.
  TREMORSENSE
  Your beast companion gains tremorsense out to 30
  feet.
  EXPANDED CONTENT | ARCHETYPES | SCHOLAR
  
  BULWARK TECHNIQUE
  Some scouts �nd themselves far from civilization not to
  hunt, gather intelligence, or escape danger, but to
  venture forth simply to defend those unable to defend
  themselves. Followers of the Bulwark Technique make
  use of advanced technology to contain those that
  threaten the undeserving.
  BONUS PROFICIENCIES
  You gain pro�ciency in heavy armor.
  PERSONAL BARRIER
  When you choose this technique at 3rd level, you gain
  access to a powerful personal barrier. Whenever you
  complete a short or long rest, you create a barrier on
  yourself that lasts until you �nish a short or long rest.
  That barrier has hit points equal to twice your scout
  level + your Intelligence modi�er. Your barrier can
  never have hit points greater than twice your scout
  level + your Intelligence modi�er.
  Whenever you take damage, the barrier takes the
  damage instead. If this damage reduces the barrier to
  0 hit points, you take any remaining damage.
  While the barrier has 0 hit points, it can't absorb
  damage, but its power remains. Whenever you cast a
  tech power of 1st level or higher, your barrier regains
  hit points equal to the number of tech points spent.
  Additionally, for as long as your barrier has hit
  points, you gain the following bene�ts:
  You are considered pro�cient in Constitution saving
  throws for the purpose of maintaining concentration
  on tech powers.
  Hostile creatures that hit you with melee attacks take
  energy damage equal to your Intelligence modi�er
  (minimum of 1).
  MARK OF THE BULWARK
  Also at 3rd level, when the target of your Ranger's
  Quarry feature makes a melee attack against a friendly
  creature within 5 feet of you, you can use your reaction
  to force the attack to target you instead. If the attack
  hits, and your Personal Barrier has hit points, the
  attacking creatures takes bonus damage equal to your
  Ranger's Quarry Damage Die.
  PROJECTED BARRIER
  Beginning at 7th level, you've learned how to
  manipulate your barrier to create new e�ects. As an
  action, you can spend three of your barrier's hit points
  to create a unique e�ect. You have three such e�ects:
  Projected Sphere, Projected Maelstrom, and Projected
  Wave. When you use your Projected Barrier, you
  choose which e�ect to create.
  Some Projected Barrier E�ects require saving
  throws. When you use such an e�ect from this class,
  the DC equals your tech save DC.
  If your barrier's hit points are reduced to 0, any
  Projected Barrier features immediately end.
  PROJECTED SPHERE
  You create a protective spherical barrier barrier in a 5-
  foot-radius sphere a point you can see within 30 feet
  that lasts until the start of your next turn. Creatures
  within the barrier have three-quarters cover from
  attacks originating from outside the barrier. You can
  maintain the barrier by spending an additional barrier
  hit point at the start of each of your turns (no action
  required).
  PROJECTED MAELSTROM
  You create an unstable energy maelstrom in a 5-foot
  cube at a point you can see within 30 feet that lasts
  until the start of your next turn. A creature takes 4d4
  energy damage when it enters the area for the �rst
  time on a turn or starts its turn there. You can maintain
  the barrier by spending an additional barrier hit point
  at the start of each of your turns (no action required).
  This feature’s damage increases by 1d4 when you
  reach 11th level (5d4) and 17th level (6d4).
  PROJECTED WAVE
  You create a wave of barrier energy in a 15-foot cone.
  Each creature within the cone must make a Dexterity
  saving throw. On a failed save, a creature takes 2d6
  energy damage and is pushed back to the edge of the
  cone. On a success, they take half damage and
  aren't pushed.
  This feature’s damage increases by 1d6
  when you reach 11th level (3d6) and 17th
  level (4d6).
  REGENERATIVE SHIELDING
  Starting at 11th level, when a hostile
  creature forces you to make a saving
  throw and you succeed, your personal
  barrier regains hit points equal
  to your Intelligence modi�er.
  ADAPTIVE BARRIER
  At 15th level, when your personal
  barrier takes damage, you can have it
  gain resistance to subsequent damage
  of that type until the start of your
  next turn (no action required).
