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

Your practice with the Echani gives you mastery of Combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed or wielding only Echani Weapons and you aren't wearing armor or wielding a Shield.

  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.
  • When you use the Attack action with an unarmed strike on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a unarmed strike, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Unarmed Specialist

Starting at 1st level, you have learned the echani combat style of hand-to-hand. When making an unarmed strike you now do a d4 instead. This die increases as you gain echani duelist levels, as shown in the Unarmed Specialist column of the Echain Duelist table. 

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. 

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened. 

Evasion

At 7th 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. 

Purity of Mind and Body

At 10th level, your mastery of the body and mind makes you immune to disease, poison and have advantage on Wisdom and Constitution Saving Throws. 

Tongues of the Echani

Starting at 13th level, you can communicate on a basic level with any creature that can understand a spoken Language and can understand what you say. 

Soul of the Echani

Beginning at 14th level, your mastery and skill grants you proficiency in all saving throws.

Echani Body

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. 

Empty Body

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.

Perfect Echani

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.