{
  "classes": [
    {
      "name": "Jedi Padawan",
      "primary_ability": "Wisdom and Dexterity",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Dexterity"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Insight",
        "Perception"
      ],
      "expertise_points": 1,
      "weapon_proficiencies": {
        "melee": [
          "Lightsabers"
        ],
        "ranged": []
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Padawan Robes",
        "Training Lightsaber",
        "Medpac I",
        "Syntherope"
      ],
      "class_features": [
        {
          "level": 1,
          "name": "Lightsaber Defense",
          "description": "While wielding an ignited lightsaber, you gain a +1 bonus to AC. This bonus improves to +2 at level 7 and +3 at level 15. You lose this benefit if you are incapacitated, surprised, or not holding an ignited lightsaber.",
          "effects": [
            {
              "type": "ac_bonus_while_wielding",
              "weapon_category": "Lightsabers",
              "value": 1
            }
          ],
          "scaling": [
            {
              "level": 7,
              "effects": [
                {
                  "type": "ac_bonus_while_wielding",
                  "weapon_category": "Lightsabers",
                  "value": 2
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "ac_bonus_while_wielding",
                  "weapon_category": "Lightsabers",
                  "value": 3
                }
              ]
            }
          ]
        },
        {
          "level": 1,
          "name": "Force Training",
          "description": "You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list.",
          "effects": [
            {
              "type": "special",
              "note": "Learn 1 + WIS modifier Force Powers from the Force Powers list"
            }
          ]
        },
        {
          "level": 2,
          "name": "Lightsaber Form Basics",
          "description": "Learn one Core Form (1 FP): Shii-Cho, Soresu, Ataru, or Niman.",
          "fp_cost": 1,
          "choose": 1,
          "options": [
            {
              "name": "Shii-Cho – Momentum Flow",
              "description": "On hit, make a second attack (disadvantage) against a different creature within 5 ft.",
              "effects": [
                {
                  "type": "special",
                  "note": "On hit: second attack at Disadvantage against different creature within 5 ft"
                }
              ]
            },
            {
              "name": "Soresu – Defensive Spiral",
              "activation": "action",
              "description": "Gain +2 AC and advantage on Dexterity saves vs. area effects; can't attack this turn.",
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 2
                },
                {
                  "type": "saving_throw_advantage",
                  "condition": "Dexterity saves against area effects"
                },
                {
                  "type": "special",
                  "note": "Cannot make attacks this turn"
                }
              ]
            },
            {
              "name": "Ataru – Flowing Assault",
              "description": "Move 10 ft before attacking to gain advantage; on hit, move 10 ft without provoking opportunity attacks.",
              "effects": [
                {
                  "type": "special",
                  "note": "Move 10 ft before attacking for Advantage on attack; on hit move 10 ft without opportunity attacks"
                }
              ]
            },
            {
              "name": "Niman – Harmonized Strike",
              "description": "Your next lightsaber attack has advantage; next attack against you has disadvantage.",
              "effects": [
                {
                  "type": "special",
                  "note": "Next lightsaber attack: Advantage; next attack against you: Disadvantage"
                }
              ]
            }
          ],
          "choice_timing": "creation"
        },
        {
          "level": 2,
          "name": "Focused Mind",
          "description": "Once per Short Rest, reroll a failed Wisdom saving throw; +1 to Insight checks.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Insight",
              "value": 1
            },
            {
              "type": "special",
              "note": "Once per short rest: reroll a failed Wisdom saving throw"
            }
          ]
        }
      ]
    },
    {
      "name": "Jedi Guardian",
      "primary_ability": "Strength or Dexterity",
      "hit_die": "d10",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Strength"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Insight",
        "Perception",
        "Athletics",
        "Endurance"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple",
          "Lightsabers"
        ],
        "ranged": []
      },
      "armor_proficiencies": [
        "Light",
        "Medium"
      ],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Padawan Robes",
        "Training Lightsaber",
        "Medpac I",
        "Syntherope"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Lightsaber Discipline",
          "description": "You gain +1 to attack and damage rolls with lightsabers (+2 at level 10, +3 at level 17). Your critical hit range becomes 19–20 at level 15.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "weapon_type": "lightsabers"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "weapon_type": "lightsabers"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "weapon_type": "lightsabers"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "weapon_type": "lightsabers"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "weapon_type": "lightsabers"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "weapon_type": "lightsabers"
                },
                {
                  "type": "crit_range_bonus",
                  "value": 1,
                  "weapon_type": "lightsabers"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 3,
                  "weapon_type": "lightsabers"
                },
                {
                  "type": "damage_bonus",
                  "value": 3,
                  "weapon_type": "lightsabers"
                },
                {
                  "type": "crit_range_bonus",
                  "value": 1,
                  "weapon_type": "lightsabers"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Deflect and Redirect",
          "description": "When wielding an ignited lightsaber, use your reaction to intercept incoming ranged energy attacks. Make a Use the Force check contested by the attack roll. On success, attack negated (half damage against cannons, autofire, or Force Lightning). Each additional Deflect or Block attempt since your last turn imposes a cumulative –5 penalty. On successful Deflect, redirect toward another target within 30 ft using a ranged attack (Dexterity or Wisdom); on hit, deals half normal damage. At level 10, cumulative penalty reduced to –2. At level 15, no damage on successful Deflects against cannons/autofire/Force Lightning and redirected attacks deal full damage.",
          "activation": "reaction",
          "effects": [
            {
              "type": "special",
              "note": "Intercept ranged energy attacks: Use the Force check vs. attack roll; success negates (half vs. cannons/autofire/Force Lightning); cumulative –5 penalty per additional Deflect/Block; can redirect to target within 30 ft for half damage on hit"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Cumulative Deflect/Block penalty reduced to –2"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "No damage on successful Deflects vs. cannons/autofire/Force Lightning; redirected attacks deal full damage"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Guardian Force Channeling",
          "description": "Once per Long Rest, when you roll initiative and have 0 Force Points, regain 1d4 Force Points. At level 12, regain 1d6 Force Points instead.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On initiative roll with 0 FP: regain 1d4 FP"
            }
          ],
          "scaling": [
            {
              "level": 12,
              "effects": [
                {
                  "type": "special",
                  "note": "On initiative roll with 0 FP: regain 1d6 FP"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Lightsaber Throw",
          "description": "As an Action, spend 1 Force Point to hurl your ignited lightsaber up to 30 feet, making a ranged attack using Dexterity or Wisdom. On a hit, deals normal lightsaber damage and returns to your hand. At level 13, spend 3 Force Points to sweep in a 30-foot cone, making separate attack rolls against all enemies with a cumulative –2 penalty per additional attack. Lightsaber returns afterward.",
          "activation": "action",
          "fp_cost": 1,
          "effects": [
            {
              "type": "special",
              "note": "Hurl ignited lightsaber up to 30 ft; ranged attack (Dex or Wis); normal lightsaber damage; returns to hand"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Sweep in 30-ft cone; separate attack rolls vs. all enemies with cumulative –2 penalty; lightsaber returns"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Guardian's Resolve",
          "description": "Once per Long Rest, when your hit points drop to 25% or less of your maximum, as a Bonus Action spend 2 Force Points to regain hit points equal to 2d10 + your Jedi Guardian level + your Wisdom modifier, and gain resistance to all damage until the start of your next turn.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "When at ≤25% max HP: regain 2d10 + Guardian level + WIS HP; gain damage resistance until start of next turn"
            }
          ]
        },
        {
          "level": 10,
          "name": "Combat Mastery",
          "description": "You may attack twice when you take the Attack action. Once per turn, you may reroll one damage die and keep the new result.",
          "effects": [
            {
              "type": "special",
              "note": "Attack twice with the Attack action; once per turn reroll one damage die"
            }
          ]
        },
        {
          "level": 11,
          "name": "Lightsaber Form Mastery",
          "description": "You master two additional lightsaber forms beyond your Core Form. When you spend Force Points to use a Form power, you regain 1 Force Point if the power hits or succeeds. This recovery can occur only once per turn.",
          "choose": 2,
          "choice_timing": "creation",
          "options": [
            {
              "name": "Jar'Kai – Dual Saber Flurry",
              "description": "Wielding dual lightsabers (LVL 7+, 2 FP). Bonus Action: make an extra off-hand attack with Advantage; if both attacks hit, deal +1d6 Force damage."
            },
            {
              "name": "Makashi – Dueling Focus",
              "description": "Wielding a lightsaber (LVL 7+, 2 FP). Bonus Action: mark a target within 5 ft. Until your next turn you gain +2 AC against that target and Advantage on your next attack against them."
            },
            {
              "name": "Sokan – Tactical Footwork",
              "description": "Wielding a lightsaber (LVL 7+, 2 FP). Bonus Action: move 15 ft without provoking opportunity attacks; gain +2 AC vs ranged attacks until your next turn."
            },
            {
              "name": "Shien – Rebounding Defense",
              "description": "Wielding a lightsaber (LVL 10+, 2 FP). Reaction when a ranged attack hits: roll DEX save (DC = attacker's roll); on success, deflect — attacker's next attack against another target has Advantage from you."
            },
            {
              "name": "Djem So – Counterstrike Form",
              "description": "Wielding a lightsaber (LVL 12+, 4 FP). Reaction when a melee attack hits you: make an immediate lightsaber counterattack with Advantage; on hit, deal +2d8 Force damage and push the attacker back 10 ft."
            },
            {
              "name": "Juyo – Ferocity Unleashed",
              "description": "Wielding a lightsaber (LVL 12+, 3 FP). Free Action declared before attack: on hit deal +3d6 Force damage but take 1d6 damage yourself; on a critical hit add another +3d6 Force."
            },
            {
              "name": "Tràkata – Deceptive Strike",
              "description": "Wielding a lightsaber (LVL 12+, 3 FP). Action: feint then strike — target makes WIS save (DC = 8 + PB + CHA) or has Disadvantage on its next attack. On hit, deal +2d8 Force damage."
            },
            {
              "name": "Vaapad – Channel the Storm",
              "description": "Wielding a lightsaber (LVL 12+, 5 FP). Action: make two lightsaber attacks. If both hit the same target, regain 1 FP and deal +2d6 Force damage per hit (regain 2 FP on a critical hit). Advantage on melee attacks against Dark Side foes while active."
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "Learn 2 additional lightsaber forms; regain 1 FP when a Form power hits/succeeds (once per turn)"
            }
          ]
        },
        {
          "level": 13,
          "name": "Flow of Battle",
          "description": "When an enemy within 5 feet misses you with an attack, you can use your Reaction to make a melee lightsaber attack against them and move up to 10 feet without provoking opportunity attacks. Usable a number of times equal to your Wisdom modifier per Long Rest.",
          "activation": "reaction",
          "effects": [
            {
              "type": "special",
              "note": "On enemy miss within 5 ft: reaction melee lightsaber attack + move 10 ft without OA; usable WIS modifier times per Long Rest"
            }
          ]
        },
        {
          "level": 14,
          "name": "Whirlwind Attack",
          "description": "As an Action, spend 3 Force Points to make one melee attack against each enemy within 5 feet. Attacks are made with disadvantage but deal +1d6 Force damage on a hit. Until the start of your next turn, enemies have disadvantage on opportunity attacks against you.",
          "activation": "action",
          "fp_cost": 3,
          "effects": [
            {
              "type": "special",
              "note": "Attack all enemies within 5 ft (disadvantage, +1d6 Force damage on hit); enemies have disadvantage on OA against you until start of next turn"
            }
          ]
        },
        {
          "level": 15,
          "name": "Empowered State",
          "description": "Once per Long Rest, enter an empowered state for 3 rounds. You gain +2 to attack rolls, +2 AC, and all lightsaber attacks deal +1d6 energy damage.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "while Empowered State active"
            },
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "while Empowered State active"
            },
            {
              "type": "damage_dice_bonus",
              "damage_type": "energy",
              "weapon_type": "lightsabers",
              "condition": "while Empowered State active",
              "duration": "3 rounds",
              "dice": "1d6"
            }
          ]
        },
        {
          "level": 17,
          "name": "Force Resistance",
          "description": "You have advantage on all saving throws against Force powers.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against Force powers"
            }
          ]
        },
        {
          "level": 18,
          "name": "Unbreakable Will",
          "description": "You can't be charmed or frightened. Once per Long Rest, when reduced to 0 hit points, you drop to 1 hit point instead.",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "frightened"
            },
            {
              "type": "special",
              "note": "Once per Long Rest: when reduced to 0 HP, drop to 1 HP instead"
            }
          ]
        },
        {
          "level": 19,
          "name": "Force Mastery",
          "description": "Once per Long Rest, regain 5 Force Points. For 3 rounds after regaining Force Points this way, all lightsaber attacks deal additional radiant (energy) damage equal to your Proficiency Bonus.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Regain 5 FP; for 3 rounds, lightsaber attacks deal +PB radiant (energy) damage"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Warrior of the Force",
          "description": "Once per Long Rest, enter a transcendent focus for 3 rounds. You gain advantage on all attack rolls, saving throws, and Force checks. Your lightsaber attacks ignore resistance to energy damage, and you gain +2 AC.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "all saving throws while Warrior of the Force active"
            },
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "while Warrior of the Force active"
            },
            {
              "type": "special",
              "note": "Advantage on all attack rolls and Force checks; lightsaber attacks ignore energy resistance; lasts 3 rounds"
            }
          ]
        }
      ]
    },
    {
      "name": "Jedi Sentinel",
      "primary_ability": "Dexterity and Intelligence",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Dexterity"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Insight",
        "Perception",
        "Stealth",
        "Mechanics",
        "Use Computer"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple",
          "Lightsabers"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Padawan Robes",
        "Training Lightsaber",
        "Medpac I",
        "Syntherope"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Stealth Attack",
          "description": "When attacking from stealth, add 1d6 extra damage. Increases to 2d6 at level 10 and 3d6 at level 17. Your critical hit range becomes 19–20 at level 15.",
          "effects": [
            {
              "type": "damage_dice_bonus",
              "condition": "when attacking from stealth",
              "dice": "1d6"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "when attacking from stealth",
                  "dice": "2d6"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "when attacking from stealth",
                  "dice": "2d6"
                },
                {
                  "type": "special",
                  "note": "Critical hit range expanded to 19–20"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "when attacking from stealth",
                  "dice": "3d6"
                },
                {
                  "type": "special",
                  "note": "Critical hit range expanded to 19–20"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Deflect and Redirect",
          "description": "When wielding an ignited lightsaber, use your reaction to intercept incoming ranged energy attacks. Make a Use the Force check contested by the attack roll. On success, attack negated (half damage against cannons, autofire, or Force Lightning). Each additional Deflect or Block attempt since your last turn imposes a cumulative –5 penalty. On successful Deflect, redirect toward another target within 30 ft using a ranged attack (Dexterity or Wisdom); on hit, deals half normal damage. At level 10, cumulative penalty reduced to –2. At level 15, no damage on successful Deflects against cannons/autofire/Force Lightning and redirected attacks deal full damage.",
          "activation": "reaction",
          "effects": [
            {
              "type": "special",
              "note": "Intercept ranged energy attacks: Use the Force check vs. attack roll; success negates (half vs. cannons/autofire/Force Lightning); cumulative –5 penalty per additional Deflect/Block; can redirect to target within 30 ft for half damage on hit"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Cumulative Deflect/Block penalty reduced to –2"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "No damage on successful Deflects vs. cannons/autofire/Force Lightning; redirected attacks deal full damage"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Sentinel Force Channeling",
          "description": "Once per Long Rest, as a Bonus Action, regain Force Points equal to your Wisdom modifier. At level 12, regain Force Points equal to twice your Wisdom modifier instead, but have disadvantage on your next attack roll or ability check before the end of your next turn.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Regain FP equal to WIS modifier"
            }
          ],
          "scaling": [
            {
              "level": 12,
              "effects": [
                {
                  "type": "special",
                  "note": "Regain FP equal to 2× WIS modifier; disadvantage on next attack roll or ability check before end of next turn (fatigue)"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Energy Absorption",
          "description": "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.",
          "activation": "reaction",
          "fp_cost": 2,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "once per short rest as reaction (halves damage)"
            },
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "next attack roll after Energy Absorption"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "damage_resistance",
                  "damage_type": "energy",
                  "condition": "once per short rest as reaction (halves damage)"
                },
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "next attack roll after Energy Absorption"
                },
                {
                  "type": "special",
                  "note": "On absorption: release as burst — hostile creatures within 10 ft make Dex save (DC = 8 + PB + WIS) or take absorbed damage as energy damage"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Saboteur",
          "description": "Once per Short Rest when you fail a Mechanics or Use Computer check, make a Use the Force check against the same DC to disable, destabilize, or dismantle a device instead. When you hit or deal damage to a droid, vehicle, turret, or electronic system, spend 1 Force Point to disable one of its functions until the end of its next turn. At level 13, disable two functions with 2 Force Points, or cause the target to make a Constitution saving throw (DC = 8 + PB + Wis) or become stunned until the end of its next turn if both functions are disabled.",
          "fp_cost": 1,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On failed Mechanics/Use Computer check: Use the Force check vs. same DC to disable device instead"
            },
            {
              "type": "special",
              "note": "On hit vs. droid/vehicle/turret/electronic: spend 1 FP to disable one function until end of its next turn"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "special",
                  "note": "Disable two functions with 2 FP, or Con save (DC = 8 + PB + WIS) or stunned until end of next turn if both functions disabled"
                }
              ]
            }
          ]
        },
        {
          "level": 10,
          "name": "Rapid Strike",
          "description": "When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a –2 penalty on your attack roll, but deal +1 die of damage with a successful attack.",
          "effects": [
            {
              "type": "special",
              "note": "Two strikes as one attack vs. single target; –2 attack roll penalty; +1 damage die on hit"
            }
          ]
        },
        {
          "level": 11,
          "name": "Shadow of the Light",
          "description": "You have advantage on saving throws against dark side Force powers, fear, and charm effects. When you succeed on one of these saving throws, regain 1 Force Point (once per Short Rest). Creatures cannot gain advantage on attack rolls against you as a result of being under a dark side Force power effect.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against dark side Force powers, fear, and charm"
            },
            {
              "type": "special",
              "note": "On success vs. dark side Force/fear/charm: regain 1 FP (once per Short Rest); enemies under dark side Force powers can't gain advantage on attacks against you"
            }
          ]
        },
        {
          "level": 13,
          "name": "Instinctive Evasion",
          "description": "When subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and half damage on a failure. Functions only while wearing Light armor or no armor.",
          "effects": [
            {
              "type": "special",
              "note": "Dex save for half damage: take none on success, half on failure. Light/no armor only."