  If it takes damage of more
  than one type simultaneously,
  you can choose which type it
  gains resistance to. Your
  barrier can only have
  resistance to one type of
  damage at a time.
  EXPANDED CONTENT | ARCHETYPES | SCOUT
  
  ILLUSIONIST TECHNIQUE
  Among the galaxy you may �nd the various in�ltrators
  and agents who make ample use of holographic
  technology to get themselves in and out of danger.
  Followers of the Illusionist Technique make use of this
  holographic technology to give themselves an illusory
  edge in combat.
  HOLOGRAPHIC DECOY
  When you choose this technique at 3rd level, as an
  action, you can create a perfect illusion of yourself that
  lasts for 10 minutes, or until you lose your
  concentration (as if you were concentrating on a
  power). The decoy appears in an unoccupied space
  that you can see within 30 feet of you. The decoy is
  purely visual. If anything passes through it, it is
  revealed to be an illusion. For the duration, you can
  cast tech powers as though you were in the decoy's
  space. Both your decoy and the target of your tech
  power must be within your line of sight.
  You can use your bonus action to cause the decoy to
  move up to 30 feet. As your decoy changes location,
  you can alter its appearance so that its movements
  appear natural for the decoy. If your decoy is ever
  more than 120 feet away from you, it immediately
  disappears.
  Additionally, when both you and your decoy are
  within 5 feet of a creature that can see the decoy, but is
  not aware it is an illusion, you have advantage on
  attack rolls against that creature.
  A creature that uses its action to examine your decoy
  can determine that it is an illusion with a successful
  Intelligence (Investigation) check against your tech save
  DC. If a creature discerns the illusion for what
  it is, the creature can see through the image.
  Once you've used this feature, you must
  complete a short or long rest before you
   can use it again.
  MARK OF THE ILLUSIONIST
  Also at 3rd level, the target of your Ranger's Quarry
  feature has disadvantage on all checks made to discern
  the nature of your illusions. Additionally, when the
  target of your Ranger's Quarry is reduced to 0 hit
  points, you can use your reaction to immediately cause
  an active illusion, or your Holographic Decoy, to take
  the form of the creature as long as the creature's
  dimensions fall within the power's capacity restrictions.
  CHARGED ILLUSIONS
  Beginning at 7th level, when a creature discerns the
  nature of an illusion you have created using a tech
  power or class feature while within 5 feet of it, you can
  dispel the illusion (no action required) to have the
  creature take energy damage equal to 1d10 + half your
  scout level (rounded down).
  QUICK ESCAPE
  Starting at 11th level, whenever you take damage, you
  can use your reaction to swap places with an illusion of
  yourself that you have created using a tech power or
  class feature. The illusion must be within 60 feet of
  you, and you must be able to see it.
  IMPROVED DECOYS
  At 15th level, you can create up to four duplicates of
  yourself, instead of one, when you use your
  Holographic Decoy feature. When you use your bonus
  action to move a decoy, you can move any number of
  them with the same bonus action.
  
  INQUISITOR TECHNIQUE
  Across history, there have been those who live to hunt
  those who wield the Force, be they Jedi or Sith.
  Followers of the Inquisitor Technique combine
  technology with force techniques to track down and
  eliminate force-wielders. For those practitioners of the
  Force, they are the greatest adversary.
  WHISPERS OF THE FORCE
  When you choose this technique at 3rd level, you have
  learned secrets from a subtle attunement to the force.
  Choose two force powers of no higher level than your
  Max Power Level, as shown in the scout class table. The
  chosen powers count as tech powers for you, but are
  not included in the number in the Powers Known
  column of the scout class table.
  You learn two additional powers at 5th, 9th, and 13th
  level. Whenever you gain a level in this class, you can
  choose one of the force powers you know and replace
  it with another force power of no higher level than
  your Max Power Level.
  MARK OF THE INQUISITOR
  Also at 3rd level, when the target of your Ranger's
  Quarry feature is within 15 feet of you, you gain the
  following bene�ts:
  Whenever the creature casts a force power, it must �rst
  succeed on a Constitution saving throw against your
  tech save DC to maintain concentration. On a failed
  save, the casting is disrupted, the force power fails, and
  the force points are wasted.
  Whenever the creature starts its turn while
  concentrating on a force power, it must make a
  Constitution saving throw against your force save DC to
  maintain concentration. On a failed save, it loses
  concentration on the power.
