The Counselor

Jedi Counselor

Jedi Consular: Jedi that follow the path of the Consular are skilled negotiators and talented ambassadors. They prefer to use the strength of their words and the wisdom that the Force provides to solve conflicts. By relying less on physical combat than the other branches, Consulars become exceptionally strong in the Force and wield it with great power and effect.

Wise Negotiator: 

At 3rd level, You are skilled in the art of negotiation, a wise leader and adviser on behalf of the Jedi Order. You gain expertise in the Charisma (Persuasion) and Wisdom (Insight) skills, and have advantage on said checks.
In addition, you know the "Friends" Force Talent and it does not count against the number of Force Talents you have known.

Peacemaker: 

Also at 3rd level, You can cast the "Calm Emotions" force power a number of times equal to your Wisdom Modifier using this feature, without expending Force Points.
When you do so, or if you cast it normally, the force power also gains one additional benefit:

  • Deny Pain: You temporarily nullify the pain or intense emotion that a creature is feeling during the heat of battle. Any Ally under the effect of your Calm Emotions spell also receives resistance to Damage from non-modified weapons, and gains Temporary Hit Points equal to half your Padawan level.

  • There is No Emotion; There is Peace: When used on a creature that is not an ally, after the spell ends, the creature remains indifferent and civil with you to an extent, and will not become hostile again unless thoroughly provoked. If they succeed on this effect the are immune to this effect for 8 hours.

Aura of Peace: 

At 6th If a Humanoid creature targets you directly with an attack or a harmful spell, that creature must make a Wisdom Saving Throw against your Spell Save DC (A creature needn't make the save when it includes you in an area effect, such as the result of an explosion). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Force Secret: 

At 14th level, your diligent training unlocks stronger Force power that most Jedi have access to. Choose one 6th level power from the Adept power list as this secret, it counts as a Jedi Power for you. You can cast your secret once without expending a Force slot. You must finish a long rest before you can do so again. At higher levels, you gain more Adept powers that count as Jedi Powers of your choice that can be cast in this way: one 7th-level power at 16th level, one 8th-level power at 18th level, and one 9th level power at 20th level. You regain all uses of your Force Secrets when you finish a long rest.

Ambassador of Peace: 

By reaching 20th level, you become an icon of peaceful negotiations. Your Aura of Peace Feature now causes the creature to make its Saving Throw with disadvantage, and now affects all sentient creatures, so long as they are capable of speech, even if it does not speak a language you understand or can speak. Your peaceful demeanor and graceful manner is enough to soothe and calm the creature. this feature also can affect synthetic lifeforms like droids and robots.