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Ulla

Jedi Consular 5 Class & Level
Background
Race
Chaotic Balanced Alignment

Strength 10
+0
Dexterity 14
+2
constitution 12
+1
intelligence 15
+2
wisdom 17
+3
charisma 16
+3
+5 Acrobatics
+1 Animal Handling
+2 Lore
+6 Athletics
+3 Deception
+3 Insight
+3 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+3 Perception
+3 Performance
+3 Persuasion
+2 Piloting
+5 Sleight of Hand
+2 Stealth
+3 Survival
+3 Technology
skills
+0 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3
proficiency bonus
10
Total Hit Dice
1d6+1
Hit Die
12
Armor Class
31
Hit Points
+2
Initiative
30
Speed
15
Total Power Points
Simple Lightweapons
Simple Vibroweapons
Artificer's tools
Lute

Proficiences
Share Life, lvl 3
Choke, lvl 3
Beast Trick, lvl 1
Force Lightning, lvl 3
Affect Mind, at-will
Battle Insight, at-will
Force Disarm, at-will
Force Leap, at-will
Force Push/pull, at-will

Spellcasting
Lightsaber 1d6 energy
Med pack x3 (roll 2 hit dice + cons to regain healt)
Stolen purple lightsaber
Lock of hair from an admirer
A costume ( flashy)
A container with a mystery blue liquid.
Advanced medic pack x 8
18 ammo blaster

1496 credits.
Equipment
Attacks
I know a song to play on my flute for every occasion.



Personality Traits
My ideal: Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)

Ideals
I will do anything to prove myself superior to my hated rival.
Bonds
I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
Flaws
Four-Armed: Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide: You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler: Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance: 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.
Features & Traits

 

Species for the character

CODRU-JI

CODRU-JI TRAITS
As a Codru-Ji: you have the following special traits.

Ability Score Increase: Your Charisma score increases by 2, and your Constitution score increases by 1.

Age: Codru-Ji reach adulthood in their early teens and live less than a century.

Alignment: Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.

Size: Codru-Ji stands as Medium.

Speed: Your base walking speed is 15 Meters.

Four-Armed: Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide: You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler: Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance: 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.

Languages: You can speak, read, and write Galactic Basic and Codruese, which has a solemn and stately cadence to it.

Starship deployment associated with this character

The statblocks of your Weapons, armor and other important/magical equipment

Lightsaber

Premium - Weapon


Simple Lightweapon
1d6 Kinetic Damage
Can light up a small 2 meter area

A jedi's primary weapon and lifeline

this is an enhanced item
Value: 450
Weight: 3

The statblocks of your class features

Ullas spell sheet


Hit Points

Hit Dice: d6
Hit Points at First Level: 6+cons
Hit Points at Higher Levels: 1d6+cons

Proficiencies

Armor: None
Weapons: Simple Lightweapons Simple Vibroweapons
Tools: Artificer's tools
Saving Throws: Wis, Cha
Skills: Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion

Overview and Creation

Starting Equipment Options

(a) a simple lightweapon or (b) a simple vibroweapon (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack

Spellcasting

Share Life, lvl 3 Choke, lvl 3 Beast Trick, lvl 1 Force Lightning, lvl 3 Affect Mind, at-will Battle Insight, at-will Force Disarm, at-will Force Leap, at-will Force Push/pull, at-will

Class Features

FORCE RECOVERY Consular: 1st level You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again. FORCE-EMPOWERED CASTING Consular: 2nd level You gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two Force-Empowered Casting options, located at the end of the class description, and you learn more at higher levels, as shown in the Force-Empowered Casting Options of the cnosular table. You can use only one Force-Empowered Casting option on a power when you cast it, unless otherwise noted. FORCE SHIELD Consular: 2nd level You learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1). This includes the triggering attack. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest. FORCE AFFINITY Consular: 3rd level You’ve developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following: BENDU You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one. FEATURE: BY POPULAR DEMAND You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.   QUICK-FINGERED Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 22. You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you instead gain expertise in it. As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Subclasses
WAY OF BALANCE There is serenity in balance, and no one knows this better than the consular. Those consulars who follow the Way of Balance focus on utilizing the Force to equalize the battlefield. They bend the Force to shield their allies and expose their foes. FORCE BARRIER Way of Balance: 3rd level You can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice). 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 universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power. Once you create the barrier, you can’t create it again until you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.


Created by

Nithci.

System

Star Wars 5e

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