  At 11th level, the radius of this feature increases to
  30 feet.
  SENSE FORCE
  Beginning at 7th level, you can use your action to gain
  the bene�ts of the force sight force power until the end
  of your next turn.
  You can use this feature a number of times equal to
  your Intelligence modi�er (a minimum of once). You
  regain all expended uses when you �nish a long rest.
  FORCE RESISTANCE
  Starting at 11th level, while the target of your Ranger's
  Quarry feature is within 30 feet of you, you gain the
  following bene�ts:
  You have advantage on saving throws against force
  powers they cast.
  You have resistance to damage dealt by force powers
  they cast.
  INQUISITOR'S WRATH
  At 15th level, you can cast the force suppression and
  sever force force powers at 3rd level against the target
  of your Ranger's Quarry without expending tech
  points. If they are within 30 feet of you, you have
  advantage on the forcecasting ability check for these
  powers.
  You can use this feature a number of times equal to
  1 + your Intelligence modi�er (a minimum of once).
  You regain all expended uses when you �nish a long
  rest.
  EXPANDED CONTENT | ARCHETYPES | SCOUT
  
  MASTERMIND TECHNIQUE
  Preparation, preparation, preparation. Some scouts
  are serious students of battle and any creatures they
  might encounter. Followers of the Mastermind
  Technique focus on being prepared for any eventuality,
  and using their breadth of knowledge to gain insights
  into their enemies.
  INSTINCTIVE COMBATANT
  When you choose this technique at 3rd level, you have
  learned to use your wits to help you survive. While you
  are wearing light or medium armor, you can use your
  Intelligence modiﬁer instead of your Dexterity modiﬁer
  when determining your AC.
  MARK OF THE METICULOUS
  Also at 3rd level, you can use Intelligence instead of
  Dexterity for the attack and damage rolls made with
  weapons with the ﬁnesse property or blaster weapons
  against the target of your Ranger's Quarry.
  Additionally, once per round, when you hit the target
  of your Ranger's Quarry with a tech attack, or it fails a
  saving throw against a tech power you cast that deals
  damage, you can deal additional damage equal to your
  Ranger's Quarry damage die of the same type as the
  tech power's damage.
  ADAPTIVE TECHIE
  Beginning at 7th level, when you complete a long rest,
  you can choose up to a number of tech powers you
  know equal to half your Intelligence modiﬁer (rounded
  down) and replace them with another tech power, as
  long as that power is not of a higher level than your
  Max Power Level.
  EMERGENCY PLANNING
  Starting at 11th level, you've learned to formulate and
  execute a plan. As an action, you can choose up to six
  creatures (including yourself) that you can see within
  60 feet of you. For each creature, choose one of the
  following: ability check, attack roll, or saving throw.
  Each creature gains an Emergency Planning die, which
  is a d8.
  Once within the next 10 minutes, each creature can
  roll the die and add the number rolled to one ability
  check, attack roll, or saving throw, as determined when
  you use this feature. The creature can wait until after it
  rolls the d20 before deciding to use the Emergency
  Planning die, but must decide before the GM says
  whether the roll succeeds or fails. Once the Emergency
  Planning die is rolled, it is lost.
  A creature can have only one Emergency Planning
  die at a time.
  Once you've used this feature, you must complete a
  short or long rest before you can use it again.
  Your Emergency Planning die changes when you
  reach certain levels in this class. to 1d10 at 13th level,
  and to 1d12 at 17th level.
  EXPLOIT WEAKNESS
  At 15th level, your training has taught you to ﬁnd and
  exploit weaknesses in your prey. As a bonus action,
  you can impose disadvantage on the next saving throw
  the target of your Ranger's Quarry makes against an
  eﬀect you control before the end of your next turn.
  Once you've done so, you must complete a short or
  long rest before you can do so again.
  EXPANDED CONTENT | ARCHETYPES | SCOUT
  
  PREDATOR TECHNIQUE
  Some scouts work in solitude, while others prefer the
  strength of a group. Followers of the Predator
  Technique �nd power lies with the pack; they distract
  their prey, while their allies go for the kill.
  BONUS PROFICIENCIES
  You gain pro�ciency in heavy armor.