            }
          ]
        },
        {
          "level": 14,
          "name": "Shadow Step",
          "description": "As a Bonus Action, spend 2 Force Points to teleport up to 30 feet to an unoccupied shadowed space you can see. If you emerge within 5 feet of an enemy, gain advantage on your first attack that turn.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "Teleport up to 30 ft to shadowed space; if within 5 ft of enemy, Advantage on first attack that turn"
            }
          ]
        },
        {
          "level": 15,
          "name": "Force Technopathy",
          "description": "Perform Mechanics or Use Computer checks remotely within 30 feet, even without physical contact. Spend 2 Force Points to instantly override, disable, or repair a device of DC 18 or lower (higher DCs: roll with double proficiency). Spend 3 Force Points to animate or assume control of one nearby basic droid, turret, or vehicle for up to 3 rounds (concentration, line of sight required). Only one controlled unit at a time.",
          "effects": [
            {
              "type": "special",
              "note": "Mechanics/Use Computer remotely within 30 ft; 2 FP: override/disable/repair device DC ≤18 (higher DCs: double proficiency); 3 FP: control one droid/turret/vehicle for 3 rounds (concentration, line of sight, one at a time)"
            }
          ]
        },
        {
          "level": 17,
          "name": "Phase Shift",
          "description": "As a Bonus Action, spend 2 Force Points to become incorporeal for 1 round, allowing you to pass through solid, non-energy obstacles. While phased, you have resistance to physical and energy damage.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "physical",
              "condition": "while Phase Shift active"
            },
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "while Phase Shift active"
            },
            {
              "type": "special",
              "note": "Pass through solid non-energy obstacles while Phase Shift active (1 round)"
            }
          ]
        },
        {
          "level": 18,
          "name": "Force Doppelganger",
          "description": "When you use Shadow Step or Phase Shift, spend 1 additional Force Point to create a Force Doppelganger that occupies your previous space. AC = 15 + Proficiency Bonus. Moves up to 15 ft as part of your movement. Diverts up to two attacks targeting you per round. Grants Advantage on Dexterity saving throws and enemies have Disadvantage on opportunity attacks against you. Lasts until start of your next turn or until hit. Only one active at a time.",
          "fp_cost": 1,
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "Dexterity saving throws while Doppelganger active"
            },
            {
              "type": "special",
              "note": "Doppelganger: occupies previous space, AC = 15 + PB, moves 15 ft, diverts up to 2 attacks per round, enemies have Disadvantage on OA; lasts until start of next turn or until hit; one active at a time"
            }
          ]
        },
        {
          "level": 19,
          "name": "Force Enlightenment",
          "description": "Once per Long Rest, you may use any Force Power you know without expending Force Points.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Use any known Force Power without expending FP"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Shadow of the Force",
          "description": "Once per Long Rest, as an Action, spend 5 Force Points to merge with the Force for 3 rounds. While active, you are invisible, undetectable, and can teleport 30 feet as part of your movement or attacks. Stealth Attacks deal maximum damage, and you regain 1 Force Point at the start of each turn. The effect ends if you fall to 0 hit points or end your turn in bright light.",
          "activation": "action",
          "fp_cost": 5,
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "detection"
            },
            {
              "type": "special",
              "note": "Invisible and undetectable for 3 rounds; teleport 30 ft as part of movement/attacks; Stealth Attacks deal max damage; regain 1 FP at start of each turn; ends at 0 HP or in bright light"
            }
          ]
        }
      ]
    },
    {
      "name": "Jedi Consular",
      "primary_ability": "Wisdom and Charisma",
      "hit_die": "d6",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Charisma"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Knowledge: Galactic Lore",
        "Insight",
        "Perception",
        "Persuasion",
        "Investigation"
      ],
      "expertise_points": 3,
      "weapon_proficiencies": {
        "melee": [
          "Simple",
          "Lightsabers"
        ],
        "ranged": []
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Padawan Robes",
        "Training Lightsaber",
        "Medpac I",
        "Syntherope"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Consular Force Healing",
          "description": "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.",
          "activation": "action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "Heal creature within 5 ft for 1d8 + PB + WIS HP; cannot self-target"
            }
          ],
          "scaling": [
            {
              "level": 7,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Heal creature within 10 ft for 2d8 + PB + WIS HP; cannot self-target"
                }
              ]
            },
            {
              "level": 13,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "special",
                  "note": "Heal creature within 15 ft for 3d8 + PB + WIS HP; cannot self-target"
                }
              ]
            },
            {
              "level": 17,
              "fp_cost": 5,
              "effects": [
                {
                  "type": "special",
                  "note": "Heal creature within 20 ft for 4d8 + PB + WIS HP; cannot self-target"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Mind Trick",
          "description": "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.",
          "activation": "action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "Target within 30 ft: Wis save (DC = 8 + PB + WIS) or Charmed or Confused until end of next turn"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Advanced Mind Trick: Wis save (DC = 8 + PB + WIS) or Stunned until end of its next turn"
                }
              ]
            },
            {
              "level": 15,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "special",
                  "note": "Dominate Mind: control creature within 30 ft for up to 3 rounds (concentration); repeats save at end of each of its turns; immune to Charm or higher WIS grants 24-hour immunity on success"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Consular Force Channeling",
          "description": "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.",
          "activation": "action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Regain FP equal to 2× WIS modifier (minimum 2)"
            }
          ],
          "scaling": [
            {
              "level": 12,
              "effects": [
                {
                  "type": "special",
                  "note": "Regain FP equal to 2× WIS modifier + PB; disadvantage on attack rolls and ability checks until end of next turn (fatigue)"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Energy Absorption",
          "description": "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.",
          "activation": "reaction",
          "fp_cost": 2,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "once per short rest as reaction (halves damage)"
            },
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "next attack roll after Energy Absorption"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "damage_resistance",
                  "damage_type": "energy",
                  "condition": "once per short rest as reaction (halves damage)"
                },
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "next attack roll after Energy Absorption"
                },
                {
                  "type": "special",
                  "note": "On absorption: release as burst — hostile creatures within 10 ft make Dex save (DC = 8 + PB + WIS) or take absorbed damage as energy damage"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Harmonize",
          "description": "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).",
          "activation": "action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "End one condition (blinded/deafened/frightened/paralyzed) on ally within 30 ft; once per Long Rest: 3 FP to end on all allies within 30 ft (Mass Harmonize)"
            }
          ]
        },
        {
          "level": 10,
          "name": "Force Imbued Strike",
          "description": "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.",
          "fp_cost": 1,
          "effects": [
            {
              "type": "damage_dice_bonus",
              "damage_type": "force",
              "weapon_type": "lightsabers",
              "condition": "declare before attack; spend 1 FP on hit",
              "dice": "1d6"
            }
          ]
        },
        {
          "level": 11,
          "name": "Force Suppression",
          "description": "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.",
          "activation": "action",
          "fp_cost": 3,
          "effects": [
            {
              "type": "special",
              "note": "Target makes Wis save (DC = 8 + PB + WIS) or cannot use Force powers until end of its next turn"
            }
          ]
        },
        {
          "level": 13,
          "name": "Force Barrier",
          "description": "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.",
          "activation": "action",
          "fp_cost": 3,
          "effects": [
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "while Force Barrier active and within 15 ft radius"
            },
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "while Force Barrier active and within 15 ft radius"
            },
            {
              "type": "damage_resistance",
              "damage_type": "force",
              "condition": "while Force Barrier active and within 15 ft radius"
            }
          ]
        },
        {
          "level": 14,
          "name": "Consular Force Combustion",
          "description": "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.",
          "activation": "action",
          "fp_cost": 4,
          "effects": [
            {
              "type": "special",
              "note": "Target within 30 ft: Con save (DC = 8 + PB + WIS); fail: 4d8 Heat + Burning (1d8 Heat/turn); success: half, no Burning"
            }
          ],
          "scaling": [
            {
              "level": 18,
              "fp_cost": 5,
              "effects": [
                {
                  "type": "special",
                  "note": "Target within 30 ft: Con save (DC = 8 + PB + WIS); fail: 5d8 Heat + Burning (2d8 Heat/turn); success: half, no Burning"
                }
              ]
            }
          ]
        },
        {
          "level": 15,
          "name": "Mind Shield",
          "description": "You are immune to mind-affecting powers.",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "mind-affecting powers"
            }
          ]
        },
        {
          "level": 17,
          "name": "Force Purge",
          "description": "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.",
          "activation": "action",
          "fp_cost": 4,
          "effects": [
            {
              "type": "special",
              "note": "20-ft radius: dispel all Force effects; hostile Force users: Wis save (DC = 8 + PB + WIS) — fail: 4d8 Force + lose 2 FP; success: half damage; non-Force users: half damage"
            }
          ]
        },
        {
          "level": 18,
          "name": "Force Enlightenment",
          "description": "Once per Long Rest, you may use any Force power you know without expending Force Points.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Use any known Force power without expending FP"
            }
          ]
        },
        {
          "level": 19,
          "name": "Perfect Serenity",
          "description": "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.",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "stunned"
            },
            {
              "type": "special",
              "note": "Auto-succeed on concentration checks; once per Long Rest: when reduced to 0 HP, drop to 1 HP and regain 2d10 + WIS HP"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Serenity of the Force",
          "description": "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.",
          "activation": "action",
          "fp_cost": 5,
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "Fear, Charm, and Force powers while Serenity of the Force active and within 30 ft aura"
            },
            {
              "type": "special",
              "note": "30-ft aura for 3 rounds: all allies regain 10 HP at start of your turns; healing Force powers usable as Bonus Action; no weapon attacks"
            }
          ]
        }
      ]
    },
    {
      "name": "Jedi Pathfinder",
      "primary_ability": "Wisdom and Dexterity",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Dexterity"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Insight",
        "Perception",
        "Survival",
        "Stealth"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple",
          "Lightsabers"
        ],
        "ranged": []
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Padawan Robes",
        "Training Lightsaber",
        "Medpac I",
        "Syntherope"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Primal Force Instincts",
          "description": "As a Bonus Action, spend 2 Force Points to channel the instincts of the Living Force for rounds equal to your Proficiency Bonus. Choose one aspect: Wampa's Strength (+1 melee attack/damage), Nexu's Agility (+10 ft Speed; Advantage on Dex saves), Kath Hound's Tenacity (temp HP = PB + level), or Mynock's Evasion (+1 AC; Advantage on Stealth). At level 7: spend 3 FP, switch aspects as Move Action, bonuses improve (+2, +15 ft Speed, AC +2, Kath gains resistance to bludgeoning/piercing/slashing). At level 13: spend 4 FP, switch as Bonus Action, bonuses improve again (+3, +20 ft, AC +3, Kath adds WIS damage reduction, Mynock invisible after Dodging until start of next turn). At level 17: spend 5 FP to channel two aspects simultaneously; regain 1 FP at start of each turn.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "choose": 1,
          "options": [
            {
              "name": "Wampa's Strength",
              "description": "+1 to melee attack and damage rolls.",
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 1,
                  "weapon_type": "melee"
                },
                {
                  "type": "damage_bonus",
                  "value": 1,
                  "weapon_type": "melee"
                }
              ]
            },
            {
              "name": "Nexu's Agility",
              "description": "+10 ft Speed; Advantage on Dexterity saving throws.",
              "effects": [
                {
                  "type": "speed_bonus",
                  "value": 10
                },
                {
                  "type": "saving_throw_advantage",
                  "condition": "Dexterity saving throws"
                }
              ]
            },
            {
              "name": "Kath Hound's Tenacity",
              "description": "Gain temporary HP equal to your Proficiency Bonus + level.",
              "effects": [
                {
                  "type": "special",
                  "note": "Gain temp HP equal to PB + level"
                }
              ]
            },
            {
              "name": "Mynock's Evasion",
              "description": "+1 AC; Advantage on Stealth checks.",
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 1
                },
                {
                  "type": "skill_advantage",
                  "skill": "Stealth"
                }
              ]
            }
          ],
          "scaling": [
            {
              "level": 7,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Switch aspects as Move Action; Wampa: +2 atk/dmg; Nexu: +15 ft Speed; Kath: resistance to bludgeoning/piercing/slashing; Mynock: AC +2"
                }
              ]
            },
            {
              "level": 13,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "special",
                  "note": "Switch aspects as Bonus Action; Wampa: +3 atk/dmg; Nexu: +20 ft Speed; Kath: adds WIS damage reduction; Mynock: AC +3, invisible after Dodging until start of next turn"
                }
              ]
            },
            {
              "level": 17,
              "fp_cost": 5,
              "effects": [
                {
                  "type": "special",
                  "note": "Channel two aspects simultaneously; regain 1 FP at start of each turn"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 5,
          "name": "Tame Beast",
          "description": "As an Action, spend 2 Force Points to calm one beast or wild creature within 30 feet that can see or sense you. The creature makes a Wisdom saving throw (DC = 8 + PB + Wis) or becomes non-hostile. If already non-hostile, form a temporary Force bond granting Advantage on Perception and Survival checks. If the bonded creature is attacked, it remains for rounds equal to your Proficiency Bonus before the bond is severed permanently. At level 10: spend 3 FP to bond with up to two creatures; bonded creatures act on your initiative and can take the Help action as a Bonus Action on your turn. At level 15: spend 4 FP to bond with up to three creatures; each bonded beast can attack with natural weapons when commanded as a Bonus Action (once per turn).",
          "activation": "action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "while Force bonded with a creature"
            },
            {
              "type": "skill_advantage",
              "skill": "Survival",
              "condition": "while Force bonded with a creature"
            },
            {
              "type": "special",
              "note": "Calm beast within 30 ft: Wis save (DC = 8 + PB + WIS) or non-hostile; if already non-hostile: Force bond; bonded creature stays PB rounds after being attacked before bond severs"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Bond with up to 2 creatures; bonded creatures act on your initiative and can Help as Bonus Action on your turn"
                }
              ]
            },
            {
              "level": 15,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "special",
                  "note": "Bond with up to 3 creatures; each bonded beast can attack with natural weapons when commanded as Bonus Action (once per turn)"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Pathfinder Force Channeling",
          "description": "Once per Long Rest, as a Bonus Action, regain Force Points equal to your Wisdom modifier (minimum 2). At level 12, regain Force Points equal to Wisdom modifier + Proficiency Bonus instead, but have disadvantage on attack rolls and ability checks until the end of your next turn. When used in a natural environment strong in the Force, the effect is doubled but you remain fatigued for 3 turns.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Regain FP equal to WIS modifier (minimum 2); in Force-strong natural environment: doubled FP, but fatigued 3 turns"
            }
          ],
          "scaling": [
            {
              "level": 12,
              "effects": [
                {
                  "type": "special",
                  "note": "Regain FP equal to WIS modifier + PB; disadvantage on attack rolls and ability checks until end of next turn; in Force-strong natural environment: doubled FP, fatigued 3 turns"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Energy Absorption",
          "description": "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.",
          "activation": "reaction",
          "fp_cost": 2,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "once per short rest as reaction (halves damage)"
            },
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "next attack roll after Energy Absorption"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "damage_resistance",
                  "damage_type": "energy",
                  "condition": "once per short rest as reaction (halves damage)"
                },
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "next attack roll after Energy Absorption"
                },
                {
                  "type": "special",
                  "note": "On absorption: release as burst — hostile creatures within 10 ft make Dex save (DC = 8 + PB + WIS) or take absorbed damage as energy damage"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Environmental Mastery",
          "description": "Difficult terrain caused by natural hazards no longer slows your movement. Once per Short Rest, use your Reaction to grant yourself or an ally within 10 feet Resistance to environmental damage such as extreme heat, cold, acid, or falling debris.",
          "activation": "reaction",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Natural difficult terrain does not slow movement; once per Short Rest reaction: grant self or ally within 10 ft resistance to environmental damage (heat/cold/acid/falling debris)"
            }
          ]
        },
        {
          "level": 10,
          "name": "Rapid Strike",
          "description": "When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a –2 penalty on your attack roll, but deal +1 die of damage with a successful attack.",
          "effects": [
            {
              "type": "special",
              "note": "Two strikes as one attack vs. single target; –2 attack roll penalty; +1 damage die on hit"
            }
          ]
        },
        {
          "level": 11,
          "name": "Instinctive Evasion",
          "description": "When subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and half damage on a failure. Functions only while wearing Light armor or no armor.",
          "effects": [
            {
              "type": "special",
              "note": "Dex save for half damage: take none on success, half on failure. Light/no armor only."
            }
          ]
        },
        {
          "level": 13,
          "name": "Force Barrier",
          "description": "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.",
          "activation": "action",
          "fp_cost": 3,
          "effects": [
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "while Force Barrier active and within 15 ft radius"
            },
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "while Force Barrier active and within 15 ft radius"
            },
            {
              "type": "damage_resistance",
              "damage_type": "force",
              "condition": "while Force Barrier active and within 15 ft radius"
            }
          ]
        },
        {
          "level": 14,
          "name": "Force Tempest",
          "description": "As an Action, once per Short Rest, spend 4 Force Points to unleash the raw energy of the Living Force in a 20-foot radius centered on you. Choose one effect: Wind Burst (Strength save or pushed 15 ft + 2d8 bludgeoning damage), Lightning Surge (up to three targets Dex save or 3d8 energy damage), or Stone Tremor (Dex save or fall prone; area becomes difficult terrain for 1 round).",
          "activation": "action",
          "fp_cost": 4,
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Wind Burst",
              "description": "Creatures of your choice in the 20-ft radius make a Strength saving throw or are pushed 15 feet away and take 2d8 bludgeoning damage.",
              "effects": [
                {
                  "type": "special",
                  "note": "20-ft radius: Str save or pushed 15 ft + 2d8 bludgeoning damage"
                }
              ]
            },
            {
              "name": "Lightning Surge",
              "description": "Up to three targets make a Dexterity saving throw or take 3d8 energy damage.",
              "effects": [
                {
                  "type": "special",
                  "note": "Up to 3 targets: Dex save or 3d8 energy damage"
                }
              ]
            },
            {
              "name": "Stone Tremor",
              "description": "Creatures of your choice within 10 feet make a Dexterity saving throw or fall prone; the area becomes difficult terrain for 1 round.",
              "effects": [
                {
                  "type": "special",
                  "note": "Creatures within 10 ft: Dex save or fall prone; area becomes difficult terrain for 1 round"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 15,
          "name": "Empowered State",
          "description": "Once per Long Rest, enter an empowered state for 3 rounds. You gain +2 to attack rolls, +2 AC, and all lightsaber attacks deal +1d6 energy damage.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "while Empowered State active"
            },
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "while Empowered State active"
            },
            {
              "type": "damage_dice_bonus",
              "damage_type": "energy",
              "weapon_type": "lightsabers",
              "condition": "while Empowered State active",
              "duration": "3 rounds",
              "dice": "1d6"
            }
          ]
        },
        {
          "level": 17,
          "name": "Phase Shift",
          "description": "As a Bonus Action, spend 2 Force Points to become incorporeal for 1 round, allowing you to pass through solid, non-energy obstacles. While phased, you have resistance to physical and energy damage.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "physical",
              "condition": "while Phase Shift active"
            },
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "while Phase Shift active"
            },
            {
              "type": "special",
              "note": "Pass through solid non-energy obstacles while Phase Shift active (1 round)"
            }
          ]
        },
        {
          "level": 18,
          "name": "Unbreakable Will",
          "description": "You can't be charmed or frightened. Once per Long Rest, when reduced to 0 hit points, you drop to 1 hit point instead.",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "frightened"
            },
            {
              "type": "special",
              "note": "Once per Long Rest: when reduced to 0 HP, drop to 1 HP instead"
            }
          ]
        },
        {
          "level": 19,
          "name": "Force Enlightenment",
          "description": "Once per Long Rest, you may use any Force power you know without expending Force Points.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Use any known Force power without expending FP"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Flow of the Living Force",
          "description": "Once per Long Rest, as an Action, spend 5 Force Points to fully attune your body and mind to the Living Force for 3 rounds. Your Speed doubles, you cannot be flanked, and you gain Advantage on Dexterity saving throws. Once per turn when you hit with a melee attack, deal +1d8 elemental damage of your choice (heat, cold, or electric). At the end of each of your turns, regain 1 Force Point.",
          "activation": "action",
          "fp_cost": 5,
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "speed_bonus",
              "value": "double",
              "condition": "while Flow of the Living Force active"
            },
            {
              "type": "saving_throw_advantage",
              "condition": "Dexterity saving throws while Flow of the Living Force active"
            },
            {
              "type": "special",
              "note": "Cannot be flanked; once per turn on melee hit: +1d8 elemental (heat/cold/electric); regain 1 FP at end of each turn; lasts 3 rounds"
            }
          ]
        }
      ]
    },
    {
      "name": "Force Adept",
      "primary_ability": "Wisdom",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Wisdom"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Insight",
        "Survival"
      ],
      "expertise_points": 1,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": []
      },
      "armor_proficiencies": [],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Short Sword",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 1,
          "name": "Force Training",
          "description": "You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list.",
          "effects": [
            {
              "type": "special",
              "note": "Learn 1 + WIS modifier Force Powers from the Force Powers list"
            }
          ]
        },
        {
          "level": 1,
          "name": "Unarmored Defense",
          "description": "While not wearing armor, your connection to the Force grants you supernatural protection. You gain a +1 bonus to AC, increasing to +2 at level 6, +3 at level 11, and +4 at level 17.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1,
              "condition": "while not wearing armor"
            }
          ],
          "scaling": [
            {
              "level": 6,
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 2,
                  "condition": "while not wearing armor"
                }
              ]
            },
            {
              "level": 11,
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 3,
                  "condition": "while not wearing armor"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 4,
                  "condition": "while not wearing armor"
                }
              ]
            }
          ]
        },
        {
          "level": 2,
          "name": "Adept Force Channeling",
          "description": "Once per Long Rest, when you roll initiative and have no Force Points remaining, you regain 1d4 + Proficiency Bonus Force Points as the currents of the Force surge through you.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On initiative roll with 0 FP: regain 1d4 + PB FP"
            }
          ]
        },
        {
          "level": 2,
          "name": "Precognitive Reflex",
          "description": "Once per Short Rest, when you are targeted by an attack you can see, you may use your Reaction to impose disadvantage on that attack.",
          "activation": "reaction",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On being targeted by an attack you can see: impose disadvantage on that attack"
            }
          ]
        }
      ]
    },
    {
      "name": "Force Warrior",
      "primary_ability": "Wisdom and Constitution",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Constitution",
        "Wisdom"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Insight",
        "Survival",
        "Acrobatics",
        "Endurance"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": []
      },
      "armor_proficiencies": [],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Short Sword",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Way of the Force Warrior",
          "description": "Your unarmed strikes deal 1d4 + Strength, Dexterity, or Wisdom modifier bludgeoning damage (your choice — pick one ability that governs your unarmed strikes). You learn specialized combat forms that channel the Force through motion and discipline; you can only use one form per round. Level 3 – K'tara Form (Control): Once per turn on unarmed hit, Disarm attempt — target makes Strength or Dexterity saving throw (DC = 8 + PB + Wis) or drops one held item. Level 7 – Hijkata Form (Disrupt): Unarmed damage increases to 2d4; once per turn on unarmed hit, target makes Constitution saving throw (DC = 8 + PB + Wis) or suffers a penalty to its next attack equal to your Strength or Wisdom modifier (minimum –1). Level 11 – Wrruushi Form (Power): Once per turn on unarmed hit, spend 1 Force Point to double your Strength, Dexterity, or Wisdom modifier for that attack's damage. Level 15 – Tae-Jitsu Form (Suppression): Unarmed damage increases to 3d4; on unarmed hit, spend 2 Force Points to attempt to Stun the target until the start of your next turn (Constitution saving throw, DC = 8 + PB + Wis).",
          "choose": 1,
          "choice_timing": "creation",
          "options": [
            {
              "name": "Strength",
              "description": "Your unarmed strikes use STR modifier for damage. Best for grapple/disarm-focused combat."
