The Echani Duelist

Echani Duelist

The Echani were known to focus on unarmed combat and melee weapons, such as vibroswords. Echani-made double-bladed vibroblades were used by Palpatine's Royal Guard, yet again influencing their look. Though their personal energy shields were popular during the period surrounding the Meetra Surik's travel through the galaxy, they eventually fell out of general use.

With rare exception, such as the Sun Guard of Thyrsus, the Echani eschewed the use of armor, preferring to fight in minimal clothing. Their fighting style focused more on agility and movement, and so anything that hampered their freedom of movement would be avoided

Creating A Echani Duelist

As you make your Echani Duelist character, think about your connection to where you learned your skills and spent your formative years. were you an orphan or a child left on the echani trainning grounds? Did your parents promise you to the echani in gratitude for a service performed by the echani? Did you enter this secluded life to hide from a crime you committed? Or did you choose the echani life for yourself?

Consider why you left. Did the head of the Echani choose you for a particularly important mission bejond the others? Perhaps you were cast out because of some violation of the communit'y rules. Did you dread leaving, or were you happy to go? is there something you hope to accomplish outside the echani? Are you eager to return to your home?

Quick Build

You can make a echani duelst quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom Second choose the offworlder background.

HIT POINTS

  • Hit Dice: 1d10 per Echani Duelist level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Echani Duelist level after 1st

PROFICIENCIES

  • Armor: none
  • Weapons: simple
  • Tools: Choose any two
  • Saving Throws: Strength, Dexterity
  • Skills: Choose any three from Acrobatics, Athletics, History, Insight, Performance, Religion, and Stealth
  • Languages: Choose any two.

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) a simple weapon
  • • (a) a tool kit
  • • (a) a dungeoneer's pack or (b) an explorer's pack
  • • You start with a number of credits equal to the total of 5d4 x 10.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. 

Echani Training

Starting at 1st level, you have trained with the Echani in their quick martial arts movement. You can use Dexterity for your modifiers when making Unarmed Strikes and you can use any part of your body to do so. In addition, you can use a Bonus Action to make one Unarmed Strike. 

Unarmed Specialist

Also at 1st level, you understand the way of striking with your Unarmed Strikes to be more effective. Your Unarmed Strikes deal a d6 of damage. This increases to a d8 at 5th level, a d10 at 11th level and a d12 at 17th level. 

Bonus Feat:

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 

Echani Path

Also at 1st level, you commit yourself to a echanit training path: Last of the Handmaidens, Echani Weapon Expert or Force Sensitive Duelist.  all detailed at ehe end of the class description. Your path grants you features at 1st level and again at 3rd, 6th, 11th and 17th level.

Unarmed Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Echani Duelist table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move. 

Echani Reflex

Starting at 3rd level, when an attack you can see hits you, you can use your reaction to gain AC equal to your proficency bonus essentially causing the attack to miss.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any Falling damage you take by an amount equal to five times your Echani Duelist level. 

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attackaction on Your Turn. 

Modified Attack

Starting at 6th level, your unarmed strikes count as Modified for the purpose of overcoming Resistance and immunity to non-modified attacks and damage.  This grants you a +1 to your Unarmed Strikes. This increases to a +2 at 112th level and a +3 at 18th level.

Read Opponent 

Starting at 7th level, you can use your Bonus Action to understand one creature within 30ft of you. Until the start of your next turn, you gain Advantage on your next attack roll against that creature and you gain a bonus to your AC equal to your Proficiency Bonus from attacks from that creatures.

Evasion

At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 

Whirling Fists 

At 11th level, when you use your Bonus Action to make a Unarmed Strike, you instead make two Unarmed Strikes. Hen you hit with both on the same creature, that creature must make a Constitution saving throw. On a failure, they become Disoriented until the start of that creatures Turn. While Disoriented, attack rolls have Advantage against that creature and when they take damage, they are pushed 5ft back from that creature.

Mobile Defense 

At 13th level, when you hit with a Unarmed Strike, you increase your AC by 1 until the start of your next Turn.

Bodyflow 

Beginning at 15th level, you gain a number of Bodyflow points equal to your Wisdom Modifier. When you are hit by an Attack, you can expend one point to force them to reroll the attack. You regain all expended points when you finish a Short or Long Rest. 

Focused Strikes

At 17th level, when you roll damage with your Unarmed Strikes, if you roll a 1 or 2 it becomes a 3. 

Fluid Presence 

Beginning at 18th level, you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage but force damage. Once you use this ability you cant use it again until you finsh a short or long rest.

Syncro Strikes 

At 20th level, when you roll for initiative you add your proficiency bonus. You also gain a number of Perfect Sync points equal to your Dexterity and Wisdom Modifiers times two. You can use one of these points to activate any of the following abilities. You regain all expended uses when you finish a Long Rest.

-As a Reaction, when an ally makes a melee weapon attack against a target within your melee range, you can make a melee attack against the same target. 
-As a Reaction, when you and an ally within 15ft of you are forced to make the same saving throw, if either of you succeed on the saving throw, you both succeed. 
-As a Bonus Action, grant yourself and an ally within 15ft Advantage on the next Attack Roll that you each make. 
-As an Action, you can give the help action and add your Wisdom modifier to their roll.