Customization Options SW5E

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CUSTOMIZATION OPTIONS
CUSTOMIZATION OPTIONS
he combination of ability scores, species, class, and background defines your character’s capabilities in the game, and the personal details
you create set your character apart from every other character. Even within your class and species, you have options to fine-tune what your character
can do. But this chapter is for players who—with the GM’s permission—want to go a step further.

This chapter expands on feats, which are special options you can choose instead of increasing your ability scores as you gain levels. Your GM
decides whether these options are available in a campaign.

FIGHTING STYLES AND MASTERIES


Wretched Hives introduces new ammunition types, such as the specialized power cells, or rockets. You’ll want to extend the benefits of certain
Fighting Styles and Fighting Masteries to these new munitions, as explained below.

EXPLOSIVES STYLE AND MASTERY


You will want to extend the benefits of this pair to include charges.

FEATS
A feat represents a talent or an area of expertise that gives character special capabilities. It embodies training, experience, and abilities beyond what
a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that
feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the
prerequisite. For example, the Inspiring Leader feat requires you to have a Charisma of 13 or higher. If your Charisma is reduced below 13 somehow
—perhaps by a withering curse—you can’t benefit from the Inspiring Leader feat until your Charisma is restored.

SPIRITUAL TECHCASTER
Prerequisite: The ability to cast tech powers
You’ve developed a transcendent approach to your tech prowess. Choose one from Wisdom or Charisma. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.


You can use the chosen ability instead of Intelligence as your techcasting ability.
You can add the chosen ability instead of Intelligence when determining your maximum tech points.

CUNNING FORCECASTER
Prerequisite: The ability to cast force powers
You’ve discovered a clever avenue to your study of the Force. Choose one from Wisdom or Charisma. You gain the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.


You can use Intelligence instead of the chosen ability as your forcecasting ability.
You can add Intelligence instead of the chosen ability when determining your maximum force points.

AUDITORY DAMPENING
You’ve developed resilience against debilitating noises, gaining the following benefits:

Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.


While you are deafened, you can make ability checks that rely on hearing with disadvantage, instead of automatically failing them.
You have advantage on saving throws made to avoid sonic damage.

CHEMICAL BUFFER
You’re able to neutralize caustic chemicals, mitigating their worst effects. You gain the following benefits:

Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.


You cannot be disintegrated, and you ignore the first corroded level you receive.
You have advantage on saving throws made to avoid acid damage.

ELECTRICAL GROUNDING
You’re able to avoid the brunt of electric shocks. You gain the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.


At the start of each of your turns while shocked, you can choose to have a reaction, or you can choose to be able to take both an action and a
bonus action on your turn.
You have advantage on saving throws made to avoid lightning damage.

FORCE FRUSTRATER
You’ve practiced techniques to resist being manipulated by the Force. You gain the following benefits:

Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20.


When a creature attempts to move you against your will using a force power, the maximum distance it can move you is halved.
You have advantage on saving throws made to avoid force damage.

HEAT SHIELDED
You can tolerate extremely hot temperatures. You gain the following benefits:

Increase your Dexterity, Consitution, or Intelligence score by 1, to a maximum of 20.


You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat, and you can use your bonus action to end the
ignited condition on yourself, instead of your action.
You have advantage on saving throws made to avoid fire damage.

METABOLIC TOLERANCE
You’ve developed resilience against many poisons, gaining the following benefits:

Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.


As an action or bonus action, you can expend a Hit Die to end the poisoned condition on yourself.
You have advantage on saving throws made to avoid poison damage.

MINDFUL MEDITATOR
You’ve learned meditation techniques to calm your mind. You gain the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.


You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only
need to complete the long rest instead of restarting it to gain its benefits.
You have advantage on saving throws made to avoid psychic damage.

VIGOROUS VIRILITY
Thanks to the strength of your vitality, you gain the following benefits:

Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.