  HUNTING PARTY
  When you choose this technique at 3rd level, when you
  take the Attack action on your turn, you can use a
  bonus action to direct one of your companions to
  strike. When you do so, choose a friendly creature who
  can see or hear you. That creature can immediately
  use its reaction to make one weapon attack.
  You can use this feature a number of times equal to
  your Intelligence modi�er (minimum of once). You
  regain all expended uses of it when you �nish a long
  rest.
  MARK OF THE PREDATOR
  Also at 3rd level, if the target of your Ranger's Quarry
  feature can see you, a number of friendly creatures
  you choose up to your Intelligence modi�er have
  advantage on Dexterity (Stealth) checks made to hide
  from it.
  PREDATOR'S RESOLVE
  Beginning at 7th level, you can use your action to gain
  the following bene�ts for 1 minute:
  You have advantage on Constitution saving throws.
  At the start of each of your turns, you gain temporary
  hit points equal to your Constitution modi�er
  (minimum of one).
  When you use your Hunting Party feature and the
  target of the attack is your Ranger's Quarry, your ally
  gains a bonus to damage on the attack equal to your
  Ranger's Quarry Damage Die.
  Once you've used this feature, you can't use it again
  until you �nish a short or long rest.
  PREY ON THE WEAK
  Starting at 11th 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.
  ON THE HUNT
  At 15th level, when you use your Predator's Resolve
  feature, a number of friendly creatures you choose up
  to your Intelligence modi�er that you can see within 30
  feet of you also gain the bene�ts of the feature.
  EXPANDED CONTENT | ARCHETYPES | SCOUT
  
  SLAYER TECHNIQUE
  Some scouts seek to learn the most about their foes
  and to capitalize on that knowledge. Follower of the
  Slayer Technique focus on identifying the strengths
  and weaknesses of their prey, taking advantage of that
  knowledge to vanquish their foes.
  BONUS PROFICIENCIES
  You gain pro�ciency in heavy armor.
  SLAYER'S PRIDE
  When you choose this technique at 3rd level, you have
  advantage on saving throws against being frightened.
  MARK OF THE SLAYER
  Also at 3rd level, you immediately learn if the target of
  your Ranger's Quarry feature has any damage
  immunities, resistances, or vulnerabilities and what
  they are. Additionally, the �rst time you hit the target
  of your Ranger's Quarry feature with a weapon attack
  each turn, it takes extra damage equal to your Ranger's
  Quarry Damage Die. The damage is of the same type
  as the weapon's damage.
  SUPERNATURAL DEFENSE
  Beginning at 7th level, whenever the target of your
  Ranger's Quarry forces you to make a saving throw, or
  whenever you make an ability check to escape that
  targets grapple, you can use your reaction and roll
  your Ranger's Quarry Damage Die, adding it to the roll.
  NEMESIS
  Starting at 11th level, when you score a critical hit or
  reduce a creature to 0 hit points on your turn, you
  can use your bonus action to force one creature
  of your choice that you can see within 30 feet
  of you to make a Wisdom saving throw
  against your tech save DC. On a failed
  save, a creature becomes frightened of
  you for 1 minute. At the end of each of
  the creature's turns it repeats this saving
  throw, ending the e�ect on a success.
  SLAYER'S COUNTER
  At 15th level, if the target of your Ranger's
  Quarry feature forces you to make a
  saving throw, you can use your reaction
  to make one weapon attack against it. You make this
  attack immediately before making the saving throw. If
  your attack hits, you automatically succeed on the
  saving throw, in addition to the attack's normal e�ects.
  EXPANDED CONTENT | ARCHETYPES | SCOUT
  
  PATH OF COMMUNION
  Those who master the Force can transcend death,
  persisting beyond their natural experation. Those
  sentinels who follow the Path of Communion bond
  with a Force ghost, developing a symbiotic relationship
  which alters the way they perceive their surroundings.
  MYSTICAL CONNECTION
  Starting when you choose this calling at 3rd level, you
  learn the feedback force power, which does not count
  against your total powers known. Additionally, you can
  use Wisdom or Charisma as your forcecasting ability
  for it, and you can use your Kinetic Combat feature
  when you cast it as your action. Finally, when you deal
  psychic damage with the feedback force power, you
  deal additional psychic damage equal to your Wisdom
  or Charisma modi�er (your choice, minimum of one) if
  it doesn't already include that modi�er.
