Sw5e operative build If you prefer a more free-form method of choosing enhanced items, simply select each enhanced item you want to give out; then, when th e characters acquire one, deduct it from the Enhanced Items by Rarity tables in your notes. Here's why: Operatives gain a lot of skills, and expertise. The Gunslinger and his blaster are the perfect team, utilizing knowledge of their enemies’ vulnerabilities to take advantage of every opportunity. You use these tech points to cast tech powers. Having decent DEX (14?) and STR (whichever can be pushed). Your next-highest score should be Dexterity. The Jawa died a horrible death against a young reek, and was replaced by On any blaster TWF build, Dual Wield Style and Mastery are mandatory, so let’s get that out of the way early. I just read a post from a while back that mentioned a monk and I think operative multi-class that at level 20 with the alert feat could have an initiative bonus of 21 Reply reply Top 4% Rank by size Im still pretty new to SW5E and my friend is hosting a campaign set in the Old Republic era. My Mando build is deadeye scout and gunslinger operative multiclass. I especially like how the first of the two 3rd-level abilities piggybacks on the operative's Cunning Action feature. If you’re wanting to make a Jedi in sw5e there are 3 classes that embody that. Now, if you are going to main Operative for this build, I would actually go with Sharpshooter Practice. They play the Operative class and took the Mandalorian background. Those engineers who choose the Astrotech Engineering discipline focus on utilizing their vast knowledge of droid technology to confuse, confound, and destroy enemy tech, droids and constructs. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). Those operatives who choose the Adaptation Practice pride themselves on effective preparation, and where necessary, improvisation. Operative: 2nd level Your quick thinking and agility allow you to move and act quickly. According to the Star Wars Wiki these are the main characteristics that an Arc Trooper should have: - Fiercely independent, innately creative, and physically superior to any other contemporary soldiers = So they must be a martial class, I would choose between Scout or Fighter. Priming Attack. Also, any at-will tech power with the word Shot in the name requires you to shoot a blaster (the sniper rifle in this case) as a part of casting the power, applying bonus effects and damage to the shot, which is perfect for a single-shot per turn attacker like an operative, as it's better than the Attack action in most cases. Maybe the physician scholar subclass for ranged healing and maneuvers. Hit Die: 1d12 Primary Ability: Strength Saves: Strength and Constitution Mark of the Deadeye. Other classes are possible, but since you seem to want to be dedicated to the blasters, let’s focus on fighter. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. I personally enjoy adding Brawler Style and Mastery to this build, to give it more opportunities to land Sneak Attack even while using my action or bonus action for casting powers. 5 levels of bezerker 12 levels of consular 3 levels of operative, fighter, or guardian I may lean toward guardian for the extra healing, bonus to saves, smites, and shielding fighting style, this just makes you want a higher wisdom and you’re becoming more MAD Hello everyone, I recently started a SW5E campaign as a player and wanted some opinions on how I could build the character. Because you're rolling a Besalisk, I recommend being a strength based fighter. In the first level, any at-will that ends with Charge or Technique plus the Phasestrike power with a weapon is probably going to be your best attack. With proper mods you can snipe enemies from 800 feet away without any disadvantages and because of the lvl 3 perk each shot deals sneak attack damage. Sentinel/Consular are out of the "hundred damage" league, but as still quite fun to play. I’ve got the base of my character set but I need This is a quick build of a level 20 Path of Shadows Sentinel, which was inspired by an post within the subreddit consulting on a Beguiler Operative for a Sith Assassin Build. Careful Aim(Operative Class Improvement) makes your speed 0 for the round you use it and you can't use it if you move. I didn't expect all the new character building choices SW5e has, so I'm a little overwhelmed looking through all of it. Those operatives who choose the Sharpshooter Practice are bringers of death. This archetype legitimately has the capacity to use the most attacks in a single turn for a different reason than its build, and that’s because its final ability can make a separate attack on each target in a given The alternative to scout is a really complicated build of Operative 2/fighterX with maybe one more level for the pugnacity operative subclass. Got an operative, guardian, consular, engineer, scout, monk, and me. If it helps, your stats are way above average. You use those first two levels to grab tons of tool proficiencies and the secured fighting style, then use fighter to dual wield. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly. Second, choose the bounty hunter background. Create a new character by clicking the button below, and then click button below, and then click TL;DR: Play an operative, get expertise in Technology skill and slicer's kit, get proficiency in Piloting skill, play a Saboteur operative if your DM will allow (companion version if you and your DM are okay with you wielding all that power, unofficial version otherwise if your DM is okay with that); if neither of those work out, then play an Acquisitions or Bolstering operative instead. Category. Compared to the build you shared, customization options will be larger (powers, exploits ), AC higher, stats higher, and you can keep your ASI for fleshing your character as you'll be SAD, provided you don't intend to hit people with powers (and keep powers for buff / defense). So my party consists of two berserkers, a guardian and a operative, to my mind i think we've got dps and survivability allready so that puts a couple of multiclass choices a bit further down the pecking order but the ones i've identified are as follows: guardian - niman form operative - saboteur (this is the archtype the parties rogue uses) FORCE RECOVERY. Being a Deadeye Scout has some advantages as far long distance shots go, but the Sharpshooter Operative is unequivocally the higher damage choice -- Deadeye Scout allows you to shoot from immense ranges, but it doesn't provide anything that actually improves your ranged damage, like the Operative's Sneak attack does. One of my (many) goals for Star Wars 5e is for each class to have at least on archetype suited to a Nightsister-esque character, such as a sentinel's Path of Witchcraft or a fighter's Totem Specialist. Story and character build concept. It's probably too OP to be fair but he has adapted to keep it a challenge and I've been having a lot of fun. For bouncing off ideas and for consideration. You might want some dex too so you can also shoot and hide. So far, my unarmed strikes are 1d8 thanks to my fighting style exploit and Brawler Fighting Style. Posted by u/Sherlock2112 - 5 votes and 8 comments Mar 17, 2022 · As a bonus action, you can pull an unenhanced and standard-quality adventuring gear item from the pack, expending the item's base price in credits. Quick Build. I've been incredibly underwhelmed with my performance so far. I'd probably do 3 of one, and the rest of the levels the other, either way works really Reply reply Name Source; Area Style: PHB: Assisting Style: PHB: Berserk Style: PHB: Blindfighting Style: PHB: Brawler Style: PHB: Counterstrike Style: PHB: Covert Style: PHB I've been interested in SW5e for a while now and just in the last week or so have determined that I do want to learn the system and start running some games in it. The build and character concept are discussed simultaeously as these choices are intertwined. Admittedly, this is more crunching character backgrounds internally for a mental excercise. Temporary boost is borderline broken. It was a very nasty combination which had a little bit of utility (magic) and a lot of punch, as well as +15 bonuses in multiple different skills. Technically, we have 7 PCs in the campaign but it’s usually pretty hard for all 7 to be there every week. Now for DPS, take the lightning charge force power, then take 3 levels in lethality operative. Prerequisite: at least 1 level in operative Melee combatant who utilizes rage to increase prowess. If you want to increase the volume of melee weapon attacks you make, there are feats you can take as a berserker to accomplish this. This die changes as you gain operative levels, as shown in the Superiority Dice Size column of the Maverick Superiority table. A character should only gain each bonus once. Name Ability Score The party already consists of the following: 2 Berserkers 1 Operative 1 Guardian Obviously the inquisitors technique is a must due to us hunting jedi, and I think it'd be interesting to look at sentinel fighting style using a Vibropike. Additionally, most archetypes grant alternative ways to use Sneak Attack. Your quick thinking and agility allow you to act and move your ship quickly. My build: Level 8 Zabraki Operative Sharpshooter (60hp) Main