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Jedi Consular

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).

Career

Career Progression

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.

Operations

Materials

Name Level Force alignment Casting period Range Duration Concentration Prerequisite Description Affect Mind
  • Universal 1 action
  • 15 Meters Up to 1 minute Yes - Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target. On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs. Battle Insight
  • Universal
  • 1 action 15 Meters Up to 1 Round Yes - You center your focus on a target within range. Through the Force, you gain a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended. This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. Force Disarm
  • Universal
  • 1 action 15 Meters Instantaneous
  • - You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being carried, this save is made with advantage. On a failed save, the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
  • Force Leap
  • Universal
  • 1 Bonus action Self 1 Round - - Until the end of your next turn, you can use your forcecasting ability score instead of your Strength score when you jump, and always count as having made a running start before jumping. Force Push/Pull
  • Universal
  • 1 action 30 meters Instantaneous
  • - You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.
  • You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 kinetic damage.   This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage. Battle Precognition 1 Universal 1 action Self 8 hours - - Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor. Beast Trick 1 Light 1 action 25 meters 24 hours - - This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.   Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. Breath Control 1 Universal 1 action Self 10 minutes - - You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe. Burst of Speed 1 Universal 1 action Touch 1 Hour - - You touch a creature. The target’s speed increases by 10 meters until the power ends.   Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Cloud Mind 1 Light 1 action 45 meters 1 minute - - Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 10 metersof a point you choose are affected in order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.   Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.   This power has no effect on droids or constructs.   Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st. Sense Force 1 Universal 1 action Self 1 hour - - For the duration, you sense the use of the Force, or its presence in an inanimate object within 15 meters of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.   Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 30 meters. When you use a 5th-level force slot, the range increases to 250 meters. When you use a 7th-level force slot, the range increases to 3 km. When you use a 9th-level force slot, the range increases to 9 km.

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