  SYMBIOT SPIRIT
  Also at 3rd level, you attract the attention of the spirit
  of a Force ghost. Over the course of one hour, you can
  attune to the spirit, forging a lasting connection. While
  attuned to a spirit, you gain the following bene�ts:
  Your spirit is always audible and visible to you. Your
  spirit can choose to make itself audible and visible or
  inaudible and invisible to other creatures (no action
  required), but it is always visible to beings with
  truesight.
  Your spirit can not interact with the corporeal world,
  but it is also not impeded by unenhanced walls or
  barriers.
  Your spirit acts independently of you, and it only obeys
  your commands if it chooses to. In combat, it rolls its
  own initiative and acts on its own turn. Your spirit can't
  attack, but it can take other actions as normal.
  While your spirit is within 100 feet of you, you can
  telepathically communicate with it. Additionally, as an
  action, you can see through your spirit's vision and
  hear what it hears until the start of your next turn.
  During this time, you are deaf and blind with regard to
  your own senses.
  When you cast a force power with a range of touch,
  your spirit can deliver the power as if it had cast it. Your
  spirit must be within 100 feet of you, and it must use its
  reaction to deliver the power when you cast it. If the
  power requires an attack roll, you use your attack
  modi�er for the roll.
  You can only attune to one spirit at a time. If you
  attempt to attune to another spirit, you immediately
  break the bond with your current spirit.
  GENERATING YOUR SPIRIT
  Your spirit might be the ghost of a benevolent Jedi,
  discovered in the ruins of a Jedi temple, or a powerful
  Sith spirit lingering in an ancient artifact. It might be
  the spirit of a Nightsister sorceress, or a paragon of a
  long-forgotten monastic order. Work with your GM to
  determine the nature of your spirit.
  Additionally, your spirit can brie�y interact with the
  physical world. When you would make a melee attack,
  your spirit can deliver the attack as if it had made it.
  Your spirit must be within 100 feet of you, and it must
  use its reaction to deliver the attack. It uses your
  modi�ers for the attack and damage rolls. You can use
  this feature a number of times equal to your Wisdom
  or Charisma modi�er (your choice, a minimum of
  once). You regain all expended uses when you
  complete a short or long rest.
  INVASIVE PRESENCE
  At 7th level, your spirit can invade another creature's
  being. As an action, your spirit can touch a creature
  within 5 feet of it, forcing it to make a Wisdom saving
  throw against your universal force save DC. If you or
  creatures that are friendly to you are �ghting it, it has
  advantage on the saving throw.
  On a failed save, your spirit moves into that
  creatures space, inhabiting its body, for 1 minute. The
  a�ected creature has disadvantage on the �rst attack
  roll, ability check, or saving throw it makes each turn.
  At the end of each its turns, the creature repeats this
  save. On a success, it repels the spirit from its body,
  and it becomes immune to this feature for 24 hours.
  Once you've used this feature, you must complete a
  long rest before you can use it again.
  ETHEREAL VISION
  By 13th level, you and your guiding spirit both gain
  truesight out to 60 feet as long as your spirit is within
  100 feet of you.
  Additionally, when you use your action to see
  through your spirit's senses, you are no longer deaf
  and blind with regard to your own senses, able to
  comprehend what happens in both perspectives
  simultaneously.
  ASSUMING DIRECT CONTROL
  At 18th level, when a creature fails its saving throw
  against your Invasive Presence feature, the target
  becomes charmed by you for as long as Invasive
  Presence is active.
  While the target is charmed, you and your spirit have
  a telepathic link with it as long as you are within 100
  feet of it. You and your spirit can use this telepathic link
  to issue commands to the creature while you are
  conscious (no action required), which it does its best to
  obey. You can specify a simple and general course of
  action, such as "Attack that creature," "Run over there,"
  or "Fetch that object." If the creature completes the
  order and doesn't receive further direction from you, it
  defends and preserves itself to the best of its ability.
  You can use your action to take total and precise
  control of the target. Until the end of your next turn,
  the creature takes only the actions you choose, and
  doesn't do anything that you don't allow it to do.
  During this time you can also cause the creature to use
  a reaction, but this requires you to use your own
  reaction as well.
