Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Consular

    The Jedi Consular is a master of wisdom, diplomacy, and healing. Rather than charging into battle, Consulars focus on negotiation, support, and manipulation of the Force. They excel at restoring allies, disabling enemies nonviolently, and preserving peace through subtle influence. A Consular channels the light side to guide, protect, and inspire others across the galaxy.

    Examples from Star Wars lore: Yoda, Shaak Ti, Tera Sinube, Luminara Unduli

    Class Traits by Level

    Level 1 – Force Training
    You learn 1 + your Wisdom modifier Force powers.
    Level 1 – Diplomatic Presence
    You can add double your Cha bonus when making Persuasion checks.
    Level 2 – Empathic Sense
    Read the emotional states of a creature within 30ft (WIS save resists). 2 Force points.
    Level 2 – Heightened Awareness
    Gain advantage on Perception and Insight checks.
    Level 3 – Lightsaber Defense I
    +1 AC while wielding a lightsaber.
    Level 3 – Consular Force Healing
    Heal a creature within 5ft for 1d8 * Proficiency + WIS modifier HP. 2 Force points. +1d8 on LVL 7, 13, 17.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Consular’s Resolve
    You gain advantage on saving throws against being frightened or charmed.
    Level 5 – Mind Trick
    Charm or Confuse an enemy for 1 turn (WIS save). 2 Force points.
    Level 6 – Swift Negotiations
    If you fail a Persuation check, you can try to to Intimidate instead by using the Force. +5 Intimidation. 3 Force points.
    Level 6 – Force Training
    You learn 1 + your Wisdom modifier Force powers.
    Level 6 – Lightsaber Defense II
    +2 AC while wielding a lightsaber.
    Level 7 – Energy Absorbtion I
    Use the Force to reduce damage from blaster shots by half (reaction). 2 Force Points.
    Level 7 – Vital Transfer I
    You can transfer up to half of your health to an ally who is within 10ft. 1 Force point.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Consular’s Mind Trick
    Stun an enemy for 1 turn (WIS save). 2 Force points.
    Level 9 – Telepathic Bond
    Once per long rest, you can mentally communicate with an ally within 60ft without speaking.
    Level 10 – Harmonize
    Remove one condition (blinded, deafened, frightened, etc.) from an ally within 30ft. 2 Force points.
    Level 10 – Force Meditation
    Once per long rest, you regain Force Points equal to your Wisdom modifier.
    Level 11 – Force Empowerment
    Once per long rest, all allies regain 1 Force Point (if Force user).
    Level 11 – Force Suppression
    Disrupt an enemy’s ability to use Force powers, preventing their next use (WIS save). 3 Force points.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Energy Absorbtion II
    Use the Force to completely negate damage from blaster shots (reaction). 3 Force Points.
    Level 13 – Vital Transfer II
    You only lose half of the HP you have transferred. 2 Force Points.
    Level 14 – Tranquil Shield
    You and allies within 10ft gain immunity to mind-affecting powers for 3 turns. 3 Force points.
    Level 14 – Force Enlightenment
    Once per long rest, use any Force power without expending Force Points.
    Level 15 – Mind Shield
    You are immune to mind-affecting powers.
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Mass Harmonize
    Remove one condition (blinded, deafened, frightened, etc.) from all allies within 30ft. 3 Force points.
    Level 17 – Grace of the Force
    When you heal a creature with a Force power, they also gain temporary HP equal to your proficiency bonus.
    Level 18 – Dominate Mind
    Take complete control of a weak-minded target for 1 minute/3 rounds (WIS save). 4 Force points.
    Level 18 – Protective Meditation
    Once per encounter, as a reaction, grant an ally temporary HP equal to your WIS modifier.
    Level 19 – Master Force Channeling
    Once per long rest, when you roll initiative and have no Force Points, regain 1d10 Force Points.
    Level 19 – Force Resistance
    Advantage on all saves against Force powers.
    Level 20 – Consular Mastery
    Once per long rest, you may activate up to 2 Force powers on a single turn without expending Force Points.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.