equipment: Charric Rifle (+2 enhanced sniper with the disarming property and an additional D8 Lightning damage against heavy armor) w/ mods including long range scope, expanded magazine, power belt and I'm currently trying to acquire a blaster core with the keen property. As far as I've seen, the Biochem Engineer, Physician Scholar, Sawbones Operative, Triage Scout, and Sage Consular are the healing archetypes. Operative: 2nd level For example, damage-over-time field effects to harm enemies caught in the Cage, long-range powers to snipe with on the Tower, defensive effects to hunker down in the Shelter with. Size. Martial Arts. I would recommend Operative, and going Lethality Practice or Sharpshooter. If it helps we use the standard array character creation and I assume I'll be able to start with good equipment and an enhanced weapon. It was in D&D 5e, but I played a PC up to Ranger 5, Rogue 10. When you finish a short rest, you can regain a number of force points equal to half your Gray Knight level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice. You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Maverick Superiority table. This archetype enables two new possibilities for operatives: it allows them to Sneak Attack using Strength-oriented weapons, and it grants them Extra Attack. Make a precision Berserker build for crit fishing, dual wielding and using brutal mods on your weapons. I was gonna get the Ok for Lightweapons to be used as Monk weapons. But the Operative's Expertise and Sneak Attack can also lend themselves well to that sort of PC. Right now I'm looking at mechanist, because it fits the easiest mechanically, but I'm not fully sold on playing a character with a stronger emphasis on tech casting. On the plus side, you've got auras, which are plenty of fun, and really make fights easier if you have other melee teamates. Inspired by ARC troopers and Captain Rex, Destiny 2 Hunters, and Aragorn from LOTR. Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures). I was a player in a SW 5e campaign for about 6 months and the amount of options and ways to build my character were very nice. I'm fairly new to sw5e (and DnD in general) and just wanted to know how to create a class II droid companion for an engineer character that I'm helping one of my players with. I recommend you roll a Fighter. synergizes perfectly with Operative. 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). Duelists/Sword & Board Fighters: As above for Versatile fighters unless you're a Dex-based finesse build in which case its Rapier/Lightfoil or nothing. This is the official community for Genshin Impact (原神), the latest open-world action RPG from HoYoverse. It has had some feature changes… I honestly just look at operative sharpshooter who can use armstech implements. You regain all expended tech points when you finish a short or long rest. Archetypes. The operative subclass sawbones, more of a typical medic trope, giving you ways to use anatomy to your advantage I want something not force based, no force casting. Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. Let’s look at fighter first. Cunning action at 2nd level makes it easy for you to hide as a bonus action, and then fire. If all you care about it shooting your two blasters as much as possible, then fighter is the way. Additionally, when making ranged weapon attacks against the target of your Ranger’s Quarry, the normal and long range of your blaster weapons double. Construction Engineering: 6th level You’ve learned how to manipulate the weak points in structures with your technology. Even assuming something like a human’s or theelin’s stats that give +4 at the beginning of the game, and assuming you gave yourself +2 Int as your level 4 ASI, you’re still at minimum sitting on 33/27 on the Point Buy scale. Gear. Just casually blurt out, "temporary boost" while going to make a check and add a d4 (or d6, d8, or even d10) to that check. You attempt to prime the target. You can take a bonus action on each of your turns in combat. Some affluent visitors prefer the solitude that Ardennia offers, and occasionally end up purchasing one of the smaller islands to build their own home. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6. She just wanted to use a double saber but didn't want to take a level in jedi, so I suggested taking the Mandalorian background with weapon master. Vow of the Devoted for Monk can also get you Force powers and you cast them with your Focus, meaning you become a caster with points that recover on a short rest as well. Taking Multiclass Improvements to allow both Sneak Attack and Ranger's Quarry dice to increase, this character can stack on the single target damage while also being able to gain a lot of Expertise in vital skills. Adventurers sometimes advance in more than one class. I think everyone else has told you what you need to hear. So I encourage you to focus on whatever type of character you're most drawn to, and build for that first and foremost. See edits. Hit Points at 1st Level: 8 + your Constitution modifier. Alternatively, a companion can be gained through taking the Companion Keeper feat, detailed later in this chapter. Would be happy to hear alternate low level builds as several campaigns do not get to level 20 at all. Construction 45 votes, 14 comments. SW5e: Stonepower Practice (Operative Archetype) by EmersonBiggins - Created with GM Binder. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Hit Dice: 1d8 per Operative level. The operative subclass has an ability that "When you hit a creature that you are hidden from with a weapon attack, you can choose to turn that hit into a critical hit" And being a operative gives you sneak attack damage. The best options for this build are either Blademaster or Adept. Occasionally, as GM, you might put forth a task for your players that is more difficult than they might be prepared for, and that task might have multiple ways to accomplish it, such as asking your operative to make an ability check to conceal a device on a highly perceptive individual. Max Power Level 7 levels in operative would give you a 4d6 sneak attack by level 16. Well our Star Wars group is still relatively young, we've only played from lvl 1-lvl 3, but we've got a Wookie Berserker, a Rodian Operative, a Jawa Engineer, a human Knight, a Chiss Scout, and a Kushiban Sith, I forget which one but the one that is kind of like a monk. Two-Weapon Fighters: any d6 weapon will do. Sneak Firing. However, most of its archetypes have a “signature at-will”—a specific at-will force power they can cast an improved version of—and some are melee-oriented, so wouldn’t really be the best on a TWF build, in my opinion. Will prioritise Wisdom to 18 using feats and Miraluka species, should I have a 16 con also or would 14 suffice? I'm having a hard time deciding if I want to go for a full crit based cheese build for insane nova potential, or build something a bit more survivable considering my last character died in a party splitting space pirate related mishap. I was wondering if I should multiclass as a guardian for more DPS? If you’re looking to try something new, sentinel is an original class for SW5e, and can be great at two-weapon fighting. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. You can take the Dash, Disengage, or Hide actions as a bonus action. The methods of healing are Traumakit usage, Maneuvers like Administer Aid sw5e. You'd have a form, but Figther & Operative have additional ASI/Feats for Formfighting Mastery/Style. Seeing updates like this are amazing, I love how quickly and consistently this project is being improved upon. Alternatively, if your DM is willing to allow you to use unofficial tech powers advertised in Assets on the website, there is a tech power called Overcharge Blaster. Second, choose the noble background. While equipped, you can make one attack as a free action on your turn with it, without using its proficiency bonus. While I have lots of experience with vanilla 5e, I have no experience at all with SW5e, and the Scholar is unlike any class I've played before, so I don't know where to start with theorycrafting a decent build. You can draw up to a total credit value of items equal to your Operative level times your Proficiency Bonus x 50 between long rests. Your attacks with shoulder weapons do not have disadvantage against targets within 5 feet. But how might I build the best medic build, subclass accepted 24K subscribers in the sw5e community. If this attack meets the usual requirements of Sneak Attack, it deals bonus damage equal to half your operative level (rounded up). I've been looking around at various classes and archetypes, and I'm unsure what one would make the best healer. Sharpshooter Operative 5 and Teleport Scout 5 for sneaking, infiltrating, sniping, etc. Precision Berserkers can wield weapons with their decterity, so you combine their reckless attacks with supreme accuracy (the feat) and expand their crit range as much as you can (using keen mods, blade specialist, the Pauldrons of Retribution) and whatever else you need) you'll end up with Biology and Appearence. Eventually, two-weapon mastery will let you TWF without needing special light weapons, at which point you'll upgrade to whatever a Versatile or Force Recovery. If OP is a guardian