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
You learn 1 + your Wisdom modifier Force powers.
You can add double your Cha bonus when making Persuasion checks.
Read the emotional states of a creature within 30ft (WIS save resists). 2 Force points.
Gain advantage on Perception and Insight checks.
+1 AC while wielding a lightsaber.
Heal a creature within 5ft for 1d8 * Proficiency + WIS modifier HP. 2 Force points. +1d8 on LVL 7, 13, 17.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You gain advantage on saving throws against being frightened or charmed.
Charm or Confuse an enemy for 1 turn (WIS save). 2 Force points.
If you fail a Persuation check, you can try to to Intimidate instead by using the Force. +5 Intimidation. 3 Force points.
You learn 1 + your Wisdom modifier Force powers.
+2 AC while wielding a lightsaber.
Use the Force to reduce damage from blaster shots by half (reaction). 2 Force Points.
You can transfer up to half of your health to an ally who is within 10ft. 1 Force point.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Stun an enemy for 1 turn (WIS save). 2 Force points.
Once per long rest, you can mentally communicate with an ally within 60ft without speaking.
Remove one condition (blinded, deafened, frightened, etc.) from an ally within 30ft. 2 Force points.
Once per long rest, you regain Force Points equal to your Wisdom modifier.
Once per long rest, all allies regain 1 Force Point (if Force user).
Disrupt an enemyβs ability to use Force powers, preventing their next use (WIS save). 3 Force points.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Use the Force to completely negate damage from blaster shots (reaction). 3 Force Points.
You only lose half of the HP you have transferred. 2 Force Points.
You and allies within 10ft gain immunity to mind-affecting powers for 3 turns. 3 Force points.
Once per long rest, use any Force power without expending Force Points.
You are immune to mind-affecting powers.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Remove one condition (blinded, deafened, frightened, etc.) from all allies within 30ft. 3 Force points.
When you heal a creature with a Force power, they also gain temporary HP equal to your proficiency bonus.
Take complete control of a weak-minded target for 1 minute/3 rounds (WIS save). 4 Force points.
Once per encounter, as a reaction, grant an ally temporary HP equal to your WIS modifier.
Once per long rest, when you roll initiative and have no Force Points, regain 1d10 Force Points.
Advantage on all saves against Force powers.
Once per long rest, you may activate up to 2 Force powers on a single turn without expending Force Points.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.