As an action, you can expend a Hit Die to end the weakened condition on yourself.
Once per long rest, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion.
You have advantage on saving throws made to avoid necrotic damage.

WELL-INSULATED
You can tolerate extremely cold temperatures. You gain the following benefits:

Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.


You have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold, and each slowed level only reduces your
speed by 5 feet, unless it would reduce your speed to 0.
You have advantage on saving throws made to avoid cold damage.

EXOTIC WEAPON TRAINING


Mastery of simple and martial weapons has unlocked new potential for you. You gain the following benefits:

Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.


You gain proficiency in three exotic weapons. You must have proficiency in all simple and martial weapons in the exotic weapon’s category to gain
proficiency in it. If the exotic has modes that would fall in two different weapon categories, you require proficiency all simple and martial weapons
in both categories in order to gain proficiency in that exotic.

TOTAL RECONSTRUCTION
Prerequisite: Type beast or humanoid
You are more machine than man. While repaired in a similar configuration as your own species, you are subject to the following changes:

Increase an ability score of your choice by 1, to a maximum of 20.


Choose one class of droid (class I-V or tracker). You count as the chosen creature type in addition to your other type.
You are resistant to necrotic and poison damage, and are immune to poison and disease.
You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.
You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.
You can not sense the Force, use force powers, or take levels in forcecasting classes.
You are no longer a valid target for cybernetic augmentations or genetic mutations. However, you are now a valid target for droid customizations.

DOUBLE-WEAPON CASTING
Prerequisite: 4th level, the ability to cast force or tech  powers
You’ve learned to blend your prowess with twinblades with your casting. You gain the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.


When you use your action to Cast a Power that calls for a weapon attack and attack with a weapon with the light and double properties while
wielding it in two hands, you can use your bonus action to engage in Double-Weapon Fighting. All the rules of Double-Weapon Fighting still apply
to you.

TWO-WEAPON CASTING
Prerequisite: 4th level, the ability to cast force or tech  powers
You’ve learned to better combine your dual wielding with your powers. You gain the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.


When you use your action to Cast a Power that calls for a weapon attack and attack with a light weapon that you’re holding in one hand, you can
use your bonus action to engage in Two-Weapon Fighting. All the rules of Two-Weapon Fighting still apply to you.

DUTIFULLY DEPLOYED
You’ve developed an aptitude for a particular deployment on a starship. You gain the following benefits:

Increase an ability score of your choice by 1, to a maximum of 20.


You gain 1 rank in a deployment of your choice. This rank does not count towards or affect your prestige.
The maximum number of ranks you can gain in deployments increases by 1. You can still only gain 5 ranks in a deployment.

ADAPTABLE FADING
Prerequisite: 4th level
You can easily overthrow an enemy’s fortitude. You gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20.


When you make an attack roll using your Strength, you can choose to add half your Constitution modifier to the attack roll. Alternatively, when you
would make an attack roll using Constitution, you can add half your Strength modifier to the attack roll. You can use this feature a number of times
equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.
When an effect you control would call for a Strength saving throw, you can instead have it call for a Constitution saving throw. Alternatively, when
an effect you control would call for a Constitution saving throw, you can instead have it call for a Strength saving throw. You can use this feature a
number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

FLEXIBLE RENDING
Prerequisite: 4th level
You are adept at overwhelming an opponent’s reflexes. You gain the following benefits:

Increase your Dexterity or Intelligence score by 1, to a maximum of 20.


When you make an attack roll using your Dexterity, you can choose to add half your Intelligence modifier to the attack roll. Alternatively, when you
would make an attack roll using Intelligence, you can add half your Dexterity modifier to the attack roll. You can use this feature a number of times
equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.
When an effect you control would call for a Dexterity saving throw, you can instead have it call for a Intelligence saving throw. Alternatively, when
an effect you control would call for a Intelligence saving throw, you can instead have it call for a Dexterity saving throw. You can use this feature a
number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

VERSATILE WITHERING
Prerequisite: 4th level
You have learned to easily overcome an adversary’s will. You gain the following benefits:

Increase your Wisdom or Charisma score by 1, to a maximum of 20.