force imbuement will be useless they will be using martial sabers having hugh strength and high charisma will benefit them coz A of krayt dragons stance which adds your strength in excess damage so thats double strength when you hit and berserk style adds strength again when they were hit by the person there hitting plus charisma which is aura of hatred then phasestrike Because we're only using the mechanics from SW5e and it's not a star wars campaign, I can more or less make any of the subclasses work with some reflavouring. It's come in clutch so often. Operative Exploits. They get skills, they get Force Powers, they get pretty good combat. I think the operative has all the right abilities, like sneak attack, proficiencies (Expertise on stealth and deception would be perfect for this character) and exploits And then there's the Beguiler subclass, wich provides force powers. So the build is for a Jedi. For instance, at 1st level, a draethos operative with a 16 in Dexterity would have +6 to Dexterity saving throws instead of +5 while wearing light armor, while a wookiee berserker with a 14 in Dexterity and a 16 in Constitution would have an Armor Class of 16 while unarmored, instead of 15. An operative might switch direction in life and become an engineer, or a berserker might discover latent Force-sensitivity and dabble in the guardian class while continuing to advance as a berserker. The Saber Strike power falls into both these categories. What force powers/ feats work well together? Which ones dont? Thank you! Ardennia’s distance from the main hyperlanes makes it one of the lesser-known vacation destinations, but it’s a popular one for those who don’t mind the extra travel time. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. (Alternatively, you could get to level 3 or 4 in engineer to gain the initial Biotech Engineering features—self-modding and all that, able to swap out your cyborg parts on long rests—and Each class gives proficiency in at least two saving throws. Multiclassing in DnD is a usually an assured way to increase a class’s effectiveness, but classes are more solidly built in SW5e. Your next-highest score should be Intelligence. With that said, here are some ideas for optimization: Aim to get the highest Wisdom/Charisma you can. You gain proficiency with gadgeteer's implements and two weapons of your choice. a really powerful character is to have a consist build in mind and dog pile You have a number of tech points equal to half of your operative level, as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. com is under new management!Click here to read more about Delta Squad. When Drew’s character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter 5/operative 1), another operative level (becoming a fighter 4/operative 2), or a level in a third class, perhaps dabbling in the Force thanks to a Sith holocron he acquired (becoming a fighter 4/operative 1 While operative is the default "skill monkey" class for sure, I'll add that Sentinel gets 5e Bard's Jack of all Trades feature, grants some additional utility through forcecasting if you're interested in that, and one of their Ideals, Ideal of the Artisan, also helps with skill-based stuff. I played a one shot with a Crimson Order monk/Guardian with a Buster Saber the guy just ran around at Mech 5 Smiting left and right. So with a single standard weapon, in one attack, the Operative adds, on average, 21 extra damage, every turn. You gain proficiency in shoulder weapons, which are the shoulder blaster and shoulder cannon. sw5e. Structural Knowledge. Brawler Mastery lets you make an unarmed strike after making a one-handed attack, you can go for a two-weapon fighting build for bonus action attacks, Dual Wield Mastery lets you make a second TWF attack, Onslaught Mastery triggers an attack of opportunity from Han Solo is best depicted as an operative, so we make a note of the operative’s proficiencies and 1st-level class features on the character sheet. Venture. I suggest a Dex - Wis build for light or Dex - Cha build for Dark. As a Operative, you gain the following class features. Help with a Operative build . With scout id take the sharpshooter fighting style, it seems to synergize with the operative. Certain archetypes, such as the Astrotech Engineer, Saboteur Operative, or Zoologist Scholar, have their companions as the focus of their archetype’s features. If you are still interested in a low-grade henderson build I will need to know your starting level and other details such as point distribution. If he is then an Operative in addition, and takes the Disabling Practice, with both of the afore mentioned races, that would put his