            },
            {
              "name": "Dexterity",
              "description": "Your unarmed strikes use DEX modifier for damage. Best for finesse and mobility-focused builds."
            },
            {
              "name": "Wisdom",
              "description": "Your unarmed strikes use WIS modifier for damage. Best for Force-focused builds where insight guides your strike."
            }
          ],
          "effects": [
            {
              "type": "damage_dice_bonus",
              "damage_type": "bludgeoning",
              "weapon_type": "unarmed",
              "condition": "add STR, DEX, or WIS modifier (your choice)",
              "dice": "1d4"
            },
            {
              "type": "special",
              "note": "K'tara Form (Control): once per turn on unarmed hit, Disarm attempt — STR or DEX save (DC = 8 + PB + WIS) or drop one held item; one form per round"
            }
          ],
          "scaling": [
            {
              "level": 7,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "damage_type": "bludgeoning",
                  "weapon_type": "unarmed",
                  "dice": "2d4"
                },
                {
                  "type": "special",
                  "note": "Hijkata Form (Disrupt) unlocked: once per turn on unarmed hit, Con save (DC = 8 + PB + WIS) or penalty to next attack = STR or WIS modifier (min –1)"
                }
              ]
            },
            {
              "level": 11,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "damage_type": "bludgeoning",
                  "weapon_type": "unarmed",
                  "dice": "2d4"
                },
                {
                  "type": "special",
                  "note": "Wrruushi Form (Power) unlocked: once per turn on unarmed hit, spend 1 FP to double STR/DEX/WIS modifier for that attack's damage"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "damage_type": "bludgeoning",
                  "weapon_type": "unarmed",
                  "dice": "3d4"
                },
                {
                  "type": "special",
                  "note": "Tae-Jitsu Form (Suppression) unlocked: on unarmed hit, spend 2 FP to Stun target until start of next turn (Con save DC = 8 + PB + WIS)"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Force Strike",
          "description": "Once per Short Rest, when you hit with a melee or unarmed attack, spend 2 Force Points to channel kinetic energy through your strike, dealing +1d8 Force damage. At level 10, spend up to 3 Force Points for 2d8. At level 15, spend up to 4 Force Points for 3d8 + 1d8 per additional FP (maximum 4d8). Cannot be used in the same round as a Way of the Force Warrior Form.",
          "fp_cost": 2,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "damage_dice_bonus",
              "damage_type": "force",
              "condition": "on melee or unarmed hit; cannot use same round as Way of the Force Warrior Form",
              "dice": "1d8"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "damage_type": "force",
                  "condition": "on melee or unarmed hit; cannot use same round as Way of the Force Warrior Form",
                  "dice": "2d8"
                }
              ]
            },
            {
              "level": 15,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "damage_type": "force",
                  "condition": "on melee or unarmed hit; +1d8 per additional FP beyond 4 (max 4d8 total); cannot use same round as Way of the Force Warrior Form",
                  "dice": "3d8"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Kinetic Shielding",
          "description": "Once per Short Rest, as a Bonus Action, spend 2 Force Points to create a kinetic barrier, gaining temporary hit points equal to your Wisdom modifier + Constitution modifier + Proficiency Bonus. At level 13, you may also extend the barrier to one adjacent ally, granting them half the temporary hit points.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Gain temp HP equal to WIS + CON + PB"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "special",
                  "note": "Gain temp HP equal to WIS + CON + PB; may extend to one adjacent ally for half the temp HP"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Force Leap",
          "description": "Spend 2 Force Points to take a Force-enhanced jump, doubling jump height and distance. At level 15, spend 3 Force Points to fly briefly during Force Leap (up to 60 ft).",
          "fp_cost": 2,
          "effects": [
            {
              "type": "speed_bonus",
              "value": "double jump height and distance",
              "condition": "when spending 2 FP"
            }
          ],
          "scaling": [
            {
              "level": 15,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Fly up to 60 ft briefly during Force Leap"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Kinetic Resistance",
          "description": "You gain resistance to Kinetic Force-based damage.",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "bludgeoning",
              "condition": "from Force-based kinetic powers (Force Push, telekinetic slams, etc.)"
            }
          ]
        },
        {
          "level": 10,
          "name": "Force Discipline",
          "description": "Once per Short Rest, when you fail a saving throw, you can spend 1 Force Point to reroll it.",
          "fp_cost": 1,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On failed saving throw: spend 1 FP to reroll"
            }
          ]
        },
        {
          "level": 11,
          "name": "Relentless Channeling",
          "description": "Whenever you reduce a creature to 0 HP or score a critical hit, you regain 1 Force Point. You can benefit from this feature a number of times equal to your Wisdom modifier per Long Rest.",
          "effects": [
            {
              "type": "special",
              "note": "On reducing creature to 0 HP or critical hit: regain 1 FP; WIS modifier times per Long Rest"
            }
          ]
        },
        {
          "level": 13,
          "name": "Kinetic Ripple",
          "description": "As an Action, spend 3 Force Points to emit a shockwave of Force energy in a 20-foot radius. Enemies must make a Strength saving throw (DC = 8 + PB + Wis) or take 2d6 Force damage, be pushed 20 feet, and be knocked prone. Half damage on a success. You may spend up to 5 Force Points total to increase the damage by +1d6 per additional Force Point beyond 3.",
          "activation": "action",
          "fp_cost": 3,
          "effects": [
            {
              "type": "special",
              "note": "20-ft radius: Str save (DC = 8 + PB + WIS) or 2d6 Force + pushed 20 ft + knocked prone; half on success; +1d6 per additional FP up to 5 FP total"
            }
          ]
        },
        {
          "level": 14,
          "name": "Shadow Step",
          "description": "As a Bonus Action, spend 2 Force Points to teleport up to 30 feet to an unoccupied space in a shadowed area you can see.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "Teleport up to 30 ft to unoccupied shadowed space you can see"
            }
          ]
        },
        {
          "level": 15,
          "name": "Phase Shift",
          "description": "As a Bonus Action, spend 2 Force Points to become incorporeal for 1 round, allowing you to pass through solid, non-energy obstacles. While phased, you have resistance to physical and energy damage.",
          "activation": "bonus_action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "physical",
              "condition": "while Phase Shift active"
            },
            {
              "type": "damage_resistance",
              "damage_type": "energy",
              "condition": "while Phase Shift active"
            },
            {
              "type": "special",
              "note": "Pass through solid non-energy obstacles while Phase Shift active (1 round)"
            }
          ]
        },
        {
          "level": 17,
          "name": "Relentless Flurry",
          "description": "When you take the Attack action, you may spend 2 Force Points to make one additional attack as part of the same action.",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "On Attack action: spend 2 FP to make one additional attack"
            }
          ]
        },
        {
          "level": 18,
          "name": "Force Warrior Maelstrom",
          "description": "As an Action, once per Long Rest, spend 5 Force Points to unleash a massive storm of telekinetic energy in a 20-foot-radius sphere centered on a point within 60 feet of you. Each creature of your choice in the area makes a Dexterity saving throw (DC = 8 + PB + Wis). On a failed save, the target takes 4d6 + PB + Wisdom modifier Force damage and is pushed up to 20 feet away from the center. On a success, the creature takes half damage and isn't pushed.",
          "activation": "action",
          "fp_cost": 5,
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "20-ft radius sphere within 60 ft: Dex save (DC = 8 + PB + WIS); fail: 4d6 + PB + WIS Force damage + pushed 20 ft; success: half, not pushed"
            }
          ]
        },
        {
          "level": 19,
          "name": "Way of the Force Warrior Mastery",
          "description": "Your unarmed attacks and kinetic Force powers now score a critical hit on a roll of 19–20.",
          "effects": [
            {
              "type": "special",
              "note": "Critical hit range expanded to 19–20 for unarmed attacks and kinetic Force powers"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Embodiment of the Kinetic Force",
          "description": "Your mastery of motion and momentum reaches perfection. All your kinetic Force powers and unarmed attacks increase their hit die by one step (d6 → d8, d8 → d10, etc.). Your every movement carries the weight of the Force itself.",
          "effects": [
            {
              "type": "special",
              "note": "All kinetic Force power and unarmed attack dice increase one step (d6→d8, d8→d10, etc.)"
            }
          ]
        }
      ]
    },
    {
      "name": "Force Mystic",
      "primary_ability": "Wisdom",
      "hit_die": "d6",
      "saving_throw_proficiencies": [
        "Wisdom"
      ],
      "skill_proficiencies": [
        "Use the Force",
        "Insight",
        "Survival",
        "Knowledge: Galactic Lore",
        "Perception"
      ],
      "expertise_points": 3,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": []
      },
      "armor_proficiencies": [],
      "starting_credits_formula": "1d4x100",
      "starting_gear": [
        "Short Sword",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Mystic Force Healing",
          "description": "As an Action, spend 2 Force Points to restore 1d8 + Proficiency Bonus + Wisdom modifier hit points to one creature within 10 feet. You may divide the total healing between up to two creatures within range. Level 7: healing increases to 2d8, range extends to 15 ft. Level 13: 3d8, range 20 ft, up to three creatures. Level 17: 4d8, range 25 ft, and healed creatures gain +1 AC until the start of your next turn. Each upgrade increases FP cost by 1. You cannot target yourself.",
          "activation": "action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "Restore 1d8 + PB + WIS HP to one creature within 10 ft; may divide between up to 2 creatures; cannot self-target"
            }
          ],
          "scaling": [
            {
              "level": 7,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Restore 2d8 + PB + WIS HP within 15 ft; divide between up to 2 creatures; cannot self-target"
                }
              ]
            },
            {
              "level": 13,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "special",
                  "note": "Restore 3d8 + PB + WIS HP within 20 ft; divide between up to 3 creatures; cannot self-target"
                }
              ]
            },
            {
              "level": 17,
              "fp_cost": 5,
              "effects": [
                {
                  "type": "special",
                  "note": "Restore 4d8 + PB + WIS HP within 25 ft; divide between up to 3 creatures; healed creatures gain +1 AC until start of your next turn; cannot self-target"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Way of the Force Mystic",
          "description": "Your mind and spirit channel ancient Force philosophies. You can only use one Force Tradition feature per round. Level 5 – Baran Do Sage (Force Storm): Action, spend 2 FP, ranged Use the Force attack vs. target within 30 ft; hit deals 2d8 energy damage + Dex save (DC = 8 + PB + Wis) or blinded until start of your next turn; success: half damage, not blinded. Level 10 – Ordu Aspectu (Echo of Pain): Reaction when creature within 60 ft deals Force, energy, or psychic damage to you; spend 3 FP; attacker makes Wis save (DC = 8 + PB + Wis) or takes 3d8 psychic damage and loses Bonus Action until end of its next turn; success: half. Level 15 – Guardian of the Whills (Force Detonation): Action, spend 4 FP, 15-ft radius centered on you; enemies make Con save (DC = 8 + PB + Wis) or take 4d8 Force damage + pushed 10 ft; allies in burst regain 2d8 + Wis HP; success: half, not pushed. Level 18 – Nightsister Witchcraft (Creation of a Monster): Action, once per Long Rest, spend 5 FP to empower a willing creature within 10 ft for 3 rounds; grants temp HP = 2× Wis + PB, +10 ft Speed, melee attacks deal +1d8 Force damage; on melee hit, target makes Wis save (DC = 8 + PB + Wis) or becomes Frightened until end of empowered creature's next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Baran Do Sage (Force Storm): Action, 2 FP, ranged Use the Force attack vs. target within 30 ft; hit: 2d8 energy + Dex save (DC = 8 + PB + WIS) or blinded until start of next turn; success: half, not blinded; one Force Tradition per round"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Ordu Aspectu (Echo of Pain) unlocked: Reaction when creature within 60 ft deals Force/energy/psychic damage to you; 3 FP; attacker: Wis save (DC = 8 + PB + WIS) or 3d8 psychic + lose Bonus Action until end of next turn; success: half"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "Guardian of the Whills (Force Detonation) unlocked: Action, 4 FP, 15-ft radius; enemies: Con save (DC = 8 + PB + WIS) or 4d8 Force + pushed 10 ft; allies in burst regain 2d8 + WIS HP; success: half, not pushed"
                }
              ]
            },
            {
              "level": 18,
              "effects": [
                {
                  "type": "special",
                  "note": "Nightsister Witchcraft (Creation of a Monster) unlocked: Action, once per Long Rest, 5 FP; willing creature within 10 ft for 3 rounds gains temp HP = 2× WIS + PB, +10 ft Speed, melee +1d8 Force; on melee hit: Wis save (DC = 8 + PB + WIS) or Frightened until end of empowered creature's next turn"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Echoes of the Self",
          "description": "As an Action, spend Force Points to create illusory duplicates of yourself. Whenever a creature targets you with an attack, roll a d20 — on an 11 or higher, the attack hits an echo instead and destroys it. Level 6: spend 2 FP for 2 echoes. Level 10: spend 3 FP for 3 echoes. Level 15: spend 4 FP for 4 echoes. Level 19: spend 5 FP for 5 echoes. You cannot have more than one Echoes of the Self effect active at a time.",
          "activation": "action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "Create 2 echoes; on attack targeting you: roll d20, 11+ attack hits echo instead; one Echoes effect active at a time"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Create 3 echoes; on attack targeting you: roll d20, 11+ attack hits echo instead; one Echoes effect active at a time"
                }
              ]
            },
            {
              "level": 15,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "special",
                  "note": "Create 4 echoes; on attack targeting you: roll d20, 11+ attack hits echo instead; one Echoes effect active at a time"
                }
              ]
            },
            {
              "level": 19,
              "fp_cost": 5,
              "effects": [
                {
                  "type": "special",
                  "note": "Create 5 echoes; on attack targeting you: roll d20, 11+ attack hits echo instead; one Echoes effect active at a time"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Mystic Force Veil",
          "description": "As an Action, spend 2 Force Points to become invisible until the start of your next turn or until you attack or use a Force power. At level 14, spend 3 Force Points to extend the invisibility for 3 rounds (concentration).",
          "activation": "action",
          "fp_cost": 2,
          "effects": [
            {
              "type": "special",
              "note": "Invisible until start of next turn or until you attack or use a Force power"
            }
          ],
          "scaling": [
            {
              "level": 14,
              "fp_cost": 3,
              "effects": [
                {
                  "type": "special",
                  "note": "Invisible for 3 rounds (concentration) or until you attack or use a Force power"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Mental Clarity",
          "description": "Once per Short Rest, as a Bonus Action, spend 1 Force Point to remove the Charmed or Frightened condition from yourself or an ally within 30 feet.",
          "activation": "bonus_action",
          "fp_cost": 1,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Remove Charmed or Frightened from self or ally within 30 ft"
            }
          ]
        },
        {
          "level": 10,
          "name": "Force Point Recovery",
          "description": "Once per Long Rest, as a Bonus Action, enter a meditative trance to regain 3 Force Points. At level 17, regain 4 Force Points instead.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Meditative trance: regain 3 FP"
            }
          ],
          "scaling": [
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "Meditative trance: regain 4 FP"
                }
              ]
            }
          ]
        },
        {
          "level": 11,
          "name": "Mind Ripple",
          "description": "Spend 3 Force Points to emit a ripple of psychic Force in a 20-foot radius. Each hostile creature must make a Wisdom saving throw (DC = 8 + PB + Wis) or become Stunned until the end of its next turn. At level 15, spend 4 Force Points to instead use Dominate Mind — control a creature within 30 ft for up to 3 rounds (concentration); creature repeats the saving throw 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.",
          "fp_cost": 3,
          "effects": [
            {
              "type": "special",
              "note": "20-ft radius: hostile creatures make Wis save (DC = 8 + PB + WIS) or Stunned until end of next turn"
            }
          ],
          "scaling": [
            {
              "level": 15,
              "fp_cost": 4,
              "effects": [
                {
                  "type": "special",
                  "note": "Dominate Mind: control creature within 30 ft for up to 3 rounds (concentration); repeats save at end of each of its turns; immune to Charm or higher WIS grants 24-hour immunity on success"
                }
              ]
            }
          ]
        },
        {
          "level": 13,
          "name": "Cognitive Shielding",
          "description": "Your mind becomes a fortress of clarity. You have Advantage on Intelligence, Wisdom, and Charisma saving throws against Force powers, and you can't be Frightened or Confused while conscious.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "Intelligence, Wisdom, and Charisma saving throws against Force powers"
            },
            {
              "type": "condition_immunity",
              "condition": "frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "confused"
            },
            {
              "type": "special",
              "note": "Frightened and Confused immunity applies while conscious only"
            }
          ]
        },
        {
          "level": 14,
          "name": "Force Discipline",
          "description": "Your will is nearly unshakable. Once per Short Rest, when you fail a saving throw, you may spend 1 Force Point to reroll it.",
          "fp_cost": 1,
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On failed saving throw: spend 1 FP to reroll"
            }
          ]
        },
        {
          "level": 15,
          "name": "Overpower Will",
          "description": "When a creature fails a saving throw against one of your Force powers, you may spend 1 Force Point to impose disadvantage on their next saving throw.",
          "fp_cost": 1,
          "effects": [
            {
              "type": "special",
              "note": "On creature failing save vs. your Force power: spend 1 FP to impose disadvantage on their next saving throw"
            }
          ]
        },
        {
          "level": 17,
          "name": "Battlefield Power",
          "description": "Once per Long Rest, you may activate up to 2 Force powers on a single turn.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Activate up to 2 Force powers on a single turn"
            }
          ]
        },
        {
          "level": 18,
          "name": "Powerful Mind",
          "description": "All mind Force power costs are reduced by 1 (minimum 1).",
          "effects": [
            {
              "type": "special",
              "note": "All mind Force power FP costs reduced by 1 (minimum 1)"
            }
          ]
        },
        {
          "level": 19,
          "name": "Oneness with the Force",
          "description": "Once per Long Rest, you may cast a Force power without spending Force Points, acting as a perfect conduit of the Living Force.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Use one Force power without expending FP"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Eternal Oneness",
          "description": "Once per Long Rest, spend 5 Force Points to transcend into pure harmony with the Force for 3 rounds. While active: regain 1 FP at the start of each turn; use one Force power per round as a Bonus Action even if it normally requires an Action; you and allies within 30 ft gain Advantage on Wisdom and Charisma saving throws and resistance to Force and psychic damage; Force healing you perform restores maximum HP instead of rolling. You cannot make weapon attacks or perform hostile physical actions during this state. When the effect ends, regain hit points equal to your Wisdom modifier × 5 as the Force restores what it has drawn from you.",
          "fp_cost": 5,
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "Wisdom and Charisma saving throws for you and allies within 30 ft while Eternal Oneness active"
            },
            {
              "type": "damage_resistance",
              "damage_type": "force",
              "condition": "for you and allies within 30 ft while Eternal Oneness active"
            },
            {
              "type": "damage_resistance",
              "damage_type": "psychic",
              "condition": "for you and allies within 30 ft while Eternal Oneness active"
            },
            {
              "type": "special",
              "note": "3 rounds: regain 1 FP at start of each turn; one Force power per round as Bonus Action; Force healing restores max HP; no weapon attacks or hostile physical actions; on end: regain WIS × 5 HP"
            }
          ]
        }
      ]
    },
    {
      "name": "Soldier",
      "primary_ability": "Strength or Dexterity",
      "hit_die": "d10",
      "saving_throw_proficiencies": [
        "Strength",
        "Dexterity"
      ],
      "skill_proficiencies": [
        "Athletics",
        "Endurance",
        "Treat Injury"
      ],
      "expertise_points": 1,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d4x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "War Sword",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 1,
          "name": "Combat Focus",
          "description": "You gain +1 to Initiative rolls.",
          "effects": [
            {
              "type": "initiative_bonus",
              "value": 1,
              "note": "+1 to Initiative rolls"
            }
          ]
        },
        {
          "level": 1,
          "name": "Weapon Familiarity",
          "description": "Choose one weapon category (Melee or Ranged). You gain +1 to attack rolls with that weapon category. You may change your chosen category at levels 4, 8, 12, and 16.",
          "choose": 1,
          "options": [
            {
              "name": "Melee",
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 1,
                  "weapon_type": "melee"
                }
              ]
            },
            {
              "name": "Ranged",
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 1,
                  "weapon_type": "ranged"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "+1 attack rolls with chosen weapon category (Melee or Ranged); category may be changed at levels 4, 8, 12, 16"
            }
          ],
          "choice_timing": "creation"
        },
        {
          "level": 2,
          "name": "Weapon Discipline",
          "description": "Once per turn when you make a weapon attack, whenever you roll a 1 on a weapon damage die, you may reroll the die and must use the new result, even if it is another 1. Usable a number of times equal to your Proficiency Bonus per Long Rest.",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per turn on weapon attack: on damage die roll of 1, reroll (must use new result); PB times per Long Rest"
            }
          ]
        },
        {
          "level": 2,
          "name": "Second Wind",
          "description": "Once per Long Rest, you can regain 1d10 + Character Level hit points.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Regain 1d10 + Character Level HP"
            }
          ]
        }
      ]
    },
    {
      "name": "Vanguard",
      "primary_ability": "Strength and Constitution",
      "hit_die": "d12",
      "saving_throw_proficiencies": [
        "Strength",
        "Constitution"
      ],
      "skill_proficiencies": [
        "Athletics",
        "Endurance",
        "Treat Injury",
        "Intimidation",
        "Perception"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple",
          "Advanced"
        ],
        "ranged": [
          "Light",
          "Medium"
        ]
      },
      "armor_proficiencies": [
        "Light",
        "Medium",
        "Heavy"
      ],
      "starting_credits_formula": "3d4x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "War Sword",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Power Attack",
          "description": "Before making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage. This bonus increases to +6 at level 10 and +8 at level 17. Usable once per turn, only while wielding Heavy or two-handed melee weapons.",
          "effects": [
            {
              "type": "special",
              "note": "Before melee attack: –2 to hit for +4 damage on hit; once per turn; Heavy or two-handed melee weapons only"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Before melee attack: –2 to hit for +6 damage on hit; once per turn; Heavy or two-handed melee weapons only"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "Before melee attack: –2 to hit for +8 damage on hit; once per turn; Heavy or two-handed melee weapons only"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Armor Mastery",
          "description": "While wearing armor, you gain a +1 bonus to AC that increases with experience: +2 AC at level 10, +3 AC at level 15. You lose this bonus if incapacitated or not wearing armor.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1,
              "condition": "while wearing armor, not incapacitated"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 2,
                  "condition": "while wearing armor, not incapacitated"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 3,
                  "condition": "while wearing armor, not incapacitated"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Extra Attack",
          "description": "You can attack twice instead of once when you take the Attack action.",
          "effects": [
            {
              "type": "special",
              "note": "Attack twice with the Attack action"
            }
          ]
        },
        {
          "level": 7,
          "name": "Battle Cry",
          "description": "Once per Short Rest, as a Bonus Action, release a Battle Cry affecting all creatures within 30 feet who can see or hear you. Allies gain advantage on attack rolls until the start of your next turn; enemies must succeed on a Wisdom saving throw (DC = 8 + PB + Str) or suffer disadvantage on their next attack roll. Level 11 – Tremor of Fury: usable twice per Short Rest; allies also deal +2 bonus damage on their next successful hit; enemies who fail become Frightened until the end of your next turn. Level 17 – Earthshaker's Wrath: all effects last for three rounds.",
          "activation": "bonus_action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "attack rolls",
              "condition": "allies within 30 ft who can see/hear Battle Cry, until start of your next turn"
            },
            {
              "type": "special",
              "note": "Enemies within 30 ft: Wis save (DC = 8 + PB + STR) or disadvantage on next attack roll"
            }
          ],
          "scaling": [
            {
              "level": 11,
              "usage": "twice_per_short_rest",
              "effects": [
                {
                  "type": "skill_advantage",
                  "skill": "attack rolls",
                  "condition": "allies within 30 ft who can see/hear Battle Cry, until start of your next turn"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "condition": "allies' next successful hit after hearing Battle Cry"
                },
                {
                  "type": "special",
                  "note": "Enemies within 30 ft: Wis save (DC = 8 + PB + STR) or disadvantage on next attack + Frightened until end of your next turn; usable twice per Short Rest"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "All Battle Cry effects last for 3 rounds"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Taunt",
          "description": "As a Bonus Action, target up to two creatures within 30 feet that can see or hear you. Each must succeed on a Wisdom saving throw (DC = 8 + PB + Str) or become Taunted until the start of your next turn. A Taunted creature has disadvantage on attack rolls against any target other than you. Usable a number of times equal to your Proficiency Bonus per Long Rest. Level 13: target up to three creatures; effect lasts three rounds or until the creature can no longer see or hear you; if a Taunted creature attacks an ally, you may Reaction to make a melee attack against it. Level 19: target any number of creatures within 30 ft; the first time a Taunted creature hits you with a melee attack each round, it takes damage equal to your Strength modifier.",
          "activation": "bonus_action",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Up to 2 creatures within 30 ft: Wis save (DC = 8 + PB + STR) or Taunted until start of your next turn (disadvantage on attacks vs. anyone but you); PB times per Long Rest"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to 3 creatures; Taunted lasts 3 rounds or until creature can no longer see/hear you; if Taunted creature attacks an ally, reaction to make melee attack against it"
                }
              ]
            },
            {
              "level": 19,
              "effects": [
                {
                  "type": "special",
                  "note": "Any number of creatures within 30 ft; first time Taunted creature hits you with melee each round, it takes STR modifier damage as backlash"
                }
              ]
            }
          ]
        },
        {
          "level": 10,
          "name": "Extra Second Wind",
          "description": "Once per Long Rest, you can regain an additional 1d10 + Character Level hit points.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Regain 1d10 + Character Level HP (additional use beyond Second Wind)"
            }
          ]
        },
        {
          "level": 11,
          "name": "Staggering Counter",
          "description": "Once per round, when a melee attack misses you, you can use your Reaction to make a melee attack against the attacker.",
          "activation": "reaction",
          "effects": [
            {
              "type": "special",
              "note": "On melee miss against you: reaction to make melee attack against the attacker (once per round)"
            }
          ]
        },
        {
          "level": 13,
          "name": "Battle Anchor",
          "description": "When you hit a creature with a melee opportunity attack, its speed becomes 0 until the end of its turn.",
          "effects": [
            {
              "type": "special",
              "note": "On melee opportunity attack hit: target's speed becomes 0 until end of its turn"
            }
          ]
        },
        {
          "level": 14,
          "name": "Sweeping Strike",
          "description": "As an Action, make one melee attack against each creature within your melee reach. Each hit deals reduced damage: first target takes full weapon damage, each subsequent target takes –2 damage cumulatively (second –2, third –4, etc.).",
          "activation": "action",
          "effects": [
            {
              "type": "special",
              "note": "Melee attack against each creature within reach; first target: full damage; each additional target: –2 cumulative (second –2, third –4, etc.)"