When you make an attack roll using your Wisdom, you can choose to add half your Charisma modifier to the attack roll. Alternatively, when you
would make an attack roll using Charisma, you can add half your Wisdom modifier to the attack roll. You can use this feature a number of times
equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.
When an effect you control would call for a Wisdom saving throw, you can instead have it call for a Charisma saving throw. Alternatively, when an
effect you control would call for a Charisma saving throw, you can instead have it call for a Wisdom saving throw. You can use this feature a
number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

IMPROVED FORCE-SENSITIVE
Prerequisite: The ability to cast 2nd-level force powers
You know one at-will force power. Additionally, you know one 3rd-level force power, which you can cast once per long rest. Your forcecasting ability is
Wisdom or Charisma (depending on power alignment).

GREATER FORCE-SENSITIVE
Prerequisite: The ability to cast 3rd-level force powers
You know one at-will force power. Additionally, you know one 4th-level force power, which you can cast once per long rest. Your forcecasting ability is
Wisdom or Charisma (depending on power alignment).

MASTER FORCE-SENSITIVE
Prerequisite: The ability to cast 4th-level force powers
You know one at-will force power. Additionally, you know one 5th-level force power, which you can cast once per long rest. Your forcecasting ability is
Wisdom or Charisma (depending on power alignment).

IMPROVED TECH DABBLER


Prerequisite: The ability to cast 2nd-level tech powers
You know one at-will tech power. Additionally, you know one 3rd-level tech power, which you can cast once per long rest. Your techcasting ability is
Intelligence. You require use of a wristpad for these powers.

GREATER TECH DABBLER


Prerequisite: The ability to cast 3rd-level tech powers
You know one at-will tech power. Additionally, you know one 4th-level tech power, which you can cast once per long rest. Your techcasting ability is
Intelligence. You require use of a wristpad for these powers.

MASTER TECH DABBLER


Prerequisite: The ability to cast 4th-level tech powers
You know one at-will tech power. Additionally, you know one 5th-level tech power, which you can cast once per long rest. Your techcasting ability is
Intelligence. You require use of a wristpad for these powers.

COMPANION KEEPER
Prerequisite: 4th level
You gain the services of a companion. Choose one of the companion nature options, detailed later in this chapter.

CLOSE QUARTERS CASTER


Prerequisite: 4th level, the ability to cast force or tech  powers
You’ve practiced utilizing powers in close quarters, learning techniques that grant you the following benefits:

When making a ranged force or tech attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
Your ranged force and tech attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from:
Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.

COMBAT CASTER
Prerequisite: 4th level, the ability to cast force or tech  powers
You’ve practiced making your powers more difficult to avoid, learning techniques that grant you the following benefits:

When a creature rolls a 1 on the d20 roll of a saving throw against a power you cast that deals damage, they instead take the highest number
possible for the damage die.
You learn one at-will power that requires a saving throw. Your casting ability for this at-will power depends on the power list you chose from:
Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.

DUAL FOCUSED CASTER


Prerequisite: 4th level, the ability to cast force or tech  powers
You have learned to bifurcate your attention while concentrating on powers, learning techniques that grant you the following benefits:

If you attempt to cast a power that requires concentration while already concentrating on an existing power, you can maintain concentration on
both powers simultaneously. You must spend your action each subsequent round on maintaining this concentration, or lose concentration for both
powers.
At the end of each of your turns where you have two powers you are concentrating on, you must make a Constitution saving throw (DC equals 10
+ the number of complete rounds you’ve been concentrating on two powers). On a failure, you lose concentration for both powers. You can drop
concentration on one of your powers during your turn as a free action to avoid this saving throw.
Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both
powers’ levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both powers.