initial unarmed strike/natural weapon strike damage at 1d6, increased by 2 steps to 1d10 by the Brawling style/mastery, then increased again by the Disabling practice to 1d12. And I seriously need help. Besides me the group has a engineer(3) and a Operative(2)-Guardian(1) I'm playing as a lvl 3 Jawa Scholar, Geneticist. Saber Assault is perfect for this build and applies additional damage and effects to three of your attacks on a turn for a cost of force points without any action economy needed. Typo: to your operative and guardian levels when determining the your amount of Sneak Attack/Focus Strike dice. Talk it out, and be ready to bounce. I started playing knowing zero about sw-5e and now I'm finding myself needing to do Melee as the front liner of the group. 35/27 for most species. Between the Skill Focus, the bonus action unarmed strike, all the other little flairs that make this character really hum; I'm really grateful to the designers of this game because this lil guy is going to be amazing to have on the table. My question is, when I get my Disabling Practice archetype, which improves my unarmed strike again, is it possible to get higher than 1d8 despite the text capping Sentinel/monk is a gun build and the way you have it work. In combat it's a spotter/shooter as I buff my Companion so it has high efficiency DPS with. Consular: 1st level You have learned to regain some of your energy by briefly meditating. It is level 10. Two shooters in one, they strike and maneuver while their unpredictable cannon lashes out on foes. I had a player build a monk with a touch of jedi flavor. Name Prerequisite Source; Berserker: At least 3 levels in berserker: EC: Consular: At least 3 levels in consular: EC: Engineer: At least 3 levels in engineer: EC SW5e has lots of good options, so it's pretty hard to build an ineffective character unless you're really trying. Anticipate that your party will also be making use of your structures too, so generally go for a support build, I think. Some monsters have saving throw proficiencies as well. A superiority die is expended when you use it. Fixed. First, make Intelligence your highest ability score. Pick up staple powers like Valor(Light Side Bless), Disperse Force(Universal Absorb Elements, but replace the damage boost with temp HP), Sanctuary, Darkness, Horror(Fear), Plague(Slow), Mass Malacia(Hypnotic Pattern. For example, a consular grants an operative 8 hit points of healing. Caster Type. Design Insights. Deadeye Technique: 3rd level The range of your Ranger’s Quarry feature doubles. Monk: 1st level Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are vibroweapons with which you are proficient that lack the dexterity, heavy, special, and two-handed properties. This method works best for a species with a native finesse unarmed strike. I was able to build a Fighter who still specialized in other areas and could assist the party in repairing droids outside of combat. So we need to build you a character a newer player can manage who has a flair for the dramatic and is happy to fight up close and personal. Source. With those limbs you're going to charge into battle with melee weapons. The important thing to remember any build works if your having fun playing it. Gray Knight: 1st level You have learned to regain some of your energy by briefly meditating. We’ll start with Blademaster. Consular=Jedi as Sorcerer Guardian=Jedi as Paladin Sentinel=Jedi as bard (kind of) So force powers are based off a Force points system. I’m playing an melee operative build built around grappling and unarmed strikes. Can you elaborate more on your build and what you took/do? I'm playing a scholar, just hit level 3. I normally greatly enjoy the benefits of forcecasting on an operative, with Phasestrike and powers that knock targets prone being especially useful and weapon attack at-wills suprassing the Attack action, but these don't work so well on a TWF build, so you should use a single whip if you decided to go for this. If any character is meant to be a good pilot or ship mechanic or other specific ship crew role, the good news there is that starship abilities are separate from ground combat abilities. Extra Attack comes a little later than usual, due to the nature of the operative's archetype feature levels, while enabling the ability to spread out Sneak Attack dice over a turn. Adaptation Practice: 3rd Level Build and Destroy. They demonstrate a keen eye to identify their needs, and the capacity to create quick and effective solutions on the fly. Probing Strikes. It is a Droid Class 2 Engineer (Astrotech pet)X/Scout(Mechanist nonpet)3 build with a Droid Class 4 operative build. Jun 11, 2023 · The SW5e Operative class! In this next installment of a beginner's guide to Star Wars 5e (SW5e) I take a look at the the Star Wars translation of the 'Rogue' Those operatives who choose the Tandem Practice master fighting with the aid of smart blasters mounted to their shoulder or back. Discussion of Matt Colville's "Running the Game" YouTube series and MCDM's "Strongholds & Followers", "Kingdoms & Warfare", "Flee Mortals!" 