            }
          ]
        },
        {
          "level": 15,
          "name": "Long Strider",
          "description": "Your speed is increased by 10 feet.",
          "effects": [
            {
              "type": "speed_bonus",
              "value": 10
            }
          ]
        },
        {
          "level": 17,
          "name": "Weapons Discipline",
          "description": "When you roll a 1 or 2 on a weapon damage die, you may reroll the die and must use the new result. In addition, when you score a critical hit, you roll one additional damage die of the weapon's type.",
          "effects": [
            {
              "type": "special",
              "note": "On weapon damage die roll of 1 or 2: reroll (must use new result); critical hits: roll one additional weapon damage die"
            }
          ]
        },
        {
          "level": 18,
          "name": "Guardian Aura",
          "description": "While not incapacitated and wielding a melee weapon, all allies within 15 feet gain +2 AC and Advantage on saving throws against being Frightened or Charmed. When an ally within this aura takes damage, you can use your Reaction to reduce that damage by an amount equal to your Constitution modifier.",
          "activation": "reaction",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "allies within 15 ft while you wield a melee weapon and are not incapacitated"
            },
            {
              "type": "saving_throw_advantage",
              "condition": "allies within 15 ft vs. Frightened or Charmed while Guardian Aura active"
            },
            {
              "type": "special",
              "note": "Reaction: when ally within aura takes damage, reduce that damage by your CON modifier"
            }
          ]
        },
        {
          "level": 19,
          "name": "Melee Mastery",
          "description": "When using a melee weapon, your critical hit range improves to 19–20.",
          "effects": [
            {
              "type": "crit_range_bonus",
              "value": 1,
              "weapon_type": "melee"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Unbreakable Form",
          "description": "Once per Long Rest, as a Bonus Action, enter your Unbreakable Form for three rounds. While active: you gain resistance to all damage; your hit points cannot be reduced below 1; you immediately gain temporary hit points equal to twice your Vanguard level + your Constitution modifier; you can use your Battle Cry and Taunt features without expending uses.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "all",
              "condition": "while Unbreakable Form active"
            },
            {
              "type": "special",
              "note": "HP cannot drop below 1; gain temp HP = 2× Vanguard level + CON modifier; Battle Cry and Taunt usable without expending uses; lasts 3 rounds"
            }
          ]
        }
      ]
    },
    {
      "name": "Commando",
      "primary_ability": "Dexterity",
      "hit_die": "d10",
      "saving_throw_proficiencies": [
        "Dexterity",
        "Constitution"
      ],
      "skill_proficiencies": [
        "Athletics",
        "Endurance",
        "Treat Injury",
        "Knowledge: Tactics",
        "Survival"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple",
          "Advanced"
        ],
        "ranged": [
          "Light",
          "Medium",
          "Heavy"
        ]
      },
      "armor_proficiencies": [
        "Light",
        "Medium"
      ],
      "starting_credits_formula": "3d4x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "War Sword",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Trigger Work",
          "description": "You turn blaster recoil into rhythm — every shot a calculated storm. You can only use one Trigger Work feature per round. Level 3 – Rapid Shot: when using a non-autofire melee or ranged weapon, make a single attack at –2 penalty; on hit, deal +1 die of the weapon's normal damage. Level 6 – Extra Ranged Attack: you can attack twice instead of once when using a ranged weapon. Level 10 – Burst Fire Precision: when using autofire against a single target, take a –5 penalty to the attack roll but deal +2 dice of damage. Level 13 – Controlled Burst: penalty for Autofire or Burst Fire reduced to –2; Braced Autofire-only weapon has no penalty. Level 17 – Collateral Damage: when you deal damage with Rapid Shot, make a second attack (–2) against another target within 10 ft; on hit, deal half the original attack's damage.",
          "effects": [
            {
              "type": "special",
              "note": "Rapid Shot: non-autofire weapon, –2 attack, +1 damage die on hit; one Trigger Work feature per round"
            }
          ],
          "scaling": [
            {
              "level": 6,
              "effects": [
                {
                  "type": "special",
                  "note": "Extra Ranged Attack unlocked: attack twice with ranged weapons"
                }
              ]
            },
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Burst Fire Precision unlocked: autofire vs. single target at –5 penalty deals +2 damage dice"
                }
              ]
            },
            {
              "level": 13,
              "effects": [
                {
                  "type": "special",
                  "note": "Controlled Burst unlocked: Autofire/Burst Fire penalty reduced to –2; Braced Autofire-only weapon has no penalty"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "Collateral Damage unlocked: on Rapid Shot damage, second attack (–2) vs. another target within 10 ft; on hit, half original attack's damage"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Cover Fire",
          "description": "Once per turn, when you make a ranged attack, take a –2 penalty to your attack roll to provide covering fire for one ally within 10 feet of you or your target. That ally gains +2 AC until the start of your next turn. At level 10, you can protect two adjacent allies instead of one.",
          "effects": [
            {
              "type": "special",
              "note": "Once per turn on ranged attack: –2 attack penalty; one ally within 10 ft of you or target gains +2 AC until start of your next turn"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Once per turn on ranged attack: –2 attack penalty; two adjacent allies within 10 ft gain +2 AC until start of your next turn"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Suppressive Fire",
          "description": "As an Action, when using autofire mode, lay down suppressive fire in a 20-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + PB + Dex) or suffer disadvantage on their next attack roll until your next turn. At level 14, the cone increases to 30 feet and affected targets take 2d6 damage on a failed save.",
          "activation": "action",
          "effects": [
            {
              "type": "special",
              "note": "Autofire, 20-ft cone: Dex save (DC = 8 + PB + DEX) or disadvantage on next attack roll until your next turn"
            }
          ],
          "scaling": [
            {
              "level": 14,
              "effects": [
                {
                  "type": "special",
                  "note": "Autofire, 30-ft cone: Dex save (DC = 8 + PB + DEX) or disadvantage on next attack roll + 2d6 damage on failed save"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Distance Control",
          "description": "Point-Blank Precision: you gain +1 to attack and damage rolls with ranged weapons against targets within 20 feet (true Point-Blank range only — Short Range or beyond does not qualify). Long-Range Mastery: when making ranged attacks beyond Point-Blank range, treat the range category as one step shorter for determining attack penalties (Short treated as Point Blank, Medium as Short, Long as Medium).",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "weapon_type": "ranged",
              "condition": "against targets within 20 ft (Point-Blank only)"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "weapon_type": "ranged",
              "condition": "against targets within 20 ft (Point-Blank only)"
            },
            {
              "type": "special",
              "note": "Long-Range Mastery: treat range category one step shorter for attack penalties beyond Point-Blank (Short→Point Blank, Medium→Short, Long→Medium)"
            }
          ]
        },
        {
          "level": 9,
          "name": "Flanking Expert",
          "description": "You gain +2 to attack rolls against flanked enemies. At level 13, flanking attacks also deal +2 damage. At level 17, flanking attacks deal +1d6 extra damage instead of +2.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "against flanked enemies"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "against flanked enemies"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "condition": "against flanked enemies"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "against flanked enemies"
                },
                {
                  "type": "damage_dice_bonus",
                  "condition": "against flanked enemies",
                  "dice": "1d6"
                }
              ]
            }
          ]
        },
        {
          "level": 10,
          "name": "Snap Shot",
          "description": "Once per round, when a creature enters your weapon's normal range, you may use your Reaction to make a ranged attack at a –2 penalty.",
          "activation": "reaction",
          "effects": [
            {
              "type": "special",
              "note": "On creature entering weapon's normal range: reaction to make ranged attack at –2 penalty (once per round)"
            }
          ]
        },
        {
          "level": 11,
          "name": "Mobile Assault",
          "description": "After making a ranged weapon attack, you can move up to half your speed as a free action. Usable a number of times equal to your Proficiency Bonus per Long Rest.",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "After ranged attack: move up to half speed as free action; PB times per Long Rest"
            }
          ]
        },
        {
          "level": 13,
          "name": "Evasive Maneuvers",
          "description": "When hit by a ranged attack, you may use your Reaction to make a Dexterity saving throw (DC = the attack roll). On a success, take half damage. Usable a number of times equal to your Proficiency Bonus per Long Rest.",
          "activation": "reaction",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On ranged hit: reaction, Dex save (DC = attack roll) for half damage; PB times per Long Rest"
            }
          ]
        },
        {
          "level": 14,
          "name": "Extended Threat",
          "description": "When using a ranged weapon eligible to make Attacks of Opportunity, you Threaten all squares within a 10-foot radius.",
          "effects": [
            {
              "type": "special",
              "note": "Ranged weapons eligible for OA threaten all squares within 10 ft radius"
            }
          ]
        },
        {
          "level": 15,
          "name": "Killzone Control",
          "description": "As a Bonus Action, designate a 15-foot radius area within your weapon's range as your killzone until the start of your next turn. Any enemy that enters or leaves the zone provokes a ranged opportunity attack from you (no reaction required, once per creature, limited to your Proficiency Bonus per activation).",
          "activation": "bonus_action",
          "effects": [
            {
              "type": "special",
              "note": "Designate 15-ft radius killzone within weapon range; enemies entering or leaving provoke ranged OA (no reaction, once per creature, up to PB per activation); lasts until start of next turn"
            }
          ]
        },
        {
          "level": 17,
          "name": "Coordinated Barrage",
          "description": "Once per turn, when you hit a creature with a ranged weapon attack, the next two allies to attack that same creature before the end of their next turn gain +2 to hit and +2 to damage.",
          "effects": [
            {
              "type": "special",
              "note": "On ranged hit: next two allies to attack that creature before end of their next turn gain +2 to hit and +2 damage"
            }
          ]
        },
        {
          "level": 18,
          "name": "Combat Veteran",
          "description": "You gain +2 to attack rolls, +2 to damage rolls, and +2 AC with both ranged and melee weapons.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 2
            },
            {
              "type": "damage_bonus",
              "value": 2
            },
            {
              "type": "ac_bonus",
              "value": 2
            }
          ]
        },
        {
          "level": 19,
          "name": "Commando Mastery",
          "description": "Your critical hit range improves to 19–20 with ranged weapons, and your movement speed increases by 10 feet.",
          "effects": [
            {
              "type": "crit_range_bonus",
              "value": 1,
              "weapon_type": "ranged"
            },
            {
              "type": "speed_bonus",
              "value": 10
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Overwatch Protocol",
          "description": "Once per Long Rest, as a Bonus Action, activate Overwatch Protocol for three rounds. While active: you can make one ranged attack as a Reaction whenever a hostile creature within your weapon's range attacks or moves more than 10 feet (up to your Proficiency Bonus per round, once per creature); your Coordinated Barrage applies to all allies who attack a creature you've damaged since your last turn; allies within 30 feet who can see or hear you gain +2 AC and advantage on their first attack each round.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "allies within 30 ft who can see/hear you while Overwatch Protocol active"
            },
            {
              "type": "skill_advantage",
              "skill": "attack rolls",
              "condition": "allies within 30 ft, first attack each round while Overwatch Protocol active"
            },
            {
              "type": "special",
              "note": "3 rounds: reaction ranged attack when hostile creature in range attacks or moves 10+ ft (up to PB/round, once per creature); Coordinated Barrage extends to all allies who attack creature you've damaged since last turn"
            }
          ]
        }
      ]
    },
    {
      "name": "Marksman",
      "primary_ability": "Dexterity",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Dexterity",
        "Intelligence"
      ],
      "skill_proficiencies": [
        "Athletics",
        "Endurance",
        "Treat Injury",
        "Stealth",
        "Mechanics",
        "Survival"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light",
          "Heavy"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d4x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "War Sword",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Marksman's Patience",
          "description": "Once per turn, if you do not move and do not use your bonus action, your next ranged weapon attack before the start of your next turn deals extra damage: +2 damage (levels 3–6), +3 damage (levels 7–12), +4 damage (levels 13–17), +5 damage (levels 18–20).",
          "effects": [
            {
              "type": "damage_bonus",
              "value": 2,
              "condition": "next ranged attack this turn if you have not moved and have not used your bonus action"
            }
          ],
          "scaling": [
            {
              "level": 7,
              "effects": [
                {
                  "type": "damage_bonus",
                  "value": 3,
                  "condition": "next ranged attack this turn if you have not moved and have not used your bonus action"
                }
              ]
            },
            {
              "level": 13,
              "effects": [
                {
                  "type": "damage_bonus",
                  "value": 4,
                  "condition": "next ranged attack this turn if you have not moved and have not used your bonus action"
                }
              ]
            },
            {
              "level": 18,
              "effects": [
                {
                  "type": "damage_bonus",
                  "value": 5,
                  "condition": "next ranged attack this turn if you have not moved and have not used your bonus action"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Cover Expert",
          "description": "While behind half or three-quarters cover, you gain an additional +1 AC bonus. At level 10, this increases to +2, and at level 15, to +3.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1,
              "condition": "while behind half or three-quarters cover"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 2,
                  "condition": "while behind half or three-quarters cover"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 3,
                  "condition": "while behind half or three-quarters cover"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Distance Discipline",
          "description": "Your control over range keeps accuracy sharp at all distances. You suffer no penalty at Short Range; only –2 at Medium Range (instead of –5); and –5 at Long Range (instead of –10). At level 14, these improve to +2 to hit at Short Range, no penalty at Medium Range, and only –3 at Long Range.",
          "effects": [
            {
              "type": "special",
              "note": "Range penalties: Short Range 0 (no penalty), Medium Range –2, Long Range –5"
            }
          ],
          "scaling": [
            {
              "level": 14,
              "effects": [
                {
                  "type": "special",
                  "note": "Range attack modifiers: Short Range +2, Medium Range 0 (no penalty), Long Range –3"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Sharpshooter's Composure",
          "description": "Once per Short Rest, you may choose to gain a +2 bonus to a ranged attack roll. If you do, your next ranged attack suffers a –2 penalty to the roll. At level 15, the empowered attack also deals +1d6 bonus damage.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "chosen ranged attack; next ranged attack suffers –2 penalty"
            }
          ],
          "scaling": [
            {
              "level": 15,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "chosen ranged attack; next ranged attack suffers –2 penalty"
                },
                {
                  "type": "damage_dice_bonus",
                  "condition": "the empowered attack",
                  "dice": "1d6"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Tactical Shot",
          "description": "When you hit a creature with a ranged weapon attack, you may forgo damage to force it to make a Strength saving throw (DC = 8 + PB + Dex). On a failure, the target is either knocked prone or pushed 10 feet — your choice.",
          "effects": [
            {
              "type": "special",
              "note": "On ranged hit: forgo damage; target makes Str save (DC = 8 + PB + DEX) or knocked prone OR pushed 10 ft (your choice)"
            }
          ]
        },
        {
          "level": 10,
          "name": "Long Strider",
          "description": "Your speed is increased by 10 feet.",
          "effects": [
            {
              "type": "speed_bonus",
              "value": 10
            }
          ]
        },
        {
          "level": 11,
          "name": "Ghost Movement",
          "description": "When you move from one source of cover to another, you can attempt to Hide as part of your movement. If you have not attacked this turn, you make this Stealth check with advantage.",
          "effects": [
            {
              "type": "special",
              "note": "Moving cover to cover: can Hide as part of movement; if no attack this turn, Stealth check at Advantage"
            }
          ]
        },
        {
          "level": 13,
          "name": "First Blood",
          "description": "When you attack a creature that is surprised, you automatically deal maximum damage.",
          "effects": [
            {
              "type": "special",
              "note": "Attacks against surprised creatures automatically deal maximum damage"
            }
          ]
        },
        {
          "level": 14,
          "name": "Longshot Precision",
          "description": "Your mastery of sniper rifles and long-range optics grants lethal accuracy. Your ranged weapon critical hit range becomes 19–20 when using sniper or heavy rifles. At level 18, you score a critical hit on 18–20 instead.",
          "effects": [
            {
              "type": "special",
              "note": "Critical hit range expanded to 19–20 with sniper and heavy rifles"
            }
          ],
          "scaling": [
            {
              "level": 18,
              "effects": [
                {
                  "type": "special",
                  "note": "Critical hit range expanded to 18–20 with sniper and heavy rifles"
                }
              ]
            }
          ]
        },
        {
          "level": 15,
          "name": "Perfect Line of Sight",
          "description": "Once per Short Rest, you can ignore partial cover from one target.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Ignore partial cover from one target"
            }
          ]
        },
        {
          "level": 17,
          "name": "Snipe and Relocate",
          "description": "Once per Short Rest, after making a ranged attack, you may Dash as a Bonus Action without provoking opportunity attacks.",
          "activation": "bonus_action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "After ranged attack: Dash as Bonus Action without provoking opportunity attacks"
            }
          ]
        },
        {
          "level": 18,
          "name": "Battlefield Marksman",
          "description": "Allies who can see you gain +2 to their next attack roll against any creature you have damaged this turn.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 2,
              "condition": "allies who can see you, next attack vs. creature you damaged this turn"
            }
          ]
        },
        {
          "level": 19,
          "name": "Unseen Terror",
          "description": "After you make a ranged attack while hidden, creatures cannot take Reactions against you until the start of your next turn. If that attack kills a creature, all enemies within 30 feet must succeed on a Wisdom saving throw (DC = 8 + PB + Dex) or become Frightened until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "After ranged attack while hidden: no Reactions against you until start of next turn; if attack kills a creature: enemies within 30 ft make Wis save (DC = 8 + PB + DEX) or Frightened until end of next turn"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Final Shot Preparation",
          "description": "Once per Long Rest, if you take an entire turn without any actions, bonus actions, or movement, your next ranged attack gains +4 to hit and deals +2 weapon damage dice.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 4,
              "condition": "next ranged attack after a full turn with no actions, bonus actions, or movement"
            },
            {
              "type": "special",
              "note": "+2 weapon damage dice on that attack"
            }
          ]
        }
      ]
    },
    {
      "name": "Scoundrel",
      "primary_ability": "Dexterity and Charisma",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Dexterity",
        "Charisma"
      ],
      "skill_proficiencies": [
        "Deception",
        "Intimidation",
        "Mechanics",
        "Stealth"
      ],
      "expertise_points": 1,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Computer Spike +1",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 1,
          "name": "Point Blank Shot",
          "description": "When you make a ranged weapon attack against a target within 20 feet, you gain a +1 bonus to attack rolls and +1 to damage rolls.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "weapon_type": "ranged",
              "condition": "against targets within 20 ft"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "weapon_type": "ranged",
              "condition": "against targets within 20 ft"
            }
          ]
        },
        {
          "level": 1,
          "name": "Street Savvy",
          "description": "When you make a Deception check, you can choose to gain Advantage on the roll. Usable a number of times equal to your Proficiency Bonus per Long Rest.",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Deception",
              "condition": "chosen uses; PB times per Long Rest"
            }
          ]
        },
        {
          "level": 2,
          "name": "Quickdraw",
          "description": "You gain Advantage on your first ranged attack roll made during the first round of combat.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "attack rolls",
              "condition": "first ranged attack in first round of combat"
            }
          ]
        },
        {
          "level": 2,
          "name": "Lucky Break",
          "description": "Once per Long Rest, when you fail an attack roll, ability check, or saving throw, you can reroll it and must take the new result.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On failed attack roll, ability check, or saving throw: reroll and take new result"
            }
          ]
        }
      ]
    },
    {
      "name": "Smuggler",
      "primary_ability": "Dexterity and Charisma",
      "hit_die": "d6",
      "saving_throw_proficiencies": [
        "Dexterity",
        "Charisma"
      ],
      "skill_proficiencies": [
        "Deception",
        "Intimidation",
        "Mechanics",
        "Stealth",
        "Pilot",
        "Persuasion",
        "Perception"
      ],
      "expertise_points": 3,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Computer Spike +1",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Smuggler's Gambit",
          "description": "Once per Short Rest, when you make an attack roll, ability check, or saving throw, declare a Smuggler's Gambit before rolling. Level 3: roll with Advantage; if both rolls would hit or succeed, add your Charisma modifier to the total. Level 7: reroll one die after seeing the result (must take new result). Level 11: on a saving throw, take no damage on success and half on failure. Level 15: auto-succeed on a Charisma (Deception or Persuasion) check against a creature of CR equal to or lower than half your level (once per use). Level 19: usable twice per Short Rest.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "chosen roll",