MOUNTED CASTER
Prerequisite: 4th level, the ability to cast force or tech  powers
You are trained in the use of powers while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

When you cast a power targeting yourself, you can also affect your mount with the power.
You have advantage on melee force or tech attack rolls against any unmounted creature that is smaller than your mount.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage if it fails.

QUICK CASTER
Prerequisite: 4th level, the ability to cast force or tech  powers
You’ve practiced casting powers in quick succession, learning techniques that grant you the following benefits:

When you cast a power with a casting time of a bonus action, you may use your action to cast a power with a power level no higher than half your
proficiency bonus (rounded down).
When you cast a power with a casting time of a bonus action, you can cast it without expending force or tech points as long as it is no higher level
than your proficiency bonus. Once you’ve used this feature, you must complete a long rest before you can use it again.

SNIPING CASTER
Prerequisite: 4th level, the ability to cast force or tech  powers
You’ve practiced casting powers more accurately from long range, learning techniques that give you the following benefits:

When you cast a power that requires you to make an attack roll, the power’s range is doubled.
Your ranged force and tech attacks ignore one-quarter, half, and three-quarters cover.
You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from:
Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.

WAR CASTER
Prerequisite: 4th level, the ability to cast force or tech  powers
You’ve practiced casting powers in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
Once per round, when a hostile creature provokes an opportunity attack from you, you can use your reaction to cast a power at the creature,
rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

CASTING SPECIALIST
Prerequisite: 4th level, the ability to cast force or tech  powers
Choose one from force- or tech-casting. You’ve mastered your chosen casting type, gaining the following benefits:

You gain a +1 bonus to your force or tech save DC and your force or tech attack modifier.
Once per turn, when you cast a power that requires an attack roll or saving throw, you can have advantage on one attack roll, or you can force
one creature affected by the power to have advantage or disadvantage on the saving throw (your choice). Once you’ve used this feature on a
power, you can’t affect that power again until you complete a short or long rest. Once you’ve used this feature on a creature, you can’t do so
again until you complete a short or long rest.
Once per turn, when you cast a power that doesn’t require an ability check, attack roll, or saving throw, but requires a die roll, you can choose the
maximum or minimum on the die (your choice). If the power requires rolling multiple dice, you can only affect a number of them equal to half your
proficiency bonus (rounded up) in this way. Once you’ve used this feature on a power, you can’t affect that power again until you complete a short
or long rest.

You can select this feat twice. Each time you do so, you must choose a different casting type.

ABILITY CAPSTONE FEATS


At higher levels, character tend to reach the pinnacle of an ability score, representing their mastery of that aspect. These feats are designed to give
those characters an edge greater than just the ability score.

TITAN’S POWER
Prerequisite: 12th level, Strength 20
You have the strength that legends tell of, granting the following benefits:

You gain proficiency in Strength saving throws. If you are already proficient in them, you instead gain expertise in them.
You ignore the two-handed property of weapons with which you are proficient.
When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the
weapon’s damage.

BLINDING AGILITY
Prerequisite: 12th level, Dexterity 20
You have the reflexes one who can see things before they happen, granting the following benefits:

You gain proficiency in Dexterity saving throws. If you are already proficient in them, you instead gain expertise in them.
Weapons that lack the two-handed or special properties are considered to have the finesse property for you.
Opportunity attacks made against you have disadvantage.

UNNATURAL RESILIENCE
Prerequisite: 12th level, Constitution 20
You have the fortitude often attributed to gods, granting the following benefits:

You gain proficiency in Constitution saving throws. If you are already proficient in them, you instead gain expertise in them.
Enhanced effects, such as powers or medpacs, that would restore hit points to you can’t restore an amount less than half your level + your
Constitution modifier. If this amount would exceed that maximum amount of hit points that effect could restore, you instead take that effect’s
maximum.
You can add your Constitution modifier to death saving throws you make.

CUNNING INTELLECT
Prerequisite: 12th level, Intelligence 20
You have the cunning of the most prolific scholars, granting the following benefits:

You gain proficiency in Intelligence saving throws. If you are already proficient in them, you instead gain expertise in them.

