SWURPG

Jedi Consular

✦ Force-usingadvanced from Jedi Padawan
Hit Die
d6
Primary Ability
Wisdom and Charisma
Saves
Wisdom, Charisma
Expertise Pts
3
Starting Credits
1d4x100
Skill Profs
Use the Force, Knowledge: Galactic Lore, Insight, Perception, Persuasion, Investigation

The Jedi Consular is the Order's mediator, healer, and Force scholar — the Jedi who'd rather end a war through words than win one through force, but who can still break a Sith if it comes to that. Consulars carry the highest Force Point pool of any subclass and the deepest library of Force powers.

Quick read: The healer / diplomat Jedi. Big Force pool, deep power list, social and support focus. Think Yoda, Plo Koon, Mace Windu in council scenes.

What you do at the table

Consulars are the party's second damage source through Force powers (kinetic and energy effects), the party's healer (Force Heal, restoration), and frequently the party's social lead. Outside combat your high Wisdom + persuasion proficiency makes you the diplomat in tense scenes.

In combat, you'll often be 30+ feet behind the front line, picking targets with Force powers, healing the Guardian, and reading the room (literally — Sense, Insight, See Through Lies). Your lightsaber comes out when needed but isn't where your damage lives.

Sibling differentiation

  • vs. Guardian — Consulars deal Force damage; Guardians deal lightsaber damage. Consulars heal; Guardians soak.
  • vs. Sentinel — Consulars work openly and supportively; Sentinels work covertly and lethally.
  • vs. Pathfinder — both lean WIS-heavy, but Consulars indoors / urban; Pathfinders in wilderness.

Build tips

WIS to 16+ (charges your Force-power DC and most class traits). CHA secondary to power Persuasion / Insight as the party face. CON tertiary; your back-line position protects you.

Common pitfalls

  • Don't try to out-fight the Guardian in melee. Your AC and HP aren't built for it.
  • Force Heal on cooldown isn't optimal. Pick the moment — a healed-too-early ally is FP wasted; a healed-just-in-time ally is FP that saved a death save.
  • Pick at least one offensive Force power. Pure-support Consulars get bored on turns when nobody needs healing.

Class Features by Level

Level 31 feature

Consular Force Healing

action · 2 FP

As an Action, spend 2 Force Points to heal a creature within 5 feet for 1d8 + Proficiency Bonus + Wisdom modifier HP. At levels 7, 13, and 17: healing increases by +1d8, range extends by +5 feet, and FP cost increases by 1. You cannot target yourself.

Scales: Lv 7 · Lv 13 · Lv 17
Level 51 feature

Mind Trick

action · 2 FP

As an Action, spend 2 Force Points to influence a creature within 30 feet. The creature makes a Wisdom saving throw (DC = 8 + PB + Wis) or becomes Charmed or Confused (your choice) until the end of your next turn. At level 10, spend 3 Force Points for Advanced Mind Trick — on failed save, target is Stunned until end of its next turn. At level 15, spend 4 Force Points for Dominate Mind — control creature within 30 ft for up to 3 rounds (concentration); creature repeats save at end of each of its turns. Creatures immune to Charm or with higher Wisdom than yours are unaffected and become immune for 24 hours.

Scales: Lv 10 · Lv 15
Level 61 feature

Consular Force Channeling

action · once per long rest

Once per Long Rest, as an Action, regain Force Points equal to twice your Wisdom modifier (minimum 2). At level 12, regain Force Points equal to twice your Wisdom modifier + your Proficiency Bonus instead, but have disadvantage on attack rolls and ability checks until the end of your next turn.

Scales: Lv 12
Level 71 feature

Energy Absorption

reaction · once per short rest · 2 FP

Once per Short Rest, as a Reaction, spend 2 Force Points to halve damage from blasters or other energy-based attacks. Gain +2 on your next attack roll before the end of your next turn. At level 13, may immediately release absorbed energy as a burst — each hostile creature within 10 feet makes a Dexterity saving throw (DC = 8 + PB + Wis) or takes energy damage equal to the absorbed damage.

Scales: Lv 13
Level 91 feature

Harmonize

action · 2 FP

As an Action, spend 2 Force Points to end one condition (blinded, deafened, frightened, or paralyzed) on an ally within 30 feet. Once per Long Rest, spend 3 Force Points instead to end one such condition on all allies within 30 feet (Mass Harmonize).

Level 101 feature

Force Imbued Strike

1 FP

Before making a lightsaber attack, you may declare that you are channeling the Force into your strike. If the attack hits, spend 1 Force Point to deal +1d6 Force damage.

Level 111 feature

Force Suppression

action · 3 FP

As an Action, spend 3 Force Points to disrupt an enemy's connection to the Force. The target must make a Wisdom saving throw (DC = 8 + PB + Wis) or be unable to use Force powers until the end of its next turn.

Level 131 feature

Force Barrier

action · 3 FP

As an Action, spend 3 Force Points to create a shimmering 15-foot-radius protective field centered on you. The barrier lasts for 3 rounds (concentration) and grants you and all allies within the area +2 AC and resistance to Energy and Force damage.

Level 141 feature

Consular Force Combustion

action · 4 FP

As an Action, spend 4 Force Points to ignite concentrated energy within a target you can see within 30 feet. The target makes a Constitution saving throw (DC = 8 + PB + Wis). On a failed save, the target takes 4d8 Heat damage and begins Burning (1d8 Heat damage at the start of its next turn). On a success, it takes half damage and does not ignite. At level 18, spend 5 Force Points to increase initial damage to 5d8 and Burning damage to 2d8.

Scales: Lv 18
Level 151 feature

Mind Shield

You are immune to mind-affecting powers.

Level 171 feature

Force Purge

action · 4 FP

As an Action, spend 4 Force Points to unleash a wave of cleansing energy in a 20-foot radius centered on you. All ongoing Force effects in the area are dispelled. Hostile Force users make a Wisdom saving throw (DC = 8 + PB + Wis), taking 4d8 Force damage and losing 2 Force Points on a failed save, or half damage on a success. Non-Force users in the area take half damage.

Level 181 feature

Force Enlightenment

once per long rest

Once per Long Rest, you may use any Force power you know without expending Force Points.

Level 191 feature

Perfect Serenity

You are immune to Stun effects, automatically succeed on concentration checks, and once per Long Rest you can drop to 1 hit point instead of 0, regaining 2d10 + Wisdom modifier hit points.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Serenity of the Force

action · once per long rest · 5 FP

Once per Long Rest, as an Action, spend 5 Force Points to enter a state of perfect harmony with the Living Force for 3 rounds. A tranquil 30-foot aura surrounds you: you and all allies within the aura regain 10 hit points at the start of each of your turns and gain Advantage on saving throws against Fear, Charm, and Force powers. You can use healing Force powers as a Bonus Action, but cannot make weapon attacks.