The Counselor
Jedi Counselor
Jedi Counselor Jedi Consular: Jedi who follow the path of the Consular are skilled negotiators and talented ambassadors. They prefer to use the strength of their words and the wisdom of the Force to resolve conflicts. By relying less on physical combat than other branches, Consulars become exceptionally strong in the Force and wield it with great power and effect.
Empathic Resolve: When you choose this option at 3rd level, you have studied the way of empathy and understanding. You gain proficiency in Insight or Expertise if you already have proficiency. You also gain a pool of Insightful Points equal to your Wisdom modifier. You regain all expended points when you finish a Long Rest. While in conversation, you can use your Reaction to expend one of these points to add a d4 to your next skill check related to the conversation. If you succeed on the roll, the point is not expended.
Peacemaker Also at 3rd level, you remain more aligned with the Force—and with yourself—when striving to maintain peace. While you are not wielding a weapon or using an active shield, you gain the following benefits:
• You gain a +2 bonus to your AC. • You add 2d4 to the healing of your Force Powers. • You gain a +1 bonus on all Intelligence, Wisdom, and Charisma checks and saving throws.
Diplomatic Nudge When you reach 6th level, you can subtly influence the minds of others to see your point of view. When you cast a non-Dark Side Force Power on a creature, you can use your Reaction to increase your Save DC by a d4 by spending one of your Insightful Points. If the creature fails its saving throw, it has no idea you used a Force Power on it. If the creature succeeds, it may mock you for pretending to be some sort of Jedi. Should it succeed a second time against you, it may become increasingly hostile.
Wise Negotiator At 10th level, you have spent enough time in your duties to comprehend subtle nuances in communication. Your Insightful die increases to a d6, and the total number of Insightful Points in your pool is now twice your Wisdom modifier. Additionally, you do not need to share a language to communicate with another humanoid as long as you can see and hear each other. This form of communication conveys only simple meanings.
Ambassador of Peace: When you reach 14th level, you become recognized as an Ambassador of Peace. When a humanoid or droid sees you for the first time within 60 feet, it must make a Wisdom saving throw if it harbors any hostility or ill intent. On a failure, it becomes indifferent toward you for 1 minute, or until it perceives a hostile action. On a success, it is immune to this effect for 24 hours.
In addition, when you make a Persuasion check, you can cast a non-Dark Side Force Power that affects the mind as an immediate Bonus Action before the result of the check is determined.