When you engage in the Training downtime activity, during resolution, you add your proficiency bonus to the check. If you would already add your
proficiency bonus, you instead add twice your proficiency bonus. If you would already add twice your proficiency bonus, you instead have
advantage on the check.

Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus (rounded down) if it doesn’t already
include your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use
your level for the d20 roll.

EXALTED AWARENESS
Prerequisite: 12th level, Wisdom 20
You have the wisdom associated with the most renowned masters of the Force, granting the following benefits:

You gain proficiency in Wisdom saving throws. If you are already proficient in them, you instead gain expertise in them.
Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks made to hide from you.
As an action, you can sense the presence of illusions and other effects designed to deceive the senses within 30 feet of you, provided that you
aren’t blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. Once you’ve
used this feature, you must complete a short or long rest before you can use it again.

OVERWHELMING PRESENCE
Prerequisite: 12th level, Charisma 20
You have the presence of the most affluent of leaders, granting the following benefits:

You gain proficiency in Charisma saving throws. If you are already proficient in them, you instead gain expertise in them.
While you are conscious, up to five friendly creatures within 30 feet of you who can see or hear you and who can understand you can gain a
bonus to one Intelligence, Wisdom, or Charisma saving throw they make equal to your Charisma modifier. Once they’ve done so, they can’t do so
again until they finish a short or long rest.
As an action, you can attempt to distract up to five creatures you can see within 30 feet of you. Each creature must make a Wisdom saving throw
(DC = 8 + your proficiency bonus + your Charisma modifier). Any creature immune to being charmed is unaffected. If you or your companions are
fighting a creature, it has advantage on the saving throw. On a failed save, for the next minute, a creature has disadvantage on Wisdom
(Perception) checks made to perceive any creature other than you until the effect ends or until the target can no longer see or hear you. This ends
early if you are incapacitated or die.

COMPANIONS
A companion is a creature who accompanies you on your adventures. It might take the form of a fearsome beast, a padawan learner, a droid
sidekick, or a mischievous spirit. Some companions are an integral part of an archetype, while others are simple NPCs that characters encounter and
adopt during their adventures.

COMPANIONS IN YOUR GAME


Companions are not for the faint of heart. They add a significant power boost to a party, and can really bog down your game if their player’s are
not prepared. You might choose to allow your players to use the companion archetypes, but not the feats, vice versa, both options, or none. It’s up
to you.
Starting Equipment. Companions generally don’t start with any equipment, so it’s up to the player to gear their companion. For the sake of
modesty, humanoid companion should probably start with a set of basic clothing, as appropriate.
Downtime Activities. Companions should not be able to perform downtime activities separately from their player’s character. However,
companions should be able to help others perform their downtime activities. Additionally, a player can choose to have their companion perform a
downtime activity, though their character must spend their downtime helping the companion.
Encounter Building and Experience Allocation. A companion’s level matches that of their owner, so they do not need to gain experience.
However, you should consider treating a companion as half a character when building encounters and distributing experience. For instance, if
your party is three characters and one companion, you should generate encounters and divide experience gained 3.5 ways, instead of simply
three ways.
Enhanced Items. Companions should not count towards party size when allocating enhanced items. Additionally, while companion classes share
names with their player character class counterparts, companions can not attune to items that require that class.
Starships and Deployments. Companions can not deploy as pilots, though they can fill other deployments as normal. Additionally, companions
can gain deployment ranks, though they accrue prestige at half the rate of player characters, and they can not exceed 4 ranks in a deployment.

GAINING A COMPANION
Certain archetypes, such as the Astrotech Engineer, Saboteur Operative, or Zoologist Scholar, have their companions as the focus of their
archetype’s features. Alternatively, a companion can be gained through taking the Companion Keeper feat, detailed later in this chapter.

Regardless of how a companion is obtained, each player may have no more than one companion at a given time.