5th Edition supplements, ARCADIA digital magazine, and other MCDM projects, and TRPG advice including the new MCDM RPG —————————————————— Need assistance with your MCDM store order or your Kickstarter pledge/preorder? It’s not a feature given by archetypes, it’s a feature from the base class, meaning all operatives can use Sneak Attack from advantage alone, or if the target has an enemy within 5 feet of them, if the weapon used is ranged or finesse. Characters. Tech powers Absorb energy (reduced damage) Concealed Caltrops (for when you’re Long Resting) This operative archetype leans heavily into the use of skills with a JOAT feature from Know a Bit at 3rd level. com has the classes and rules if you’re interested. Still start as a human for easy access to heavy slugpistol proficiency; being an operative would still give you light and regular slugpistol proficiency. The game features a massive, gorgeous map, an elaborate elemental combat system, engaging storyline & characters, co-op game mode, soothing soundtrack, and much more for you to explore! https://sw5e. For a Generalist build, I have made a Slayer Scout multi-classed with Lethality Operative. Best way to build an Operative/Scholar multiclass Have a good backstory in mind that makes me wanna merge the two classes, but I'm having trouble finding too strong a sense of synergy and figuring out when to level what class. Having both strength and dexterity is great for SW5E, some of the weapons require both. Sniping, doing overwatch, blinking in and out of danger. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative table. Skill monkey, go Sentinel, Operative or Monk For an all-rounder that can hold their own in combat & fmdo a bit of everything, I recommend a Sentinel. He's rolling an Ewok Operative focused on the Disabling Practice and I'm overwhelmed by how amazing this subclass works. I've had a look at the expanded content and I don't think I know enough about it to do it properly. Teleportation technique or stalker technique would both work great. Multiclassing between force using classes is amazing! I played a guardian/consular gray Jedi character, and it was amazing! I think force using classes all have access to most of the same force powers, but have varying degrees of class features and force points. Overall Concept A strength scout would work well. You can make a scholar quickly by following these suggestions. Edit: without more info I will go ahead and throw a semi-broken build your way. The operative, for example, is proficient in Intelligence saves. . Good morning, all: Saboteur operative, original based on Arcane Trickster, has been updated. Variant Rules Compound Checks. At lvl 11, when the Fighter gets 5 easy attacks in a turn and can add that +5 damage, the Operative can add 6d6 sneak attack to their attack once per turn, which is an 6-36 points of damage. Ability Score Increase. Loot. I've probably missed something obvious and just wanted a few pointers. I am playing a Twilek Guardian, who is currently at level 2 with this statline: Str: 8, Dex: 18, Con: 16, Int: 12, Wis: 14, Cha: 16 in the engineer/operative feat is says "You can add your consular levels to your operative levels when determining the your amount of Sneak Fixed. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon. Consular. Since SW5e lacks an official or EC Dathomirian race, you're probably best off taking human or zabrak and re-flavouring the appearance, although you could always ask your DM to homebrew a combination between the two based on their known traits. I'm currently running an SW5E campaign set during the Mandalorian Wars and have a player whose character is a Mando. The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Love roleplaying out of combat, but every time we hit the grid I just flop, and so many scholar maneuvers are combat oriented. Second, choose the gambler background. When you're successfully hidden you gain advantage on attack roles, this will grant you sneak attack damage die. Will be leaning towards light side Intention is to go to Way of Endurance at level 3. Those operatives who choose the Gunslinger Practice are the masters of the trick shot. Operative: This version of the rogue has operative