              "condition": "Smuggler's Gambit; if both dice would succeed, add CHA modifier to total"
            }
          ],
          "scaling": [
            {
              "level": 7,
              "effects": [
                {
                  "type": "special",
                  "note": "May reroll one die after seeing result (must take new result)"
                }
              ]
            },
            {
              "level": 11,
              "effects": [
                {
                  "type": "special",
                  "note": "On saving throw use: no damage on success, half on failure"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "May auto-succeed on CHA (Deception or Persuasion) check vs. creature with CR ≤ half your level (once per use)"
                }
              ]
            },
            {
              "level": 19,
              "usage": "twice_per_short_rest",
              "effects": [
                {
                  "type": "special",
                  "note": "Smuggler's Gambit usable twice per Short Rest"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Lucky Shot",
          "description": "Once per Short Rest, as a Bonus Action, choose one weapon you are not proficient with. Until your next Short or Long Rest, you are treated as proficient with it (adding Proficiency Bonus to attack rolls). On your first successful hit with this weapon per encounter, deal extra damage equal to your Charisma modifier. If you roll a natural 1 on an attack with this weapon, the effect immediately ends.",
          "activation": "bonus_action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Choose unproficient weapon: gain proficiency (add PB to attacks) until next Short/Long Rest; first hit per encounter: +CHA modifier damage; natural 1 on attack ends effect"
            }
          ]
        },
        {
          "level": 6,
          "name": "Trick Shot",
          "description": "Once per turn, when you hit a creature with a ranged weapon attack, you may forgo dealing damage to attempt a Trick Shot. The target makes a Strength saving throw (DC = 8 + PB + Dex) or suffers your chosen effect: Disarm (drops one held item), or Trip (knocked prone; creatures one size larger have Advantage on the save, two or more sizes larger are immune). At level 11, you may also choose Pin (target's speed becomes 0 until end of its next turn).",
          "choose": 1,
          "options": [
            {
              "name": "Disarm",
              "effects": [
                {
                  "type": "special",
                  "note": "Target drops one held item"
                }
              ]
            },
            {
              "name": "Trip",
              "effects": [
                {
                  "type": "special",
                  "note": "Target knocked prone; creatures one size larger have Advantage on save; two+ sizes larger are immune"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "Once per turn on ranged hit: forgo damage; Str save (DC = 8 + PB + DEX) or chosen Trick Shot effect"
            }
          ],
          "scaling": [
            {
              "level": 11,
              "effects": [
                {
                  "type": "special",
                  "note": "Pin option unlocked: target's speed becomes 0 until end of its next turn"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 7,
          "name": "Pistoleer",
          "description": "Your mastery of sidearms sets you apart. Gain specialization with two blaster pistols of your choice (+1 attack, +1 damage). Level 13: upgrade to expertise (+2 attack, +2 damage). Level 17: your blaster pistols have a critical hit range of 19–20.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "condition": "with chosen blaster pistols (specialization)"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "condition": "with chosen blaster pistols (specialization)"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "with chosen blaster pistols (expertise)"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "condition": "with chosen blaster pistols (expertise)"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "with chosen blaster pistols (expertise)"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "condition": "with chosen blaster pistols (expertise)"
                },
                {
                  "type": "special",
                  "note": "Critical hit range expanded to 19–20 with chosen blaster pistols"
                }
              ]
            }
          ],
          "choice_timing": "creation",
          "choose": 2,
          "choice_type": "weapon_proficient"
        },
        {
          "level": 9,
          "name": "Smuggler's Reflexes",
          "description": "Once per Short Rest, you may take one additional Reaction each round for 3 rounds. This extra Reaction can only be used to Dash, Disengage, or Dodge.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "One additional Reaction per round for 3 rounds; extra Reaction usable only for Dash, Disengage, or Dodge"
            }
          ]
        },
        {
          "level": 10,
          "name": "Extra Attack",
          "description": "You can attack twice instead of once when you take the Attack action.",
          "effects": [
            {
              "type": "special",
              "note": "Attack twice with the Attack action"
            }
          ]
        },
        {
          "level": 11,
          "name": "Daredevil Pilot",
          "description": "Once per Short Rest, while piloting a vehicle or starship, perform one Smuggler Maneuver: Evasive Maneuver (attackers have Disadvantage on ranged attacks against your vehicle until next turn), Break and Fade (move vehicle half Speed and attempt to hide using CHA Deception or Dex Pilot vs. enemy sensors/perception; on success, hidden from scanners until you attack or are detected), or Boost and Burn (vehicle Speed +20 ft this turn; enemies targeting you with opportunity fire or tracking suffer Disadvantage until start of next turn).",
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Evasive Maneuver",
              "effects": [
                {
                  "type": "special",
                  "note": "Attackers have Disadvantage on ranged attacks against your vehicle until your next turn"
                }
              ]
            },
            {
              "name": "Break and Fade",
              "effects": [
                {
                  "type": "special",
                  "note": "Move vehicle half Speed; CHA (Deception) or DEX (Pilot) vs. enemy sensors/perception; on success: hidden from scanners until you attack or are detected"
                }
              ]
            },
            {
              "name": "Boost and Burn",
              "effects": [
                {
                  "type": "special",
                  "note": "Vehicle Speed +20 ft; enemies targeting with opportunity fire or tracking have Disadvantage until start of next turn"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "While piloting a vehicle or starship: choose one Smuggler Maneuver"
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 13,
          "name": "Street Smart",
          "description": "When you are not wearing medium or heavy armor, you gain a +2 bonus to AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "while not wearing medium or heavy armor"
            }
          ]
        },
        {
          "level": 14,
          "name": "Quick Read",
          "description": "Once per Short Rest, when making an Insight or Deception check, treat any roll of 9 or lower as a 10.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On Insight or Deception check: treat any roll of 9 or lower as 10"
            }
          ]
        },
        {
          "level": 15,
          "name": "Rapid Shot",
          "description": "When using a ranged weapon with which you are proficient, you may make a single attack roll with a –2 penalty. If the attack hits, you deal +1 die of damage of the weapon's normal type.",
          "effects": [
            {
              "type": "special",
              "note": "Ranged attack: –2 penalty; on hit, +1 weapon damage die"
            }
          ]
        },
        {
          "level": 17,
          "name": "Slip the Net",
          "description": "Once per Short Rest, when you fail a Dexterity saving throw or when an attack against you has Advantage, you may cancel the Advantage or reroll the save. You also have Advantage on Dexterity saving throws made to avoid area effects such as grenades or explosives.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "Dexterity saving throws against area effects (grenades, explosives, etc.)"
            },
            {
              "type": "special",
              "note": "Once per Short Rest: cancel Advantage on attack against you OR reroll a failed Dexterity saving throw"
            }
          ]
        },
        {
          "level": 18,
          "name": "Miracle Shot",
          "description": "Once per Long Rest, before making a ranged attack roll, declare it a Miracle Shot. This attack has Advantage and ignores all cover, range penalties, and disadvantage from concealment or prone targets. If it hits, it deals +2d6 bonus damage.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "attack roll",
              "condition": "Miracle Shot"
            },
            {
              "type": "damage_dice_bonus",
              "condition": "on Miracle Shot hit",
              "dice": "2d6"
            },
            {
              "type": "special",
              "note": "Ignores all cover, range penalties, and disadvantage from concealment or prone on that attack"
            }
          ]
        },
        {
          "level": 19,
          "name": "Ace Up Your Sleeve",
          "description": "Once per Long Rest, you can instantly change the outcome of one roll made by you or an ally within 30 feet. Declared after the die is rolled but before the result is revealed — treat it as a natural 20.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "After die is rolled but before result revealed: treat roll as natural 20 (for you or ally within 30 ft)"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Never Tell Me the Odds",
          "description": "Once per Long Rest, as a Bonus Action, bend fortune itself for three rounds. While active: Advantage on all attack rolls, saving throws, and ability checks; reroll one d20 per round and must take the new result; when you roll a natural 20 on an attack, saving throw, or ability check, immediately regain 1 use of Lucky Break or Miracle Shot (your choice).",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "attack rolls",
              "condition": "while Never Tell Me the Odds active"
            },
            {
              "type": "saving_throw_advantage",
              "condition": "all saving throws while Never Tell Me the Odds active"
            },
            {
              "type": "ability_check_advantage",
              "ability": "all ability checks",
              "condition": "while Never Tell Me the Odds active"
            },
            {
              "type": "special",
              "note": "Reroll one d20 per round (must take new result); on natural 20: regain 1 use of Lucky Break or Miracle Shot; lasts 3 rounds"
            }
          ]
        }
      ]
    },
    {
      "name": "Assassin",
      "primary_ability": "Dexterity and Intelligence",
      "hit_die": "d6",
      "saving_throw_proficiencies": [
        "Dexterity",
        "Intelligence"
      ],
      "skill_proficiencies": [
        "Deception",
        "Intimidation",
        "Mechanics",
        "Stealth",
        "Acrobatics",
        "Knowledge: Sciences",
        "Perception"
      ],
      "expertise_points": 3,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Computer Spike +1",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Stealth Attack",
          "description": "When you attack a creature while hidden, you deal an extra 1d6 damage. Increases to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 15.",
          "effects": [
            {
              "type": "damage_dice_bonus",
              "condition": "when attacking while hidden",
              "dice": "1d6"
            }
          ],
          "scaling": [
            {
              "level": 5,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "when attacking while hidden",
                  "dice": "2d6"
                }
              ]
            },
            {
              "level": 10,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "when attacking while hidden",
                  "dice": "3d6"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "when attacking while hidden",
                  "dice": "4d6"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Deceptive Arts",
          "description": "Once per Long Rest, make a Deception vs. Insight contest to mislead an enemy. On success, the target has disadvantage on its next attack against you or an ally within 10 ft. At level 11, once per Short Rest, impose disadvantage on an enemy's attack roll, saving throw, or Insight check against you by feinting or misdirecting. At level 17, once per Short Rest, when you hit a creature, force a Wisdom saving throw (DC = 8 + Dex + PB); on a fail, the creature is stunned until the end of your next turn.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Deception vs. Insight contest: on success, target has disadvantage on next attack vs. you or ally within 10 ft"
            }
          ],
          "scaling": [
            {
              "level": 11,
              "usage": "once_per_short_rest",
              "effects": [
                {
                  "type": "special",
                  "note": "Impose disadvantage on one enemy's attack roll, saving throw, or Insight check against you"
                }
              ]
            },
            {
              "level": 17,
              "usage": "once_per_short_rest",
              "effects": [
                {
                  "type": "special",
                  "note": "On hit: Wis save (DC = 8 + DEX + PB) or stunned until end of your next turn"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Rapid Attack",
          "description": "When using a melee or ranged weapon with which you are proficient, you may make a single attack roll with a –2 penalty. If the attack hits, you deal +1 die of damage of the weapon's normal type.",
          "effects": [
            {
              "type": "special",
              "note": "Melee or ranged attack: –2 penalty; on hit, +1 weapon damage die"
            }
          ]
        },
        {
          "level": 7,
          "name": "Evasive Reflex",
          "description": "You gain a +2 AC bonus against any creature you have hit with a Stealth Attack since the start of your last turn.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "against creatures you have hit with Stealth Attack since start of your last turn"
            }
          ]
        },
        {
          "level": 9,
          "name": "Ambush Savant",
          "description": "You gain Advantage on Initiative rolls when you begin combat hidden or undetected. Once per Short Rest, when you hit a creature with a melee attack, you can impose disadvantage on its next attack roll.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Initiative",
              "condition": "when beginning combat hidden or undetected"
            },
            {
              "type": "special",
              "note": "Once per Short Rest on melee hit: impose disadvantage on target's next attack roll"
            }
          ]
        },
        {
          "level": 10,
          "name": "Instinctive Dodge",
          "description": "When you take damage from an attack you can see, you may use your Reaction to halve the damage. Usable a number of times equal to your Proficiency Bonus per Long Rest. At level 15, Master Instinctive Dodge: the first time you use this feature each Long Rest, you may negate all damage instead of halving it.",
          "activation": "reaction",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On visible attack: halve the damage; PB times per Long Rest"
            }
          ],
          "scaling": [
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "Master Instinctive Dodge: first use per Long Rest negates all damage instead of halving; subsequent uses still halve"
                }
              ]
            }
          ]
        },
        {
          "level": 11,
          "name": "Shadow Execution",
          "description": "When you reduce a creature to 0 HP with a melee or ranged weapon attack, you may immediately attempt to Hide as part of the same action. If the target was unaware of your presence, make this Stealth check with Advantage. Usable a number of times equal to your Proficiency Bonus per Long Rest.",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On reducing creature to 0 HP with weapon attack: immediately attempt to Hide as part of the action; Stealth with Advantage if target was unaware; PB times per Long Rest"
            }
          ]
        },
        {
          "level": 13,
          "name": "Deadly Focus",
          "description": "Once per Short Rest, when you miss with an attack, you may immediately reroll that attack.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On miss: immediately reroll that attack"
            }
          ]
        },
        {
          "level": 14,
          "name": "Strike and Fade",
          "description": "Once per Short Rest, when you make a melee attack while hidden, you do not reveal your position if the attack hits.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On melee attack while hidden: hitting does not reveal your position"
            }
          ]
        },
        {
          "level": 15,
          "name": "Slit Throat",
          "description": "Once per Long Rest, when you hit a creature that is unaware of your presence, the attack automatically deals maximum weapon damage.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On hit against creature unaware of your presence: automatically deal maximum weapon damage"
            }
          ]
        },
        {
          "level": 17,
          "name": "Shadow Resilience",
          "description": "Once per Short Rest, when you take damage that would reduce you below half your HP, you can use your Reaction to move up to half your speed to an unoccupied space you can see and become heavily obscured until the start of your next turn (attacks against you have disadvantage).",
          "activation": "reaction",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "When damage would reduce you below half HP: move half speed to unoccupied space and become heavily obscured until start of next turn (attacks against you have Disadvantage)"
            }
          ]
        },
        {
          "level": 18,
          "name": "Lethal Efficiency",
          "description": "Your critical hit range with Stealth Attacks becomes 19–20.",
          "effects": [
            {
              "type": "special",
              "note": "Critical hit range expanded to 19–20 for Stealth Attacks"
            }
          ]
        },
        {
          "level": 19,
          "name": "Ghost Veil",
          "description": "Once per Long Rest, as a Bonus Action, become nearly invisible for three rounds. While active: you are heavily obscured (enemies have disadvantage to hit you); you have Advantage on all Stealth checks; your first attack from this state deals +2d6 bonus damage and does not reveal your position. The effect ends early if you are hit or fail a saving throw.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Stealth",
              "condition": "while Ghost Veil active"
            },
            {
              "type": "special",
              "note": "Heavily obscured for 3 rounds (enemies Disadvantage to hit); first attack: +2d6 damage and no position reveal; ends if hit or fail a save"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Death's Horizon",
          "description": "Once per Long Rest, as an Action, perform a flawless assassination strike. Make an attack roll with Advantage. If it hits: the attack automatically crits; add your full Stealth Attack and Rapid Attack damage once; the target must make a Constitution saving throw (DC = 8 + Dex + PB) or be stunned until the start of your next turn. If the attack kills the target, you may immediately Hide as part of the same action.",
          "activation": "action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Attack with Advantage; on hit: auto-crit, add full Stealth Attack + Rapid Attack damage, Con save (DC = 8 + DEX + PB) or stunned until start of next turn; on kill: immediately Hide"
            }
          ]
        }
      ]
    },
    {
      "name": "Bounty Hunter",
      "primary_ability": "Dexterity and Charisma",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Dexterity",
        "Charisma"
      ],
      "skill_proficiencies": [
        "Deception",
        "Intimidation",
        "Mechanics",
        "Stealth",
        "Pilot",
        "Perception",
        "Survival"
      ],
      "expertise_points": 3,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Computer Spike +1",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Fearsome Reputation",
          "description": "As a Bonus Action, target creatures within 30 feet that can see or hear you. Each target must make a Wisdom saving throw (DC = 8 + CHA + PB). On a failed save, the target becomes Frightened for the listed duration. On a successful save, it has Disadvantage on its attack rolls for the same duration. Usable a number of times equal to your Proficiency Bonus per Long Rest. Level 3: 1 creature, 1 turn. Level 7: 2 creatures, 1 turn. Level 11: 3 creatures, 2 turns. Level 17: any number of hostile creatures, 3 turns.",
          "activation": "bonus_action",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "1 creature within 30 ft: Wis save (DC = 8 + CHA + PB) or Frightened for 1 turn; success: Disadvantage on attacks for 1 turn"
            }
          ],
          "scaling": [
            {
              "level": 7,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to 2 creatures within 30 ft: Wis save (DC = 8 + CHA + PB) or Frightened for 1 turn; success: Disadvantage on attacks for 1 turn"
                }
              ]
            },
            {
              "level": 11,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to 3 creatures within 30 ft: Wis save (DC = 8 + CHA + PB) or Frightened for 2 turns; success: Disadvantage on attacks for 2 turns"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "Any number of hostile creatures within 30 ft: Wis save (DC = 8 + CHA + PB) or Frightened for 3 turns; success: Disadvantage on attacks for 3 turns"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Hunter's Arsenal",
          "description": "Gain proficiency with Medium Armor and Medium Ranged Weapons (rifles, carbines, etc.). Choose one weapon you are proficient with to specialize in, gaining +1 to attack and +1 to damage with it.",
          "effects": [
            {
              "type": "armor_category_proficiency",
              "categories": [
                "Medium"
              ]
            },
            {
              "type": "weapon_category_proficiency",
              "categories": [
                "Ranged (Medium)"
              ]
            },
            {
              "type": "special",
              "note": "Choose one weapon you are proficient with to specialize (+1 attack, +1 damage)"
            }
          ],
          "choice_timing": "creation",
          "choose": 1,
          "choice_type": "weapon_proficient"
        },
        {
          "level": 6,
          "name": "Stun Blast",
          "description": "When you hit a creature with a ranged attack, you may choose to deal no damage and instead unleash a concussive pulse. The target makes a Constitution saving throw (DC = 8 + Dex + PB). On a fail, it is stunned until the end of its next turn; on a success, it has Disadvantage on its next attack. Usable a number of times equal to your Proficiency Bonus per Long Rest. At level 15, you may target two creatures within 10 feet of each other with the same attack.",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On ranged hit: deal no damage; Con save (DC = 8 + DEX + PB) — fail: stunned until end of next turn; success: Disadvantage on next attack; PB times per Long Rest"
            }
          ],
          "scaling": [
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "May target two creatures within 10 ft of each other with the same attack; both make Con save"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Armor Training",
          "description": "Increase the maximum Dexterity bonus you can apply to AC by +1. At level 13, this bonus increases to +2 and you ignore Stealth disadvantage from Medium Armor.",
          "effects": [
            {
              "type": "special",
              "note": "Maximum Dexterity bonus to AC increased by +1"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "special",
                  "note": "Maximum Dexterity bonus to AC increased by +2; ignore Stealth disadvantage from Medium Armor"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Mark for Capture",
          "description": "Once per Long Rest, as a Bonus Action, designate one creature you can see within range as your mark. Until the target is captured, killed, or you complete a Long Rest, you have Advantage on attack rolls against it and on Intimidation checks to influence or threaten it. These benefits can be applied a number of times equal to your Proficiency Bonus during the duration. You can have only one marked target at a time.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "attack rolls",
              "condition": "against marked target (PB applications)"
            },
            {
              "type": "skill_advantage",
              "skill": "Intimidation",
              "condition": "against marked target (PB applications)"
            },
            {
              "type": "special",
              "note": "One mark at a time; mark lasts until target captured/killed or Long Rest; PB advantage applications"
            }
          ]
        },
        {
          "level": 10,
          "name": "Extra Attack",
