Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.
STRONG WITH THE FORCE
Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect. These jedi has a full and extensive connection to the force and has a great deal of power to draw from.
QUICK BUILD
You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the Jedi or Sith background.
THE CONSULAR
Level |
Proficiency Bonus |
Features |
Force Powers Known |
Force Points |
Max Power Level |
1 |
+2 |
Forcecasting, Force Recovery |
2 |
3 |
1 |
2 |
+2 |
Force-Empowered Casting, Force Shield |
2 |
4 |
1 |
3 |
+2 |
Force Affinity, Consular Tradition |
4 |
5 |
2 |
4 |
+2 |
Ability Score Improvement |
4 |
7 |
2 |
5 |
+3 |
|
4 |
9 |
3 |
6 |
+3 |
Tradition feature |
6 |
12 |
3 |
7 |
+3 |
|
6 |
13 |
4 |
8 |
+3 |
Ability Score Improvement |
6 |
14 |
4 |
9 |
+4 |
|
7 |
16 |
5 |
10 |
+4 |
Tradition feature |
7 |
18 |
5 |
11 |
+4 |
|
8 |
20 |
6 |
12 |
+4 |
Ability Score Improvement |
8 |
23 |
6 |
13 |
+5 |
|
10 |
26 |
7 |
14 |
+5 |
Tradition feature |
10 |
28 |
7 |
15 |
+5 |
|
13 |
30 |
8 |
16 |
+5 |
Ability Score Improvement |
13 |
32 |
8 |
17 |
+6 |
|
13 |
33 |
9 |
18 |
+6 |
Tradition feature |
16 |
37 |
9 |
19 |
+6 |
Ability Score Improvement |
16 |
39 |
9 |
20 |
+6 |
One with the Force |
16 |
40 |
10 |
CLASS FEATURES
As a Jedi Consular, you gain the following class features.
HIT POINTS
Hit Dice: 1d6 per Consular level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple lightweapons, simple vibroweapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
(a) a simple lightweapon or (b) a simple vibroweapon
(a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
VARIANT: STARTING WEALTH
In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:
Class Funds: Jedi Consular
5d4 x 100 cr
FORCECASTING
Consular: 1st level
In your meditations on the force, 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 2 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level.
A list of force powers can be found here:
FORCE POINTS
You have a number of force points equal to your consular level table, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table.
You may only cast force powers at 6th, 7th, 8th, and 9th-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 Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier 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 proficiency bonus + your forcecasting ability modifier
Force attack modifier = your proficiency bonus + your forcecasting ability modifier
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:
ASHLA
When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.
BENDU
You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.
BOGAN
Your dark side power damage rolls gain a minimum roll threshold, discussed in chapter 7.
CONSULAR TRADITION
Consular: 3rd, 6th, 10th, 14th, and 18th level
You choose a consular tradition, which is detailed at the end of the class description.
ABILITY SCORE IMPROVEMENT
Consular: 4th, 8th, 12th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.
ONE WITH THE FORCE
Consular: 20th level
Your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.
If you want to cast it at a higher level, you must expend force points as normal.
FORCE-EMPOWERED CASTINGS
The castings are presented in alphabetical order.
CAREFUL POWER
When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
DISTANT POWER
When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.
Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.
EXTENDED POWER
When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.
HEIGHTENED POWER
When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.
IMPROVED POWER
When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.
You can use Improved Power even if you have already used a different Force-Empowered Casting option during the casting of the power.
LINGERING POWER
When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
PINPOINT POWER
When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
QUICKENED POWER
When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.
REFOCUSED POWER
When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.
You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.
SEEKING POWER
If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.
You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.
TWINNED POWER
When you cast a power that can only have one target and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to choose a second target in range with the same power (1 force point if the power is at-will).
Archetypes:
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.
PROJECTED BARRIER
Way of Balance: 6th level
When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.
AT-WILL BARRIER
Way of Balance: 10th level
Your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point. You can’t restore your barrier above half its maximum hit points in this way.
IMPROVED SUPPRESSION
Way of Balance: 14th level
When you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.
FORCE RESISTANCE
Way of Balance: 18th level
You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
WAY OF LIGHTNING
Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable – if not dead.
SHOCKING AFFINITY
Way of Lightning: 3rd level
When you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.
Additionally, when you cast a damage-dealing force power that requires a force attack or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If
you hit with the power, or the target fails the power’s saving throw, affected creatures become shocked until the start of your next turn. 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 short or long rest.
POTENT LIGHTNING
Way of Lightning: 6th level
You add your governing ability modifier (minimum of +1) to any damage you deal with force powers that deal lightning damage that don’t already include that modifier.
BLISTERING REBUKE
Way of Lightning: 10th, 13th, and 17th level
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw against your universal force save DC. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn’t moved or shocked.
You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you finish a long rest.
ELECTRIC ATTUNEMENT
Way of Lightning: 14th level
You gain resistance to lightning damage, and force powers you cast ignore resistance to lightning damage.
UNLIMITED POWER
Way of Lightning: 18th level
You can increase the power of your simpler lightning force powers. When you cast a force power of 1st through 6th level that deals lightning damage, you can deal maximum damage with that power.
You can use this feature with no adverse effects a number of times equal to your proficiency bonus, as shown in the consular table. If you use this feature beyond this before you finish a long rest, you take 2d12 true damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the damage increases by 1d12.
WAY OF SUGGESTION
There is power in a light touch, and no one knows this better than the consular. Those consulars who follow the Way of Suggestion have honed their attunement to the Force, allowing them to disappear, despite being in plain sight.
SUBTLE CONTROL
Way of Suggestion: 3rd level
You can befuddle a creature’s mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails their saving throw, you can’t use this feature on them again until you finish a long rest.
Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense force or force sight power active, they must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.
OUT OF MIND
Way of Suggestion: 6th level
You can erase yourself from a single creature’s sight momentarily. As a bonus action, choose a creature within 60 feet of you that you are aware of. That creature must make a Wisdom saving throw against your universal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
DELICATE POTENCY
Way of Suggestion: 10th, 13th, and 17th level
Your mind-affecting powers are particularly potent. When you cast one of cloud mind, dominate mind, mass coerce mind, and dominate monster, you can choose to treat the power as if cast at your Max Power Level.
You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you finish a long rest.
DELAYED EFFECT
Way of Suggestion: 14th level
When you cast a force power, you can delay the effects of the force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of rounds have passed.
Once you’ve used this feature, you can’t use it again until you complete a long rest.
SUBTLE PRESENCE
Way of Suggestion: 18th level
You’ve learned how to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.
You can use each feature once. You regain all expended uses when you complete a long rest.
CLOAK OF FRIGHT
Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
CLOAK OF INVISIBILITY
You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.
CLOAK OF MEMORY
Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearances, your mannerisms, or any other identifying features.
Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.
Comments