exploits as their second level of customization. This new operative archetype, rather than improving their solo functionality, focuses on enabling a party. Your tech powers and weapon attacks gain the siege property, and your portable structures have resistance to kinetic, energy, and ion damage dealt by weapons. She was kicking ass with that build until the party died to artillery ¯\_(ツ)_/¯ sw5e. Species. As shadow sentinel 6/lethality operative 14, you get 2 attacks, full cantrip progression, 9d6 sneak, twice per day autocrit when hidden from enemy, invisibility spell to help with that, stun for more autocrits or haste, and still full d12 deflection and battle precognition to fix operative inherent squishiness. If the operative has 14 current hit points with a maximum of 20, the operative regains 6 hit points from the consular, not 8. Practice Makes Perfect 13th-level feature that enables them to situationally improve their proficiency in an ability check you apply a maneuver to, capped off with Flow State allowing you to use a free maneuver each turn (at a d4). Hello, looking for some advice on a sentinel I’m playing in a campaign right now. This would work out similarly in SW5e. Given what your build is and what you’re looking for, I’d say go for it. At level 5 you get second level tech powers, smuggle and infiltrate being amazing for stealth. What are some fun builds to try int he 10th to 12th level range? My guess is it'll be a Fighter build of some kind but I saw some interesting Operative and Berserker options too. For this, there are of course many options, but I think the most conducive to a sniping build are the Deadeye scout, Sharpshooter operative and Armstech engineer. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). As a 1st-level operative, Han has 1 Hit Die-a d8-and starts with hit points equal to 8 + his Constitution modifier. Name Class Caster Type Source; Choosing Items Piecemeal. With ASIs in Dex and Strength as well as a d6 natural weapon, I'm inclined to build this species as either a monk for the starting damage boost and the free finesse unarmed strikes or a Disabling Practice operative. Search. This action can be used only to take the Conceal, Evade, or Fly action. Name Category Cost Weight (lb) Source; Alchemist's Operative: 1st level You know how to strike subtly and exploit a foe’s distraction. If you have a build in mind and really like what Lethality operative has to offer, you should go for it, but also consider what you’re leaving on the table if you take 3 levels in that instead of continuing to level 9 as a scout. Cunning Action. For this build I want either a Darth Maul type or even a very tanky and hardhitting Darth Vader type build. This really depends on what Force Powers you are looking to use. Anytime u aren't under the gun on time. I just joined a new dnd group and we are doing the sw5e. Thanks for the time, energy, and love that's going into this. Every Fighter gets to pick maneuvers at 2nd level. Can't agree more. As such, am curious about how to accomplish the following for such a build within the SW5e limits: Ability to use a dual wielding lightsaber form (Jar Kai or Shi-Cho), and then three other lightsaber forms (Ataru, Shien/Djem So, Niman/Juyo). Dealing Sneak Attack damage at range without the need to have advantage is important if you need to move to keep your distance. Or if you have any suggestions for other sith builds Im open to suggestions. SW5e casters aren't anywhere near as powerful as their fantasy counterparts, but they still have a lot going for them. Luckily that gave the the opportunity to pick up some nice feet's to make my shooting and stealth really nice, and the scout Droid has come in serious clutch after spending some credits to improve it. The average, I think, would be about 21. Stats: 10-Str 16-Dex 13-Con 17-Int 12-Wiz 8-Cha I'm having a first time Sw5e session this Saturday and am looking at getting some guidance on suggested at-will and level 1 powers for level 1 consular. The build is basically done, right? Well, this subclass feels really lackluster. His first 3 levels in Operative for the skills and sneak then multiclassing into Monk for the martial and force training as Emperor's Hands didnt receive formal jedi or sith training. Wanting to make a scout that can doe AOE dmg and some healing as well as the usually scout stuff of tracking and survival. Prerequisite: at least 2 levels in operative. You can make a scout quickly by following these suggestions. For a traditional Mando, though, I would suggest probably playing a Fighter and then take the Mando background. fjuepudw sdaxkpe wau frs qabd uewb ousrs vhtlhf fnqez kpj