  EXPANDED CONTENT | ARCHETYPES | SENTINEL
  
  PATH OF THE CORSAIR
  There may come a time when a sentinel �nds
  themselves stranded, hunted, or in any situation where
  they must hide their nature as a force wielder. Those
  sentinels who follow the Path of the Corsair make use
  of alternative weaponry not commonly associated with
  force-wielders to great e�ect.
  SCAVENGER'S REACH
  Starting when you choose this calling at 3rd level, you
  learn the force disarm force power. Additionally, you
  no longer have disadvantage on the attack roll with it if
  you are within 5 feet of a hostile creature, and you can
  use your Kinetic Combat feature when you cast it as
  your action. Finally, when you cast the force disarm
  power, disarm a blaster weapon, and catch it, you can
  reload the weapon as a part of the same action.
  CORSAIR WEAPONS
  Also at 3rd level, you can use the force to quickly learn
  the use of unfamiliar weapons. When you hold a
  weapon that you are not pro�cient in, you can spend 1
  force point (no action required) to gain pro�ciency with
  that weapon until the end of your next long rest. If that
  weapon is a blaster, you can use it to make Kinetic
  Combat attacks as long as the target of the attack is
  within the weapon's normal range.
  Additionally, when you throw a grenade, you can use
  Wisdom or Charisma instead of Strength when
  determining your throwing range.
  FORCE-EMPOWERED DETONATORS
  At 7th level, you learn to infuse a number of small
  detonators with the Force. Over the course of a short
  or long rest, you can create a number of detonators
  equal to your Wisdom or Charisma modi�er (your
  choice, minimum of one). Your detonators can only be
  used by you, and they lose their potency at the end of
  your next short or long rest.
  As a bonus action on each of your turns, you can
  throw one of your detonators at a point within range.
  Your detonators have a range equal to 30 feet + your
  Wisdom or Charisma modi�er x 5. Make a universal
  ranged force attack. On a hit, the detonator adheres to
  the target, and if the target is a Large or smaller
  creature, it is pushed back 5 feet. On a miss, it falls to
  the ground. Hit or miss, the detonator then explodes.
  The target and each creature within 5 feet must make a
  Dexterity saving throw against your universal force
  save DC. If the detonator adhered to a target, the
  creature has disadvantage on the saving throw. A
  creature takes force damage equal to your Kinetic
  Combat Damage Die + your Wisdom or Charisma
  modi�er (your choice) on a failed save, or half as much
  on a successful one.
  ENERGIZED KINETICS
  By 13th level, once per turn, when you deal damage
  with a Force-Empowered Detonator or your Double
  Strike feature, you can deal additional damage equal to
  your Kinetic Combat Damage Die. The damage type is
  force, lightning, necrotic, or psychic (your choice).
  DISORIENTING DETONATIONS
  At 18th level, when a creature fails the saving throw
  against your Force-Empowered Detonators feature,
  you can spend 2 force points to subject it to the e�ects
  of one of the following force powers: a�iction, force
  blind/deafen, stun, or stun droid. They automatically
  fail the saving throw for the selected power, but the
  e�ects only last until the end of your next turn.
  EXPANDED CONTENT | ARCHETYPES | SENTINEL
  
  PATH OF THE FORCEBLADE
  Some few master their weapon in ways that di�er from
  their peers. Those sentinels who follow the Path of the
  Forceblade channel the Force into their weapon,
  forming a unique connection that grants you greater
  control over the weapon; it becomes an extension of
  their will.
  PHASETHROW
  Starting when you choose this calling at 3rd level, you
  learn the saber throw force power. Additionally, you no
  longer have disadvantage on the attack roll with it if
  you are within 5 feet of a hostile creature, and you can
  use your Kinetic Combat feature when you cast it as
  your action. Finally, once per turn, when you hit a
  creature within 30 feet of you with the saber throw
  force power, you can spend 1 force point to teleport to
  an unoccupied space within 5 feet of the creature.
  FORCEBLADE BOND
  Starting when you choose this tradition at 3rd level,
  you learn how to bond with a lightweapon or
  vibroweapon through the Force, making it part of you.
  You perform the ritual over the course of 1 hour,
  which can be done during a short rest. The weapon
  must be within your reach throughout the ritual, at the
  conclusion of which you touch the weapon and forge
  the bond, gaining the following bene�ts:
  You can't be disarmed of that weapon unless you are
  incapacitated.