GENERATING YOUR COMPANION


First, you should determine your companion’s nature and appearance, as determined by your archetype feature or chosen from the list of companion
natures if you take the Companion Keeper feat. Second, allocate your companion’s ability scores, as determined by its nature. Finally, you should
generate your companion from 1st level using the follower class, and increase its level one level at a time, until its level equals your own. Be sure to
update your companion’s hit points, ability scores, proficiency bonus, and any features it gains as it levels.

COMPANION NATURE
Your companion’s nature, discussed later in this chapter, is determined by your archetype feature or companion feat. Your companion’s nature
determines its type, its hit points and Hit Dice, its proficiencies and other features, and its companion traits. At 1st level, your companion starts with
two traits. It gains additional traits when it reaches higher levels, as shown in the follower table.

CLASS AND FEATURES


Your companion gains features when it reaches certain levels, as shown in the follower table.

LEVELING YOUR COMPANION


Your companion’s level equals your own, and each time you gain a level, so does your companion.

PROFICIENCY BONUS
Your companion’s proficiency bonus is equal to that of a player character of the same level, as shown in the follower table.

STARTING EQUIPMENT
Generally speaking, companions are not intended to start with any equipment; it is up to you to outfit them as you deem appropriate. Humanoid
companions should probably at least have clothing, however.

COMPANIONS IN COMBAT
In combat, companions generally behave as a player character would, with the following differences.

ACTIONS IN COMBAT
Unless you use your bonus action to direct your companion, your companion can only use its action to Dash, Dodge, Disengage, Guard, or Hide.

COMPANION INITIATIVE
Both you and your companion roll initiative, but you act together on the lesser of the two results. You act on one turn, and you can each move or take
actions in any order.

COMPANION NATURES
Certain class features grant a specific companion nature, while the Companion Keeper feat offers your choice of companion nature. You must meet a
companion nature’s requirement in order to choose that companion. You may only have one active companion at a time.

ALTERNATIVE COMPANION NATURE


Your archetype feature may grant you one type of companion, whereas your character can be better realized utilizing a different companion. For
instance, an astrotech engineer might prefer to have a tracker droid over one of the larger droid options. Work with your GM to determine if a
different companion is better suited, and mechanically appropriate, to your character’s identity.

 You may choose your companion’s nature from the following options or roll on the table below to determine it randomly.

d10 Companion Nature


1 Aberrant
2 Beast
3 Droid
4 Humanoid

d10 Companion Nature


5 Spirit
6 Thrall
7 Tracker Droid
8 Turret

If you determine your companion’s nature randomly, and the result is a nature for which you are ineligible, simply reroll until you get a proper result.

If your companion is irreparably destroyed, or you want a different companion, you must first break the bond with your current companion. Bonding
with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time. If you want to change your
companion nature, as with the Alternative Companions feature above.

ABERRANT COMPANION
Prerequisite: Proficient with alchemy kits

Aberrant companions are part of a WIP scholar archetype.

BEAST COMPANION
Prerequisite: Proficiency in Animal Handling
Through spending time in the wilderness or discovering a forlorn creature in a foreign environment, you gain the loyalty of a beast companion.

DROID COMPANION
Prerequisite: Proficiency with astrotech’s implements
Through creation of your own or capture of another, you gain the services of a droid companion.

HUMANOID COMPANION
Prerequisite: Proficiency in Intimidation or Persuasion
Through menacing or recruitment, you gain the fidelity of a humanoid companion.

SPIRIT COMPANION
Prerequisite: Discovery of a spirit’s essence
Through happenstance or misfortune, you gain the curiosity of a spirit companion.

Spirits don’t exist yet, but they will as a part of the Path of Communion sentinel rework c. 2023.

THRALL COMPANION
Prerequisite: The ability to cast force powers

Undead thralls are part of a WIP consular archetype.