          "description": "You can attack twice instead of once when you take the Attack action.",
          "effects": [
            {
              "type": "special",
              "note": "Attack twice with the Attack action"
            }
          ]
        },
        {
          "level": 11,
          "name": "Weapon Expertise",
          "description": "Choose one weapon you already have specialization with. You gain expertise with it: +2 to attack and +2 to damage. At level 18, your critical hit range with all specialized or expert weapons becomes 19–20.",
          "effects": [
            {
              "type": "special",
              "note": "Choose one specialized weapon: upgrade to expertise (+2 attack, +2 damage)"
            }
          ],
          "scaling": [
            {
              "level": 18,
              "effects": [
                {
                  "type": "special",
                  "note": "Critical hit range expanded to 19–20 with all specialized and expert weapons"
                }
              ]
            }
          ],
          "choice_timing": "creation",
          "choose": 1,
          "choice_type": "weapon_class_specialized"
        },
        {
          "level": 13,
          "name": "Far Shot",
          "description": "Treat the range category of your attacks as one step closer for penalty purposes (Long → Medium → Short → Point Blank). The Point Blank Shot bonus does not apply when using Far Shot to treat a longer range as Point Blank.",
          "effects": [
            {
              "type": "special",
              "note": "Range penalties treated one step closer (Long→Medium, Medium→Short, Short→Point Blank); Point Blank Shot bonus does not apply when using Far Shot to reach Point Blank range"
            }
          ]
        },
        {
          "level": 14,
          "name": "No Escape",
          "description": "When a creature you hit with an opportunity attack attempts to move, its speed becomes 0 until the start of its next turn.",
          "effects": [
            {
              "type": "special",
              "note": "On opportunity attack hit: target's speed becomes 0 until start of its next turn"
            }
          ]
        },
        {
          "level": 15,
          "name": "Adaptive Combat Mastery",
          "description": "Once per Short Rest, as a Bonus Action, choose a combat mode that lasts for 3 rounds: Precision Mode (+2 to attack rolls with ranged weapons), Assault Mode (+2 to damage rolls with ranged weapons), or Defensive Mode (+2 AC). You may switch modes again as a Bonus Action during the duration.",
          "activation": "bonus_action",
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Precision Mode",
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "weapon_type": "ranged",
                  "condition": "while Precision Mode active"
                }
              ]
            },
            {
              "name": "Assault Mode",
              "effects": [
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "weapon_type": "ranged",
                  "condition": "while Assault Mode active"
                }
              ]
            },
            {
              "name": "Defensive Mode",
              "effects": [
                {
                  "type": "ac_bonus",
                  "value": 2,
                  "condition": "while Defensive Mode active"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "Choose mode for 3 rounds; may switch as Bonus Action during duration"
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 17,
          "name": "Relentless Pursuit",
          "description": "Once per Long Rest, when a creature you damaged on your last turn moves or teleports, you may use your Reaction to move up to your speed toward it and make one attack. If the attack hits, its speed becomes 0 and it cannot benefit from movement-increasing effects until end of its turn. Usable even if the target leaves your line of sight, provided you know its direction.",
          "activation": "reaction",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "When creature you damaged last turn moves/teleports: reaction to move up to speed toward it and make one attack; on hit: speed 0, no movement buffs until end of its turn; works without LOS if direction is known"
            }
          ]
        },
        {
          "level": 18,
          "name": "Ultimate Arsenal",
          "description": "Gain specialization or expertise with two additional weapons of your choice (melee or ranged).",
          "effects": [
            {
              "type": "special",
              "note": "Gain specialization (+1 attack, +1 damage) or expertise (+2 attack, +2 damage) with two additional weapons of your choice"
            }
          ],
          "choice_timing": "creation",
          "choose": 2,
          "choice_type": "weapon_proficient"
        },
        {
          "level": 19,
          "name": "Tactical Reflex",
          "description": "Once per Short Rest, when initiative is rolled, you may immediately take either the Dash, Hide, or Attack action before the first turn of combat begins. If you choose to attack, make a single ranged weapon attack with Advantage.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On initiative roll: take Dash, Hide, or Attack before first turn of combat; if Attack: single ranged attack with Advantage"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Legendary Hunter",
          "description": "Once per Long Rest, as a Bonus Action, channel the legacy of the galaxy's most feared bounty hunters for 3 rounds. Choose one path each activation.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "choose": 1,
          "options": [
            {
              "name": "Boba Fett",
              "description": "Deal +2d8 bonus damage. Once per turn, when a creature within 30 ft attempts to flee, use your Reaction to move up to half your speed toward it without provoking opportunity attacks.",
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "while Boba Fett path active",
                  "dice": "2d8"
                },
                {
                  "type": "special",
                  "note": "Once per turn: reaction to move half speed toward fleeing creature without provoking OA"
                }
              ]
            },
            {
              "name": "Cad Bane",
              "description": "Gain +5 to Initiative rolls. Once per round, when a creature within your weapon's range attacks, moves, or uses an ability, use your Reaction to make a ranged attack with Advantage against it.",
              "effects": [
                {
                  "type": "special",
                  "note": "+5 Initiative; once per round: reaction ranged attack with Advantage when creature within range acts"
                }
              ]
            },
            {
              "name": "Din Djarin",
              "description": "When an ally within 15 ft takes damage, use your Reaction to move adjacent to them and impose Disadvantage on the triggering attack. The first time you take damage during this state, gain temporary HP equal to your level + Constitution modifier.",
              "effects": [
                {
                  "type": "special",
                  "note": "Reaction: when ally within 15 ft takes damage, move adjacent and impose Disadvantage on that attack; first time you take damage: gain temp HP = level + CON modifier"
                }
              ]
            },
            {
              "name": "Aurra Sing",
              "description": "When you make a ranged attack while hidden, it deals +2d6 bonus damage and does not reveal your position on a hit. When you reduce a creature to 0 HP, you can immediately Hide as a Bonus Action.",
              "effects": [
                {
                  "type": "damage_dice_bonus",
                  "condition": "ranged attacks while hidden during Aurra Sing path",
                  "dice": "2d6"
                },
                {
                  "type": "special",
                  "note": "Ranged attacks while hidden do not reveal position on hit; on kill: immediately Hide as Bonus Action"
                }
              ]
            },
            {
              "name": "Bossk",
              "description": "Gain Resistance to all damage and deal +5 bonus damage on all melee weapon attacks.",
              "effects": [
                {
                  "type": "damage_resistance",
                  "damage_type": "all",
                  "condition": "while Bossk path active"
                },
                {
                  "type": "damage_bonus",
                  "value": 5,
                  "weapon_type": "melee",
                  "condition": "while Bossk path active"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "Choose one legendary path for 3 rounds"
            }
          ],
          "choice_timing": "activation"
        }
      ]
    },
    {
      "name": "Pirate",
      "primary_ability": "Dexterity and Charisma",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Dexterity",
        "Charisma"
      ],
      "skill_proficiencies": [
        "Deception",
        "Intimidation",
        "Mechanics",
        "Stealth",
        "Pilot",
        "Investigation",
        "Knowledge: Galactic Lore"
      ],
      "expertise_points": 3,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Computer Spike +1",
        "Medpac I"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Improvised Mayhem",
          "description": "Once per Short Rest, when you make a blaster attack, declare Improvised Mayhem before rolling. On a hit, choose one effect: Frighten (Wis save DC = 8 + PB + CHA or Frightened until end of next turn), Suppress (can't take Reactions until start of your next turn), or Disrupt (Disadvantage on next attack roll before end of next turn). You take a –2 penalty to both attack and damage rolls. Level 6: penalty reduced to –1. Level 10: penalty removed. Level 15: apply two effects instead of one.",
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Frighten",
              "effects": [
                {
                  "type": "special",
                  "note": "Target: Wis save (DC = 8 + PB + CHA) or Frightened until end of next turn"
                }
              ]
            },
            {
              "name": "Suppress",
              "effects": [
                {
                  "type": "special",
                  "note": "Target can't take Reactions until start of your next turn"
                }
              ]
            },
            {
              "name": "Disrupt",
              "effects": [
                {
                  "type": "special",
                  "note": "Target has Disadvantage on its next attack roll before end of next turn"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "attack_bonus",
              "value": -2,
              "condition": "while using Improvised Mayhem"
            },
            {
              "type": "damage_bonus",
              "value": -2,
              "condition": "while using Improvised Mayhem"
            }
          ],
          "scaling": [
            {
              "level": 6,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": -1,
                  "condition": "while using Improvised Mayhem"
                },
                {
                  "type": "damage_bonus",
                  "value": -1,
                  "condition": "while using Improvised Mayhem"
                }
              ]
            },
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Improvised Mayhem: no penalty to attack or damage rolls"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "Improvised Mayhem: apply two effects instead of one; no penalty"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 5,
          "name": "Dirty Tricks",
          "description": "Once per Short Rest, when you hit with a melee attack, apply one of the following effects: Blindside (target has Disadvantage on its next attack), Trip Up (target's movement halved until end of next turn), or Gut Punch (target takes –2 penalty on its next saving throw). At level 11, apply two effects instead of one.",
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Blindside",
              "effects": [
                {
                  "type": "skill_disadvantage",
                  "skill": "attack rolls",
                  "condition": "target's next attack"
                }
              ]
            },
            {
              "name": "Trip Up",
              "effects": [
                {
                  "type": "special",
                  "note": "Target's movement halved until end of its next turn"
                }
              ]
            },
            {
              "name": "Gut Punch",
              "effects": [
                {
                  "type": "special",
                  "note": "Target takes –2 penalty on its next saving throw"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "On melee hit: apply one Dirty Tricks effect"
            }
          ],
          "scaling": [
            {
              "level": 11,
              "effects": [
                {
                  "type": "special",
                  "note": "Apply two Dirty Tricks effects instead of one"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 6,
          "name": "Cunning Escape",
          "description": "Once per Short Rest, when you take damage that reduces you below half HP, you may immediately move up to your Speed without provoking opportunity attacks and make a Stealth check to Hide. At level 13, you may also drop a distraction — one enemy within 10 ft must succeed on a Wisdom save (DC = 8 + PB + CHA) or be Distracted, granting Advantage on the next attack against it.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "When damage reduces you below half HP: immediately move up to Speed without OA and attempt Stealth check to Hide"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "special",
                  "note": "Also drop a distraction: one enemy within 10 ft makes Wis save (DC = 8 + PB + CHA) or Distracted (Advantage on next attack against it)"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Favorite Weapon",
          "description": "Choose a weapon you are proficient with and gain specialization (+1 attack, +1 damage). Level 13: upgrade to expertise (+2 attack, +2 damage). Level 17: your critical hit range with this weapon becomes 19–20.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "condition": "with chosen Favorite Weapon"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "condition": "with chosen Favorite Weapon"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "with chosen Favorite Weapon (expertise)"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "condition": "with chosen Favorite Weapon (expertise)"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "condition": "with chosen Favorite Weapon (expertise)"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "condition": "with chosen Favorite Weapon (expertise)"
                },
                {
                  "type": "special",
                  "note": "Critical hit range expanded to 19–20 with Favorite Weapon"
                }
              ]
            }
          ],
          "choice_timing": "creation",
          "choose": 1,
          "choice_type": "weapon_proficient"
        },
        {
          "level": 9,
          "name": "Cutthroat Momentum",
          "description": "Once per Short Rest, when you reduce a creature to 0 HP, you may immediately move up to half your Speed and make one additional weapon attack. At level 15, you may move up to your full Speed, and if that follow-up attack also reduces a creature to 0 HP, you may repeat the effect once more (maximum two chains per encounter).",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On reducing creature to 0 HP: move half Speed and make one additional weapon attack"
            }
          ],
          "scaling": [
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "Move full Speed and make one additional weapon attack; if follow-up also kills, repeat once more (max 2 chains per encounter)"
                }
              ]
            }
          ]
        },
        {
          "level": 10,
          "name": "Extra Attack",
          "description": "You can attack twice instead of once when you take the Attack action.",
          "effects": [
            {
              "type": "special",
              "note": "Attack twice with the Attack action"
            }
          ]
        },
        {
          "level": 11,
          "name": "Daredevil Pilot",
          "description": "Once per Short Rest, while piloting a vehicle or starship, perform one of the following maneuvers: Evasive Roll (attackers have Disadvantage on ranged attacks against your vehicle until your next turn), Death Spiral (move through enemy zones without provoking opportunity fire), or Showboating Dash (move an extra 20 ft; one enemy who witnesses it must make a Wisdom save DC = 8 + PB + CHA or be Frightened until your next turn).",
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Evasive Roll",
              "effects": [
                {
                  "type": "special",
                  "note": "Attackers have Disadvantage on ranged attacks against your vehicle until your next turn"
                }
              ]
            },
            {
              "name": "Death Spiral",
              "effects": [
                {
                  "type": "special",
                  "note": "Move through enemy zones without provoking opportunity fire"
                }
              ]
            },
            {
              "name": "Showboating Dash",
              "effects": [
                {
                  "type": "special",
                  "note": "Move extra 20 ft; one witnessing enemy: Wis save (DC = 8 + PB + CHA) or Frightened until your next turn"
                }
              ]
            }
          ],
          "effects": [
            {
              "type": "special",
              "note": "While piloting a vehicle or starship: choose one Daredevil Pilot maneuver"
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 13,
          "name": "Captain's Call",
          "description": "Once per Long Rest, as an Action, issue a command that emboldens your allies. One ally within 30 feet may immediately take one Action (Attack, Dash, or Hide). At level 18, choose up to 2 allies instead of 1.",
          "activation": "action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "One ally within 30 ft immediately takes one Action (Attack, Dash, or Hide)"
            }
          ],
          "scaling": [
            {
              "level": 18,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to 2 allies within 30 ft each immediately take one Action (Attack, Dash, or Hide)"
                }
              ]
            }
          ]
        },
        {
          "level": 14,
          "name": "Pirate Connections",
          "description": "Once per Long Rest, when you finish a Short or Long Rest, you can call in a favor through your network of smugglers, mercenaries, and shady contacts. A hired gun, mercenary droid, or thug fights by your side for the next encounter using the stats of a CR Â½ creature as determined by the GM. The ally leaves when reduced to 0 HP, when combat ends, or after 10 minutes.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "After Short or Long Rest: summon one CR Â½ allied combatant for the next encounter; ally leaves at 0 HP, end of combat, or after 10 minutes"
            }
          ]
        },
        {
          "level": 15,
          "name": "Street Smart",
          "description": "When you are not wearing medium or heavy armor, you gain a +2 bonus to AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 2,
              "condition": "while not wearing medium or heavy armor"
            }
          ]
        },
        {
          "level": 17,
          "name": "Plunderer's Luck",
          "description": "Once per Long Rest, when you miss an attack roll or fail an ability check, you may immediately reroll it. If the reroll still fails, you gain Advantage on your next attack roll or skill check made before the end of your next turn.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "On miss or failed ability check: reroll it; if reroll still fails, Advantage on next attack roll or skill check before end of next turn"
            }
          ]
        },
        {
          "level": 18,
          "name": "Pirate Grit",
          "description": "When you have Disadvantage on an attack roll, ability check, or saving throw, you can choose to cancel the Disadvantage and roll normally. Usable a number of times equal to your Charisma modifier per Long Rest.",
          "usage": "charisma_modifier_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Cancel Disadvantage on attack roll, ability check, or saving throw and roll normally; CHA modifier times per Long Rest"
            }
          ]
        },
        {
          "level": 19,
          "name": "Infamous Momentum",
          "description": "Once per Short Rest, when you reduce a creature to 0 HP, you immediately regain one spent feature that recharges on a Short Rest. During the following round, you also gain +2 to attack rolls and saving throws.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "On kill: regain one spent Short Rest feature; +2 to attack rolls and saving throws for the following round"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.",
          "effects": [
            {
              "type": "special",
              "note": "ASI: +2 to one score or +1 to two scores, OR choose one ASI Alternative Trait"
            }
          ]
        },
        {
          "level": 20,
          "name": "Legend of the Void Space",
          "description": "Once per Long Rest, as a Bonus Action, enter your Legendary State for three rounds. While active: Advantage on all attack rolls, Deception, and Intimidation checks; enemies starting their turn within 10 ft must make a Wisdom save (DC = 8 + CHA + PB) or become Frightened until start of your next turn; when you reduce a creature to 0 HP, move up to your Speed and make one weapon attack (no reaction cost); once during the duration, automatically turn a missed attack into a hit (not a crit). Ends early if incapacitated.",
          "activation": "bonus_action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "attack rolls",
              "condition": "while Legendary State active"
            },
            {
              "type": "skill_advantage",
              "skill": "Deception",
              "condition": "while Legendary State active"
            },
            {
              "type": "skill_advantage",
              "skill": "Intimidation",
              "condition": "while Legendary State active"
            },
            {
              "type": "special",
              "note": "Enemies within 10 ft at turn start: Wis save (DC = 8 + CHA + PB) or Frightened until start of next turn; on kill: move Speed + one weapon attack (no reaction); once: turn a miss into a hit (not crit); ends if incapacitated; lasts 3 rounds"
            }
          ]
        }
      ]
    },
    {
      "name": "Tech Specialist",
      "primary_ability": "Intelligence",
      "hit_die": "d6",
      "saving_throw_proficiencies": [
        "Intelligence",
        "Dexterity"
      ],
      "skill_proficiencies": [
        "Mechanics",
        "Use Computer",
        "Perception",
        "Treat Injury",
        "Knowledge: Sciences",
        "Investigation"
      ],
      "expertise_points": 4,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "2d4x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Tool Kit"
      ],
      "class_features": [
        {
          "level": 1,
          "name": "Tech Savant",
          "description": "Once per Short Rest, gain Advantage on Mechanics and Use Computer checks. Your intellect makes you deadly efficient with tech.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Mechanics",
              "usage": "once_per_short_rest"
            },
            {
              "type": "skill_advantage",
              "skill": "Use Computer",
              "usage": "once_per_short_rest"
            }
          ]
        },
        {
          "level": 1,
          "name": "Analytical Mind",
          "description": "You can use your Intelligence modifier instead of Wisdom for Perception and Treat Injury checks.",
          "effects": [
            {
              "type": "special",
              "note": "Use INT modifier instead of WIS for Perception checks"
            },
            {
              "type": "special",
              "note": "Use INT modifier instead of WIS for Treat Injury checks"
            }
          ]
        },
        {
          "level": 2,
          "name": "Field Medic",
          "description": "You gain Advantage on Treat Injury checks and can stabilize a creature as a Bonus Action instead of an Action. Improves at levels 5, 10, and 15.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Treat Injury"
            },
            {
              "type": "special",
              "note": "Can stabilize a creature as a Bonus Action instead of an Action"
            }
          ],
          "scaling": [
            {
              "level": 5,
              "effects": [
                {
                  "type": "skill_advantage",
                  "skill": "Treat Injury"
                },
                {
                  "type": "special",
                  "note": "Can stabilize a creature as a Bonus Action instead of an Action"
                },
                {
                  "type": "special",
                  "note": "When using Treat Injury, add Proficiency Bonus to hit points restored"
                }
              ]
            },
            {
              "level": 10,
              "effects": [
                {
                  "type": "skill_advantage",
                  "skill": "Treat Injury"
                },
                {
                  "type": "special",
                  "note": "Can stabilize a creature as a Bonus Action instead of an Action"
                },
                {
                  "type": "special",
                  "note": "When using Treat Injury, add Proficiency Bonus to hit points restored"
                },
                {
                  "type": "special",
                  "note": "When using Treat Injury on an ally within 30 ft of an enemy, both you and that ally gain +2 AC until start of your next turn"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "skill_advantage",
                  "skill": "Treat Injury"