  If the weapon is within 60 feet
  of you and you can see it, you
  can summon that weapon as a
  bonus action on your turn, causing it to travel instantly
  to you. If you have a free hand, you catch the weapon.
  Otherwise, it lands at your feet.
  You can use Wisdom or Charisma instead of Strength
  or Dexterity for the attack and damage rolls.
  You can have two weapons bonded to you in this
  way at a time, and you can summon both of them to
  you with the same bonus action.
  TWIN SABER THROW
  At 7th level, when you cast saber throw
  while wielding your forceblade, you
  add half your forcecasting ability
  modi�er (rounded down) to the
  damage rolls, and you can att-
  ack the same target multiple
  times. Additionally, when
  you make your Kinetic Combat attack, if you spent
  a force point to teleport to within 5 feet of the
  target, you make the attack roll with
  advantage.
  DISRUPTIVE THROW
  By 13th level, when you are the target of a ranged
  attack, you can use your reaction to throw your
  forceblade at the source of the attack. Make a ranged
  force attack. On a hit, this attack deals damage equal to
  your Kinetic Combat Damage Die and you impose
  disadvantage on the triggering attack roll.
  FORCEBLADE MASTERY
  At 18th level, you've mastered controlling your
  forceblade with your mind, using it to keep your
  enemies at bay. As an action, you can telekinetically
  control your forceblade and have it strike any number
  of creatures within 10 feet of you, spending 1 force
  point per target. Each target must make a Dexterity
  saving throw (DC = 8 + your pro�ciency bonus + your
  Wisdom or Charisma modi�er + any bonuses to the
  weapon's attack rolls). On a failed save, it takes
  damage equal to your Kinetic Combat Damage Die +
  half your sentinel level (rounded down), is pushed back
  10 feet and knocked prone.
  Additionally, when you do so, you can use your
  Kinetic Combat feature.
  EXPANDED CONTENT | ARCHETYPES | SENTINEL
  
  PATH OF SYNTHESIS
  There is power in diversity unknown to those of narrow
  mind. Those sentinels who follow the Path of Synthesis
  blend their intricate mastery of the Force with their
  understanding of technology, creating unique e�ects
  to overcome their obstacles.
  TECHCASTING SECRETS
  When you choose this calling at 3rd level, you have
  learned to intersperse your training with an aptitude
  for technology. Choose two tech powers of 1st-level or
  lower. The chosen powers count as universal force
  powers for you, but are not included in the number in
  the Powers Known column of the sentinel class table.
  You still require the aid of a wristpad for these powers.
  At 7th-level, you learn two tech powers of 2nd-level
  or lower. At 13th level, you learn two tech powers of
  3rd-level or lower. At 19th level, you learn two tech
  powers of 4th-level or lower. Whenever you gain a level
  in this class, you can choose one of the tech powers
  you know and replace it with another tech power.
  SYNTHETIC UNDERSTANDING
  Also at 3rd level, you've applied your newfound
  knowledge to broader pursuits. You gain pro�ciency in
  Technology or one tool of your choice.
  Additionally, when you make an Intelligence
  (Technology) check, or a check with a tool, you may use
  your Wisdom or Charisma modi�er (your choice)
  instead of your Intelligence modi�er.
  Finally, when you deal damage with a tech power or
  Kinetic Combat attack, you can choose to substitute
  the damage dealt as ion.
  FORCE-EMPOWERED TECH
  At 7th level, you learn to fully blend your technological
  aptitude with your use of the Force. You have three
  such e�ects: Forced Override, Intuitive Interface, and
  Ion Charge. When you use your Force-Empowered
  Tech, you choose which e�ect to create.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain all expended uses when
  you �nish a short or long rest.
  FORCED OVERRIDE
  When you cast a tech power that requires a saving
  throw, you can impose disadvantage on the save (no
  action required).
  DISRUPTION PULSE
  As an action, you can send out a 30 foot cone of
  electromagnetically-charged energy to overload enemy
  weapons. Each creature within the cone that is wearing
  or carrying a weapon with electric components must
  make an Intelligence saving throw. If the weapon is
  being worn, this save is made with disadvantage. On a
  failed save, the �rst attack they attempt to make with
  that weapon has disadvantage. A creature with
  multiple weapons must make a separate save for each
  weapon.