TRACKER DROID COMPANION


Prerequisite: The ability to cast tech powers
Through fabrication of your own or purchase from a vendor, you gain the assistance of a tracker droid companion.

TURRET COMPANION
Prerequisite: Proficiency with artillerist’s kit
Through construction of your own or coopting someone else’s, you gain the use of a turret companion.

BEAST COMPANION
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
chosen your beast’s appearance, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other
ability scores using a standard array (16, 14, 12, 10, 8) as you see fit.

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 modifier
Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st

PROFICIENCIES AND FEATURES


Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
Size: Tiny
Speed: 20 ft.
Type: Beast
Armor Class: Your beast’s armor class equals 10 + its Dexterity modifier.
Barding: Your beast requires proficiency in armor in order to have it made into barding for them, and if the your beast’s size increases, the
barding must be upgraded accordingly.
Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite, with which it is proficient. On a hit, it deals 1d4
kinetic damage.
Attitude: The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If
you are incapacitated or absent, your beast acts on its own.

BESTIAL TRAITS
The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a
trait at the same time that it meets the trait’s prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.

AERIAL
Your companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

AMPHIBIOUS
Your companion has a swimming speed equal to its walking speed, and it can breathe air and water.

BURROWER
Your companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

CHARGER
If your companion moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

CLIMBER
Your 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.

CLOSED MIND
Your companion has advantage on Wisdom and Charisma saving throws against force powers.

DARKVISION
Your companion is accustomed to low-light environments. Your companion can see in dim light within 60 feet as if it were bright light, and in darkness
as if it were dim light. Your companion can’t discern color in darkness, only shades of gray.

EVASIVE
Your companion can take the Disengage action as a bonus action.

FORCE ADEPT
Prerequisite: Force Sensitive
Your companion learns one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points.
Your companion’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

FORCE CONTENTION
Your companion has advantage on Strength and Constitution saving throws against force powers.

FORCE-SENSITIVE
Your companion learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your
companion’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen by your companion do not scale
normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead
scale at 17th level.

GRAPPLER
When your companion 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 companion can’t attack again while it has a creature grappled.

HEAVY HIDE
Your companion’s armor class becomes 14.

KEEN HEARING
Your companion has advantage on Wisdom (Perception) checks that rely on hearing.

KEEN SIGHT
Your companion has advantage on Wisdom (Perception) checks that rely on sight.

KEEN SMELL
Your companion has advantage on Wisdom (Perception) checks that rely on smell.

LIGHT HIDE
Your companion’s armor class becomes 11 + its Dexterity modifier.

MEDIUM HIDE
Your companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

NATURAL CAMOUFLAGE
When your 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.

NIMBLE REFLEXES
Your companion has advantage on Dexterity and Intelligence saving throws against force powers.

NIMBLE WEAPON
Your companion’s natural weapon gains the finesse property.

PACK TACTICS
Your companion has advantage on an attack roll against a creature if at least one ally of your companion is within 5 feet of the creature and the ally
isn’t incapacitated.

POUNCER
If your companion 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 companion’s proficiency bonus + its Strength modifier). If the creature is larger than your companion, it makes this save with
advantage. On a failed save, the creature is knocked prone, and your companion can make one additional attack against it as a bonus action.

POWERFUL BUILD
Your companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

RAMPAGER
If your companion reduces a creature to 0 hit points with a melee attack on its turn, your companion can take a bonus action to move up to half its
speed and make a melee attack.

RANGED WEAPON
Your companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a
hit it deals kinetic damage equal to its natural weapon damage die.

REACH WEAPON
Your 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.

SIZE: HUGE
Prerequisite: 9th level
Prerequisite: Size Large
Your companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die
becomes a d12, and its walking speed increases to 40.

SIZE: LARGE
Prerequisite: Size Medium
Your companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die
becomes a d10, and its walking speed increases to 35.

SIZE: MEDIUM
Prerequisite: Size Small
Your companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die
becomes a d8, and its walking speed increases to 30.

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