                },
                {
                  "type": "special",
                  "note": "Can stabilize a creature as a Bonus Action instead of an Action"
                },
                {
                  "type": "special",
                  "note": "When using Treat Injury, add Proficiency Bonus to hit points restored"
                },
                {
                  "type": "special",
                  "note": "When using Treat Injury on an ally within 30 ft of an enemy, both you and that ally gain +2 AC until start of your next turn"
                },
                {
                  "type": "special",
                  "note": "Can use Treat Injury as a Bonus Action once per turn"
                }
              ]
            }
          ]
        },
        {
          "level": 2,
          "name": "Combat Engineer",
          "description": "As a Bonus Action, perform a quick equipment repair or recalibration on a creature, droid, or device within 5 feet. Choose Weapon Tune-Up (+1 to hit on target's next attack) or Armor Adjustment (+1 AC), lasting until the start of your next turn. Usable a number of times equal to your Proficiency Bonus per Long Rest.",
          "activation": "bonus action",
          "usage": "proficiency_bonus_per_long_rest",
          "choose": 1,
          "options": [
            {
              "name": "Weapon Tune-Up",
              "description": "The target's next weapon attack roll gains +1 to hit until the start of your next turn.",
              "effects": [
                {
                  "type": "special",
                  "note": "Target gains +1 on their next weapon attack roll until start of your next turn"
                }
              ]
            },
            {
              "name": "Armor Adjustment",
              "description": "The target's AC increases by +1 until the start of your next turn.",
              "effects": [
                {
                  "type": "special",
                  "note": "Target gains +1 AC until start of your next turn"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 3,
          "name": "Grenadier",
          "description": "Your grenades are deadlier than anyone else's. +1 to the save DC and +1 to damage rolls when using grenades. (Grenades use a save-DC mechanic per /rules/combat#grenades-and-explosives — they have no attack roll. The base DC is 13; Grenadier raises it.) Improves at levels 7, 13, and 17.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "weapon_type": "grenades"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "weapon_type": "grenades"
            }
          ],
          "scaling": [
            {
              "level": 7,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "weapon_type": "grenades"
                },
                {
                  "type": "damage_bonus",
                  "value": 2,
                  "weapon_type": "grenades"
                },
                {
                  "type": "special",
                  "note": "Add Intelligence modifier to grenade damage rolls"
                }
              ]
            },
            {
              "level": 13,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 3,
                  "weapon_type": "grenades"
                },
                {
                  "type": "damage_bonus",
                  "value": 3,
                  "weapon_type": "grenades"
                },
                {
                  "type": "special",
                  "note": "Add Intelligence modifier to grenade damage rolls"
                },
                {
                  "type": "special",
                  "note": "Targets within your grenade's area of effect make their Dexterity saving throw with Disadvantage"
                },
                {
                  "type": "special",
                  "note": "Allies within a grenade's area of effect take half damage and no damage on a successful saving throw"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 4,
                  "weapon_type": "grenades"
                },
                {
                  "type": "damage_bonus",
                  "value": 4,
                  "weapon_type": "grenades"
                },
                {
                  "type": "special",
                  "note": "Add Intelligence modifier to grenade damage rolls"
                },
                {
                  "type": "special",
                  "note": "Targets within your grenade's area of effect make their Dexterity saving throw with Disadvantage"
                },
                {
                  "type": "special",
                  "note": "Allies within a grenade's area of effect take half damage and no damage on a successful saving throw"
                },
                {
                  "type": "special",
                  "note": "Each grenade deals one additional die of its normal damage type"
                }
              ]
            }
          ]
        },
        {
          "level": 4,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.",
          "effects": [
            {
              "type": "special",
              "note": "Increase one ability score by 2 or two ability scores by 1 each (max 20)"
            }
          ]
        },
        {
          "level": 5,
          "name": "Droid Command Protocol",
          "description": "Once per Short Rest (Bonus Action): overcharge a friendly droid or construct within 30 ft for 1 round — it gains Advantage on attack rolls, +2 AC, and +10 ft of movement speed. Improves at levels 10, 15, and 19.",
          "activation": "bonus action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Overcharge one friendly droid/construct within 30 ft for 1 round: gains Advantage on attacks, +2 AC, +10 ft speed"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "Overcharge up to two friendly droids/constructs simultaneously within 30 ft for 1 round: each gains Advantage on attacks, +2 AC, +10 ft speed"
                },
                {
                  "type": "special",
                  "note": "Once per Long Rest: override one enemy droid within 30 ft (WIS save DC 8+PB+INT or obeys one command on its next turn; no self-destructive orders)"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "Overcharge up to two friendly droids/constructs simultaneously within 30 ft for 1 round: each gains Advantage on attacks, +2 AC, +10 ft speed"
                },
                {
                  "type": "special",
                  "note": "Once per Long Rest: override one enemy droid within 30 ft (WIS save DC 8+PB+INT or obeys one command on its next turn; no self-destructive orders)"
                },
                {
                  "type": "special",
                  "note": "When overcharging or overriding, issue one bonus command to all friendly droids within 30 ft (move, attack, or defend). Overclocked droids also gain +2 to saving throws and temporary HP equal to INT modifier"
                }
              ]
            },
            {
              "level": 19,
              "effects": [
                {
                  "type": "special",
                  "note": "Overcharge up to two friendly droids/constructs simultaneously within 30 ft for 1 round: each gains Advantage on attacks, +2 AC, +10 ft speed"
                },
                {
                  "type": "special",
                  "note": "Once per Long Rest: override one enemy droid within 30 ft (WIS save DC 8+PB+INT or obeys one command on its next turn; no self-destructive orders)"
                },
                {
                  "type": "special",
                  "note": "When overcharging or overriding, issue one bonus command to all friendly droids within 30 ft (move, attack, or defend). Overclocked droids also gain +2 to saving throws and temporary HP equal to INT modifier"
                },
                {
                  "type": "special",
                  "note": "Once per Long Rest: fully seize control of one droid within 30 ft for 3 rounds (WIS save DC 8+PB+INT or it acts on your commands as an ally). Afterward immune to further overrides for 24 hours"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Lucky Hacker",
          "description": "When you successfully use Use Computer to access or retrieve data, roll a d20. On a result equal to or less than your Intelligence modifier + Proficiency Bonus, you discover a bonus detail, system vulnerability, or hidden file the system wasn't meant to share.",
          "effects": [
            {
              "type": "special",
              "note": "On successful Use Computer: roll d20 — on result ≤ INT modifier + PB, uncover bonus intelligence (hidden file, system vulnerability, or restricted data)"
            }
          ]
        },
        {
          "level": 7,
          "name": "Tactical Uplink",
          "description": "Once per Short Rest (Action): initiate a battlefield uplink for 3 rounds. Choose Offensive Protocols (+1 attack to allies within 30 ft) or Defensive Protocols (+1 AC and +1 saving throws to allies within 30 ft). Ends if incapacitated or line of sight is lost. At level 15, all bonuses increase by +1.",
          "activation": "action",
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Offensive Protocols",
              "description": "Allies of your choice within 30 ft gain +1 to attack rolls for 3 rounds.",
              "effects": [
                {
                  "type": "special",
                  "note": "Chosen allies within 30 ft gain +1 attack rolls for 3 rounds (ends if incapacitated or line of sight lost)"
                }
              ]
            },
            {
              "name": "Defensive Protocols",
              "description": "Allies of your choice within 30 ft gain +1 AC and +1 to saving throws for 3 rounds.",
              "effects": [
                {
                  "type": "special",
                  "note": "Chosen allies within 30 ft gain +1 AC and +1 saving throws for 3 rounds (ends if incapacitated or line of sight lost)"
                }
              ]
            }
          ],
          "scaling": [
            {
              "level": 15,
              "choose": 1,
              "options": [
                {
                  "name": "Offensive Protocols",
                  "description": "Allies of your choice within 30 ft gain +2 to attack rolls for 3 rounds.",
                  "effects": [
                    {
                      "type": "special",
                      "note": "Chosen allies within 30 ft gain +2 attack rolls for 3 rounds (ends if incapacitated or line of sight lost)"
                    }
                  ]
                },
                {
                  "name": "Defensive Protocols",
                  "description": "Allies of your choice within 30 ft gain +2 AC and +2 to saving throws for 3 rounds.",
                  "effects": [
                    {
                      "type": "special",
                      "note": "Chosen allies within 30 ft gain +2 AC and +2 saving throws for 3 rounds (ends if incapacitated or line of sight lost)"
                    }
                  ]
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 8,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.",
          "effects": [
            {
              "type": "special",
              "note": "Increase one ability score by 2 or two ability scores by 1 each (max 20)"
            }
          ]
        },
        {
          "level": 9,
          "name": "EMP Surge",
          "description": "Once per Long Rest: emit an electromagnetic pulse in a 30 ft radius. Droids, shields, and active electronic systems must make a CON save (DC 8+PB+INT) or be disabled for 1 round (no actions or reactions). Organic creatures are not harmed. At level 17, lasts 2 rounds and affected targets have Disadvantage on saving throws against it.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "30 ft radius EMP: droids, shields, and active electronics make CON save DC 8+PB+INT or disabled for 1 round (no actions or reactions). Organics unaffected"
            }
          ],
          "scaling": [
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "30 ft radius EMP: droids, shields, and active electronics make CON save DC 8+PB+INT or disabled for 2 rounds. Affected targets have Disadvantage on saving throws against this effect. Organics unaffected"
                }
              ]
            }
          ]
        },
        {
          "level": 10,
          "name": "Bio-Implant",
          "description": "Choose one bio-implant from the options below — each entry exists in the public catalog at /equipment/upgrades/bio-implants and uses identical effect text. At level 17, choose one additional bio-implant you haven't already selected. Other classes purchase the same implants at the catalog price; Operatives receive them free as a class perk.",
          "choose": 1,
          "options": [
            {
              "name": "Neural Accelerator",
              "description": "Gain +2 to Initiative rolls. Once per Short Rest, add your Intelligence modifier to a Dexterity saving throw or attack roll.",
              "effects": [
                {
                  "type": "special",
                  "note": "+2 to Initiative rolls"
                },
                {
                  "type": "special",
                  "note": "Once per Short Rest: add INT modifier to one Dexterity saving throw or attack roll"
                }
              ]
            },
            {
              "name": "Muscle Fiber Reinforcement",
              "description": "Gain +2 to Melee attack rolls. Once per Short Rest, add your Constitution modifier to a weapon damage roll.",
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "weapon_type": "melee"
                },
                {
                  "type": "special",
                  "note": "Once per Short Rest: add CON modifier to one weapon damage roll"
                }
              ]
            },
            {
              "name": "Adrenal Surge Regulator",
              "description": "Once per Short Rest, the first time you drop below half HP in an encounter, gain temporary HP equal to your Intelligence modifier + your level.",
              "effects": [
                {
                  "type": "special",
                  "note": "Once per Short Rest: first time dropping below half HP in an encounter, gain temporary HP equal to INT modifier + level"
                }
              ]
            },
            {
              "name": "Optical Targeting Array",
              "description": "Gain +2 to attack rolls with ranged weapons. Gain Advantage on Perception checks involving sight.",
              "effects": [
                {
                  "type": "attack_bonus",
                  "value": 2,
                  "weapon_type": "ranged"
                },
                {
                  "type": "skill_advantage",
                  "skill": "Perception",
                  "condition": "involving sight"
                }
              ]
            }
          ],
          "scaling": [
            {
              "level": 17,
              "description": "Choose one additional bio-implant from the original four options (must be one not already selected).",
              "effects": [
                {
                  "type": "special",
                  "note": "Choose one additional bio-implant not already installed"
                }
              ]
            }
          ],
          "choice_timing": "creation",
          "choose_extra_at_level": 17
        },
        {
          "level": 11,
          "name": "Extra Tech Action",
          "description": "Once per Short Rest, when you take the Attack action or another Action, you may also perform one additional tech action this turn: deploy or trigger a trap/charge/turret; repair or stabilize a droid/vehicle/device; or remotely activate or disable a system using Mechanics or Use Computer.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Short Rest: when taking the Attack or another Action, also perform one additional tech action — deploy/trigger a trap or turret; repair/stabilize a droid or device; or remotely activate/disable a system via Mechanics or Use Computer"
            }
          ]
        },
        {
          "level": 12,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.",
          "effects": [
            {
              "type": "special",
              "note": "Increase one ability score by 2 or two ability scores by 1 each (max 20)"
            }
          ]
        },
        {
          "level": 13,
          "name": "Digital Ghost",
          "description": "You gain Advantage on Stealth checks while near active technology, terminals, or electronic noise.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Stealth",
              "condition": "while near active technology, terminals, or electronic noise"
            }
          ]
        },
        {
          "level": 14,
          "name": "System Hijack",
          "description": "Once per Short Rest (Action): target one electronic device, droid, vehicle, or turret within 60 ft (WIS save DC 8+PB+INT or hijacked for 1 round). Droids/turrets act as allies; vehicles/automated systems obey one simple command; organic creatures in powered armor or using energy weapons make a DEX save or have Disadvantage on attacks until end of their next turn.",
          "activation": "action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Target electronic device/droid/vehicle/turret within 60 ft: WIS save DC 8+PB+INT or hijacked for 1 round — droids/turrets become allies; vehicles/automated systems obey one simple command; organics in powered armor or using energy weapons make DEX save or have Disadvantage on attacks until end of their next turn"
            }
          ]
        },
        {
          "level": 15,
          "name": "Logical Mind",
          "description": "Once per Long Rest, enter a state of analytical mode for 3 rounds. You cannot be surprised or intimidated, and you add your Wisdom modifier to Intelligence rolls.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: enter analytical mode for 3 rounds — cannot be surprised or intimidated, and add WIS modifier to all INT rolls"
            }
          ]
        },
        {
          "level": 16,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.",
          "effects": [
            {
              "type": "special",
              "note": "Increase one ability score by 2 or two ability scores by 1 each (max 20)"
            }
          ]
        },
        {
          "level": 17,
          "name": "Modular Mind",
          "description": "Once per Long Rest (Bonus Action): instantly refresh one limited-use Tech Specialist trait.",
          "activation": "bonus action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: instantly refresh one limited-use Tech Specialist trait (restoring its uses)"
            }
          ]
        },
        {
          "level": 18,
          "name": "Critical Technologist",
          "description": "Your Mechanics and Use Computer rolls have a critical success range of 19–20.",
          "effects": [
            {
              "type": "special",
              "note": "Mechanics and Use Computer checks critical success range is 19–20"
            }
          ]
        },
        {
          "level": 19,
          "name": "Hyper-Processor",
          "description": "Once per Long Rest: for a number of rounds equal to your Intelligence modifier (minimum 1), you may take one additional Bonus Action on each of your turns. This extra Bonus Action can only be used to activate a Tech Specialist feature that requires a Bonus Action, or to perform a Use Computer or Mechanics check.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: gain one additional Bonus Action per turn for INT modifier rounds (min 1). Extra Bonus Action limited to: activating a Tech Specialist Bonus Action feature, or performing a Use Computer/Mechanics check"
            }
          ]
        },
        {
          "level": 20,
          "name": "Predictive Combat Engine",
          "description": "Once per Long Rest, choose one prediction active for 3 rounds.",
          "usage": "once_per_long_rest",
          "choose": 1,
          "options": [
            {
              "name": "Predict Movement",
              "description": "For 3 rounds, enemies cannot gain Advantage against you and provoke opportunity attacks even when Disengaging.",
              "effects": [
                {
                  "type": "special",
                  "note": "For 3 rounds: enemies cannot gain Advantage against you and provoke opportunity attacks even when Disengaging"
                }
              ]
            },
            {
              "name": "Predict Damage",
              "description": "For 3 rounds, as a Reaction once per turn, reduce damage to an ally within 30 ft by your Intelligence modifier + Proficiency Bonus.",
              "effects": [
                {
                  "type": "special",
                  "note": "For 3 rounds: as a Reaction once per turn, reduce damage dealt to an ally within 30 ft by INT modifier + PB"
                }
              ]
            },
            {
              "name": "Predict Impact",
              "description": "For 3 rounds, once per turn you may reroll one failed attack roll, saving throw, or skill check.",
              "effects": [
                {
                  "type": "special",
                  "note": "For 3 rounds: once per turn, reroll one failed attack roll, saving throw, or skill check"
                }
              ]
            },
            {
              "name": "Predict Timing",
              "description": "For 3 rounds, you may act at any point in the initiative order each round.",
              "effects": [
                {
                  "type": "special",
                  "note": "For 3 rounds: act at any point in the initiative order each round"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        }
      ]
    },
    {
      "name": "Leader",
      "primary_ability": "Charisma and Intelligence",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Charisma",
        "Intelligence"
      ],
      "skill_proficiencies": [
        "Persuasion",
        "Deception",
        "Knowledge: Galactic Lore",
        "Insight",
        "Investigation"
      ],
      "expertise_points": 2,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Datapad (Basic)"
      ],
      "class_features": [
        {
          "level": 1,
          "name": "Diplomatic Immunity",
          "description": "Once per Short Rest, when you fail a Charisma-based skill check or saving throw, you can reroll it. You must take the new result.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Short Rest: reroll one failed Charisma-based skill check or saving throw (must take new result)"
            }
          ]
        },
        {
          "level": 1,
          "name": "Tactical Insight",
          "description": "You add your Intelligence modifier to all Initiative rolls.",
          "effects": [
            {
              "type": "initiative_ability_mod",
              "ability": "int"
            }
          ]
        },
        {
          "level": 2,
          "name": "Inspiring Leadership",
          "description": "Allies within 30 ft who can see or hear you gain +1 to Initiative rolls. Improves at levels 9 (+2) and 17 (+3).",
          "effects": [
            {
              "type": "special",
              "note": "Allies within 30 ft who can see or hear you gain +1 to Initiative rolls"
            }
          ],
          "scaling": [
            {
              "level": 9,
              "effects": [
                {
                  "type": "special",
                  "note": "Allies within 30 ft who can see or hear you gain +2 to Initiative rolls"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "Allies within 30 ft who can see or hear you gain +3 to Initiative rolls"
                }
              ]
            }
          ]
        },
        {
          "level": 2,
          "name": "Point Blank Shot",
          "description": "When you make a ranged weapon attack against a target within 20 feet, you gain +1 to attack rolls and +1 to damage rolls.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "condition": "ranged attacks against targets within 20 ft"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "condition": "ranged attacks against targets within 20 ft"
            }
          ]
        }
      ]
    },
    {
      "name": "Officer",
      "primary_ability": "Charisma and Intelligence",
      "hit_die": "d8",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Charisma",
        "Intelligence"
      ],
      "skill_proficiencies": [
        "Persuasion",
        "Deception",
        "Knowledge: Galactic Lore",
        "Insight",
        "Investigation",
        "Knowledge: Tactics",
        "Perception",
        "Intimidation"
      ],
      "expertise_points": 4,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Datapad (Basic)"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Battlefield Leadership",
          "description": "Once per Short Rest, when you hit an enemy, you may use a Bonus Action to issue a rallying command to allies within 30 ft. At level 10, bonuses increase to +2. At level 17, both effects can be granted simultaneously.",
          "activation": "bonus action",
          "usage": "once_per_short_rest",
          "choose": 1,
          "options": [
            {
              "name": "Lead the Assault",
              "description": "Allies within 30 ft gain +1 to attack and damage rolls until the end of your next turn.",
              "effects": [
                {
                  "type": "special",
                  "note": "Allies within 30 ft gain +1 attack rolls and +1 damage rolls until end of your next turn"
                }
              ]
            },
            {
              "name": "Hold the Line",
              "description": "Allies within 30 ft gain +1 AC until the start of your next turn.",
              "effects": [
                {
                  "type": "special",
                  "note": "Allies within 30 ft gain +1 AC until start of your next turn"
                }
              ]
            }
          ],
          "scaling": [
            {
              "level": 10,
              "choose": 1,
              "options": [
                {
                  "name": "Lead the Assault",
                  "description": "Allies within 30 ft gain +2 to attack and damage rolls until the end of your next turn.",
                  "effects": [
                    {