  TECHCASTING INSIGHT
  As an action, you can attempt to determine another
  creature's experience with techcasting. When you do
  so, you make an Intelligence (Technology) check
  contested by the target's Intelligence (Technology)
  check. If you succeed, you immediately learn the
  target's techcasting Max Power Level, as well as any
  tech powers currently a�ecting the target.
  IMPROVED FORCE-EMPOWERED TECH
  By 13th level, you've gained access to two additional
  Force-Empowered Tech e�ects: Harmonic Synthesis
  and Conservation of Energy.
  HARMONIC SYNTHESIS
  When you use your action to cast a force power, you
  can use your bonus action to gain resistance to
  damage dealt by tech powers until the start of your
  next turn. If you use your action to cast a tech power,
  you can instead gain resistance to damage dealt by
  force powers.
  CONSERVATION OF ENERGY
  When you reduce a hostile creature to 0 hit points with
  a tech power, you can reduce the force point cost of
  the tech power to 0 (no action required).
  REFLECTIVE SHIELD
  At 18th level, when you use your Force-Empowered
  Tech features, a barrier for energy shimmers into
  existence, surrounding you until the end of your next
  turn. When you take damage, you can mitigate the
  incoming energy and potentially re�ect it back at your
  attacker. You use your reaction to have resistance
  against the triggering damage, and if the
  source of the damage is within 5
  feet of you, they take half of
  the total damage dealt
  as ion.
  EXPANDED CONTENT | ARCHETYPES | SENTINEL
  
  PATH OF TENACITY
  The tenacious are ever mindful that the Force ebbs and
  �ows, and uses this knowledge to great advantage.
  Those sentinels who follow the Path of Tenacity use
  their connection to the Force to draw the opposition's
  attention while also warding o� their attacks, serving
  as an e�ective bulwark against even the most
  implacable of foes.
  PROTECTOR
  Starting when you choose this calling at 3rd level, you
  learn the saber ward force power. Additionally, you can
  use your Kinetic Combat feature when you cast it as
  your action. Finally, when you cast it, you can spend 2
  force points to extend the bene�ts to creatures of your
  choice within 5 feet of you while the power is active.
  The creatures immediately lose this bene�t if they
  move more than 5 feet away from you.
  KINETIC WARD
  Starting when you choose this tradition at 3rd level,
  you can use your reaction to de�ect a strike when you
  are hit by a melee weapon attack. When you do so, the
  damage you take from the attack is reduced by 1d10 +
  your Dexterity modi�er + your sentinel level.
  If you reduce the damage to 0, you can redirect it at
  another target if you have a weapon capable of doing
  so. You can spend 1 force point to make a melee
  weapon attack at a target within 5 feet of you with the
  weapon de�ect it, as part of the same reaction. You
  make this attack with pro�ciency, regardless of your
  weapon pro�ciencies, and the weapon counts as a
  sentinel weapon for the attack. If saber ward is active,
  you have advantage on the attack roll.
  KINETIC BULWARK
  At 7th level, you can extend your Kinetic Ward to a
  creature within 5 feet of you when they are hit by a
  melee weapon attack. If this damage is not reduced to
  0, the warded creature takes any remaining damage.
  INDOMITABLE
  By 13th level, the Force �owing through you makes it
  harder for movement to be forced upon you. You have
  advantage on ability checks and saving throws to avoid
  being grappled or moved. If you fail the saving throw
  or ability check, you can spend 1 force point to reroll
  one of the dice once. You must use the new roll.
  Additionally, if allies within 5 feet of you are gaining
  the bene�t of your saber ward force power, they also
  gain the bene�t of this feature.
  KINETIC BASTION
  At 18th level, you can protect allies even further from
  you. When a creature within 30 feet of you is hit by a
  melee weapon attack, you can use your reaction to
  teleport to them and extend your Kinetic Ward. If this
  damage is not reduced to 0, the warded creature takes
  any remaining damage.
  You can use this feature a number of times equal to
  your Wisdom or Charisma modi�er (your choice, a
  minimum of once). You regain all expended uses when
  you �nish a long rest.
  EXPANDED CONTENT | ARCHETYPES | SENTINEL
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Expanded Content - 03 - Archetypes.pdf