                      "type": "special",
                      "note": "Allies within 30 ft gain +2 attack rolls and +2 damage rolls until end of your next turn"
                    }
                  ]
                },
                {
                  "name": "Hold the Line",
                  "description": "Allies within 30 ft gain +2 AC until the start of your next turn.",
                  "effects": [
                    {
                      "type": "special",
                      "note": "Allies within 30 ft gain +2 AC until start of your next turn"
                    }
                  ]
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "Allies within 30 ft gain +2 attack rolls, +2 damage rolls, and +2 AC simultaneously (Lead the Assault and Hold the Line both granted at once)"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 5,
          "name": "Rallying Words",
          "description": "Once per Short Rest (Bonus Action): choose one ally within 30 ft who can hear you. That ally gains temporary HP equal to your CHA modifier + Proficiency Bonus (minimum 1). At level 10: 2×CHA modifier + PB. At level 17: 3×CHA modifier + PB.",
          "activation": "bonus action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "One ally within 30 ft gains temporary HP equal to CHA modifier + PB (min 1)"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "One ally within 30 ft gains temporary HP equal to (2 × CHA modifier) + PB (min 1)"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "One ally within 30 ft gains temporary HP equal to (3 × CHA modifier) + PB (min 1)"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Tactical Orders",
          "description": "Once per Short Rest (Bonus Action): issue a movement order to one ally within 30 ft. That ally may immediately move up to half their speed without provoking opportunity attacks. At level 13, you can target two allies.",
          "activation": "bonus action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "One ally within 30 ft immediately moves up to half their speed without provoking opportunity attacks"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to two allies within 30 ft each immediately move up to half their speed without provoking opportunity attacks"
                }
              ]
            }
          ]
        },
        {
          "level": 7,
          "name": "Disorienting Presence",
          "description": "Once per Short Rest (Action): choose one creature within 30 ft that can hear you. It must make a WIS save (DC 8+PB+CHA) or be Confused until the end of its next turn. At level 14, you may affect two creatures.",
          "activation": "action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "One creature within 30 ft makes WIS save DC 8+PB+CHA or is Confused until end of its next turn"
            }
          ],
          "scaling": [
            {
              "level": 14,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to two creatures within 30 ft each make WIS save DC 8+PB+CHA or are Confused until end of their next turn"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Cover Tactics",
          "description": "Once per Long Rest (Bonus Action): order allies to maximize cover. Until the start of your next turn, you and all allies within 50 ft who benefit from cover increase its AC bonus by +10 instead of the normal amount.",
          "activation": "bonus action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Until start of your next turn: you and allies within 50 ft currently benefiting from cover increase its AC bonus by +10 instead of the normal amount"
            }
          ]
        },
        {
          "level": 10,
          "name": "Extra Attack",
          "description": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
          "effects": [
            {
              "type": "special",
              "note": "Attack twice when taking the Attack action"
            }
          ]
        },
        {
          "level": 11,
          "name": "Designated Assault",
          "description": "Once per Long Rest (Bonus Action): mark a visible creature within 60 ft as your squad's assault target. Until the start of your next turn, all allies who can see or hear you deal +1d6 damage to that target on a successful hit.",
          "activation": "bonus action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Mark one visible creature within 60 ft: until start of your next turn, allies deal +1d6 damage to that target on a successful hit"
            }
          ]
        },
        {
          "level": 13,
          "name": "Trust",
          "description": "Once per Short Rest, when it's your turn, you can forgo your Action to allow one ally within 30 ft who can see or hear you to immediately take one Action instead. You may still use your Bonus Action and Reaction as normal this round.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Short Rest: forgo your Action to grant one ally within 30 ft an immediate Action. You retain your Bonus Action and Reaction"
            }
          ]
        },
        {
          "level": 14,
          "name": "Heavy Fire Zone",
          "description": "Once per Short Rest (Bonus Action): designate a 15×15 ft area within 60 ft as a Heavy Fire Zone. Until the start of your next turn, the first time an enemy enters that area, one ally you choose may make an Attack of Opportunity against that target.",
          "activation": "bonus action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Designate a 15×15 ft area within 60 ft: until start of your next turn, the first enemy entering triggers an Attack of Opportunity from one chosen ally"
            }
          ]
        },
        {
          "level": 15,
          "name": "Fearless Leader",
          "description": "Once per Long Rest (Bonus Action): rally your allies against fear. For 3 rounds, all allies within 30 ft who can see or hear you gain +5 to Wisdom saving throws against Fear effects.",
          "activation": "bonus action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "For 3 rounds: allies within 30 ft gain +5 to Wisdom saving throws against Fear effects"
            }
          ]
        },
        {
          "level": 17,
          "name": "Seize the Moment",
          "description": "Once per Short Rest, as a Reaction when an enemy within line of sight is reduced to 0 HP: choose one ally within 30 ft who can see or hear you. That ally immediately uses Second Wind as a free action and regains additional HP equal to your Officer level.",
          "activation": "reaction",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Reaction when an enemy in line of sight drops to 0 HP: one ally within 30 ft uses Second Wind as a free action and regains additional HP equal to your Officer level"
            }
          ]
        },
        {
          "level": 18,
          "name": "Critical Charisma",
          "description": "When making a Charisma-based skill check, you score a critical success on a natural roll of 19 or 20.",
          "effects": [
            {
              "type": "special",
              "note": "Charisma-based skill checks critical success range is 19–20"
            }
          ]
        },
        {
          "level": 19,
          "name": "Executive Order",
          "description": "Once per Long Rest (Action): authorize a precision airstrike or orbital barrage at a point within 120 ft. The strike lands at the start of your next turn. All creatures in a 30 ft radius make a DEX save (DC 8+PB+CHA): 6d10 energy or explosive damage on a fail, half on a success. Cannot be used indoors or where air/orbital support is unavailable.",
          "activation": "action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Target point within 120 ft: strike lands next turn. 30 ft radius, DEX save DC 8+PB+CHA, 6d10 energy or explosive damage (half on success). Cannot be used indoors or without air/orbital support"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.",
          "effects": [
            {
              "type": "special",
              "note": "Increase one ability score by 2 or two ability scores by 1 each (max 20)"
            }
          ]
        },
        {
          "level": 20,
          "name": "Supreme Command",
          "description": "Once per Long Rest: enter a state of flawless coordination for 2 rounds. You and all allies within 60 ft gain Advantage on attack rolls, saving throws, and ability checks; each ally may reroll one failed attack or save during this time. You can issue Battlefield Orders as a free action each round instead of a Bonus Action. Enemies who can see you make a WIS save (DC 8+PB+CHA) at the start of their turns or have Disadvantage on attacks against anyone but you.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "For 2 rounds: you and allies within 60 ft gain Advantage on attacks, saves, and ability checks; each ally may reroll one failed attack or save. Issue Battlefield Orders as a free action each round. Enemies who see you make WIS save DC 8+PB+CHA at start of their turns or have Disadvantage on attacks against anyone but you"
            }
          ]
        }
      ]
    },
    {
      "name": "Diplomat",
      "primary_ability": "Charisma and Intelligence",
      "hit_die": "d6",
      "saving_throw_proficiencies": [
        "Wisdom",
        "Charisma",
        "Intelligence"
      ],
      "skill_proficiencies": [
        "Persuasion",
        "Deception",
        "Knowledge: Galactic Lore",
        "Insight",
        "Investigation",
        "Use Computer",
        "Knowledge: Sciences"
      ],
      "expertise_points": 4,
      "weapon_proficiencies": {
        "melee": [
          "Simple"
        ],
        "ranged": [
          "Light"
        ]
      },
      "armor_proficiencies": [
        "Light"
      ],
      "starting_credits_formula": "3d6x100",
      "starting_gear": [
        "Half-Vest",
        "Blaster Pistol",
        "Datapad (Basic)"
      ],
      "class_features": [
        {
          "level": 3,
          "name": "Voice of Authority",
          "description": "As a Bonus Action, choose one enemy within 30 ft that can hear you. It must make a WIS save (DC 8+PB+CHA) or be charmed by you and unable to attack you until your next turn. Usable a number of times equal to your Proficiency Bonus per Long Rest. At level 9, may affect two creatures. At level 15, three creatures for 2 rounds.",
          "activation": "bonus action",
          "usage": "proficiency_bonus_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "One enemy within 30 ft makes WIS save DC 8+PB+CHA or is charmed (can't attack you) until your next turn"
            }
          ],
          "scaling": [
            {
              "level": 9,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to two enemies within 30 ft each make WIS save DC 8+PB+CHA or are charmed (can't attack you) until your next turn"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "Up to three enemies within 30 ft each make WIS save DC 8+PB+CHA or are charmed (can't attack you) for 2 rounds"
                }
              ]
            }
          ]
        },
        {
          "level": 5,
          "name": "Diplomatic Aura",
          "description": "Once per Short Rest (Bonus Action): project a calming presence for 3 rounds, granting allies within 30 ft Advantage on Charisma-based checks. At level 10, allies also gain temporary HP equal to your CHA modifier on activation. At level 15, allies also gain Advantage on saves against fear and charm; hostile creatures in the aura make a WIS save (DC 8+PB+CHA) or have Disadvantage on attacks until your next turn.",
          "activation": "bonus action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "For 3 rounds: allies within 30 ft gain Advantage on Charisma-based checks"
            }
          ],
          "scaling": [
            {
              "level": 10,
              "effects": [
                {
                  "type": "special",
                  "note": "For 3 rounds: allies within 30 ft gain Advantage on Charisma-based checks and temporary HP equal to CHA modifier on activation"
                }
              ]
            },
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "For 3 rounds: allies within 30 ft gain Advantage on CHA-based checks, temporary HP equal to CHA modifier on activation, and Advantage on saves against fear and charm. Hostile creatures in the aura make WIS save DC 8+PB+CHA or have Disadvantage on attacks until your next turn"
                }
              ]
            }
          ]
        },
        {
          "level": 6,
          "name": "Spontaneous Skill",
          "description": "Once per Long Rest, you may make a skill check you aren't proficient with as though you were proficient.",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: make one non-proficient skill check as if proficient"
            }
          ]
        },
        {
          "level": 7,
          "name": "Droid Companion",
          "description": "You gain a loyal BD-series droid companion. You understand Binary and gain proficiency in Mechanics. BD has AC 13+PB, HP equal to 5×your Diplomat level, and speed 10 ft. It acts when you use a Bonus Action to command it within 100 ft. Attack command: one Energy (Ranged) or Shock (Melee) attack using PB+INT to hit for 1d6+PB damage. Support command: Advantage on Use Computer checks + inject stim restoring 1d8+PB HP. At level 13: stim heals 2d8+PB, speed +10 ft, once per Short Rest stun an enemy droid for 1 round. At level 17: stim heals 3d8+PB, speed another +10 ft, once per Long Rest charm a basic enemy droid for 3 rounds.",
          "effects": [
            {
              "type": "skill_proficiency",
              "skill": "Mechanics"
            },
            {
              "type": "special",
              "note": "Understand Binary"
            },
            {
              "type": "special",
              "note": "BD-series companion: AC 13+PB, HP 5×Diplomat level, speed 10 ft. Bonus Action to command within 100 ft. Attack: 1d6+PB Energy (Ranged) or Shock (Melee), PB+INT to hit. Support: Advantage on Use Computer + stim restoring 1d8+PB HP"
            }
          ],
          "scaling": [
            {
              "level": 13,
              "effects": [
                {
                  "type": "skill_proficiency",
                  "skill": "Mechanics"
                },
                {
                  "type": "special",
                  "note": "Understand Binary"
                },
                {
                  "type": "special",
                  "note": "BD-series companion: AC 13+PB, HP 5×Diplomat level, speed 20 ft. Bonus Action to command within 100 ft. Attack: 1d6+PB Energy (Ranged) or Shock (Melee), PB+INT to hit. Support: Advantage on Use Computer + stim restoring 2d8+PB HP. Once per Short Rest: stun an enemy droid for 1 round"
                }
              ]
            },
            {
              "level": 17,
              "effects": [
                {
                  "type": "skill_proficiency",
                  "skill": "Mechanics"
                },
                {
                  "type": "special",
                  "note": "Understand Binary"
                },
                {
                  "type": "special",
                  "note": "BD-series companion: AC 13+PB, HP 5×Diplomat level, speed 30 ft. Bonus Action to command within 100 ft. Attack: 1d6+PB Energy (Ranged) or Shock (Melee), PB+INT to hit. Support: Advantage on Use Computer + stim restoring 3d8+PB HP. Once per Short Rest: stun an enemy droid for 1 round. Once per Long Rest: charm a basic enemy droid for 3 rounds"
                }
              ]
            }
          ]
        },
        {
          "level": 9,
          "name": "Empathic Insight",
          "description": "You gain Advantage on Insight checks. Whenever you make a Persuasion or Deception check, you can learn one of the target's surface emotions (fear, anger, doubt, respect, etc.) as determined by the GM.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Insight"
            },
            {
              "type": "special",
              "note": "When making a Persuasion or Deception check, learn one surface emotion of the target (GM determines: fear, anger, doubt, respect, etc.)"
            }
          ]
        },
        {
          "level": 10,
          "name": "Favored Weapon",
          "description": "Choose one specific weapon you are proficient with. You gain +1 to attack rolls and damage rolls with it. At level 17, increases to +2.",
          "choose": 1,
          "choice_timing": "creation",
          "choice_type": "weapon_proficient",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "condition": "with chosen Favored Weapon"
            },
            {
              "type": "damage_bonus",
              "value": 1,
              "condition": "with chosen Favored Weapon"
            }
          ],
          "scaling": [
            {
              "level": 17,
              "effects": [
                {
                  "type": "special",
                  "note": "Chosen weapon: +2 attack rolls and +2 damage rolls"
                }
              ]
            }
          ]
        },
        {
          "level": 11,
          "name": "Words of Peace",
          "description": "Once per Short Rest (Action): all hostile creatures within 30 ft make a WIS save (DC 8+PB+CHA). On a fail, they hesitate and won't attack for 1 round unless provoked; allies attacking them have Advantage on their first attack. At level 15, effect lasts 2 rounds and those who succeed have Disadvantage on their next attack.",
          "activation": "action",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "All hostiles within 30 ft make WIS save DC 8+PB+CHA. Fail: hesitate for 1 round (won't attack unless provoked); allies have Advantage on first attacks against them"
            }
          ],
          "scaling": [
            {
              "level": 15,
              "effects": [
                {
                  "type": "special",
                  "note": "All hostiles within 30 ft make WIS save DC 8+PB+CHA. Fail: hesitate for 2 rounds (won't attack unless provoked); allies have Advantage on first attacks against them. Success: Disadvantage on their next attack roll"
                }
              ]
            }
          ]
        },
        {
          "level": 13,
          "name": "Trust",
          "description": "Once per Short Rest, when it's your turn, you can forgo your Action to allow one ally within 30 ft who can see or hear you to immediately take one Action instead. You may still use your Bonus Action and Reaction as normal this round.",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Once per Short Rest: forgo your Action to grant one ally within 30 ft an immediate Action. You retain your Bonus Action and Reaction"
            }
          ]
        },
        {
          "level": 14,
          "name": "Calculated Escape",
          "description": "Once per Short Rest, as a Reaction when you or an ally within 30 ft is hit by an attack: you and one chosen ally may move up to half your speed without provoking opportunity attacks. If you end behind cover or out of line of sight, both gain +2 AC until the start of your next turn.",
          "activation": "reaction",
          "usage": "once_per_short_rest",
          "effects": [
            {
              "type": "special",
              "note": "Reaction when you or an ally within 30 ft is hit: you and one chosen ally move up to half speed without provoking OA. If ending in cover or out of line of sight, both gain +2 AC until start of your next turn"
            }
          ]
        },
        {
          "level": 15,
          "name": "Influential Network",
          "description": "Once per Long Rest, call upon your vast network of contacts for one of the following effects (GM determines precise outcome).",
          "usage": "once_per_long_rest",
          "choose": 1,
          "options": [
            {
              "name": "Bypass Security",
              "description": "A well-placed contact grants temporary clearance or disables security systems, checkpoints, or blockades for you and your allies.",
              "effects": [
                {
                  "type": "special",
                  "note": "Contact bypasses security systems, checkpoints, or blockades for you and allies (GM discretion)"
                }
              ]
            },
            {
              "name": "Supply Drop",
              "description": "Within 1 hour, a trusted contact arranges a small cache of useful supplies (1–2 items such as medpacs or grenades, GM discretion).",
              "effects": [
                {
                  "type": "special",
                  "note": "Within 1 hour: contact delivers 1–2 useful supply items (medpacs, grenades, etc.; GM discretion)"
                }
              ]
            },
            {
              "name": "Informant Leak",
              "description": "You receive vital or encrypted information. May grant Advantage on one Investigation, Insight, or Persuasion check related to the intel.",
              "effects": [
                {
                  "type": "special",
                  "note": "Receive critical intelligence (enemy positions, political secrets, mission data). May grant Advantage on one related Investigation, Insight, or Persuasion check (GM discretion)"
                }
              ]
            },
            {
              "name": "Backup Request",
              "description": "A small team of 2–3 CR Â½ NPC operatives arrives to assist for one encounter or mission, obeying your commands as allies.",
              "effects": [
                {
                  "type": "special",
                  "note": "2–3 CR Â½ NPC operatives arrive as allies for one encounter or mission (GM discretion)"
                }
              ]
            },
            {
              "name": "Diversion or Blackmail",
              "description": "Use your influence to spread misinformation, stall pursuit, or force an individual or group to back down. Targets make a WIS save (DC 8+PB+CHA) or delay pursuit or combat for up to 10 minutes.",
              "effects": [
                {
                  "type": "special",
                  "note": "Targets make WIS save DC 8+PB+CHA or delay pursuit or combat for up to 10 minutes through misinformation, blackmail, or leverage"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        },
        {
          "level": 17,
          "name": "Betrayal",
          "description": "Once per Long Rest (Action): choose one creature within 30 ft that understands you and is not immune to charm. Make a Persuasion check opposed by the target's WIS save (DC 8+PB+CHA). On success, the target immediately makes one free attack against a creature of your choice that it can see.",
          "activation": "action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Target creature within 30 ft (understands you, not charm-immune): Persuasion check vs WIS save DC 8+PB+CHA. Success: target makes one free attack against a creature of your choice that it can see"
            }
          ]
        },
        {
          "level": 18,
          "name": "Critical Charisma",
          "description": "When making a Charisma-based skill check, you score a critical success on a natural roll of 19 or 20.",
          "effects": [
            {
              "type": "special",
              "note": "Charisma-based skill checks critical success range is 19–20"
            }
          ]
        },
        {
          "level": 19,
          "name": "Executive Order",
          "description": "Once per Long Rest (Action): authorize a precision airstrike or orbital barrage at a point within 120 ft. The strike lands at the start of your next turn. All creatures in a 30 ft radius make a DEX save (DC 8+PB+CHA): 6d10 energy or explosive damage on a fail, half on a success. Cannot be used indoors or where air/orbital support is unavailable.",
          "activation": "action",
          "usage": "once_per_long_rest",
          "effects": [
            {
              "type": "special",
              "note": "Target point within 120 ft: strike lands next turn. 30 ft radius, DEX save DC 8+PB+CHA, 6d10 energy or explosive damage (half on success). Cannot be used indoors or without air/orbital support"
            }
          ]
        },
        {
          "level": 20,
          "name": "Ability Score Improvement",
          "description": "Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.",
          "effects": [
            {
              "type": "special",
              "note": "Increase one ability score by 2 or two ability scores by 1 each (max 20)"
            }
          ]
        },
        {
          "level": 20,
          "name": "Supreme Mandate",
          "description": "Once per Long Rest (Action): issue a command within 120 ft affecting all allies and enemies who can see or hear you. Choose one effect lasting 3 rounds.",
          "activation": "action",
          "usage": "once_per_long_rest",
          "choose": 1,
          "options": [
            {
              "name": "Ceasefire",
              "description": "Hostile creatures make a WIS save (DC 8+PB+CHA) or stop fighting for 3 rounds, unwilling to attack unless attacked first.",
              "effects": [
                {
                  "type": "special",
                  "note": "All hostiles within 120 ft make WIS save DC 8+PB+CHA or stop fighting for 3 rounds (won't attack unless first attacked)"
                }
              ]
            },
            {
              "name": "Rally the Fallen",
              "description": "All allies within 120 ft regain 3d10 + your Charisma modifier hit points and remove the frightened and charmed conditions.",
              "effects": [
                {
                  "type": "special",
                  "note": "All allies within 120 ft: regain 3d10 + CHA modifier HP and remove frightened and charmed conditions"
                }
              ]
            },
            {
              "name": "Galactic Command",
              "description": "For 3 rounds, all allies within 120 ft gain Advantage on attack rolls and saving throws. Enemies who can see you have Disadvantage on attacks against anyone but you.",
              "effects": [
                {
                  "type": "special",
                  "note": "For 3 rounds: allies within 120 ft gain Advantage on attacks and saving throws; enemies who see you have Disadvantage on attacks against anyone but you"
                }
              ]
            }
          ],
          "choice_timing": "activation"
        }
      ]
    }
  ]
}
