Character Sheet Reference

Displaying disciplines 81 - 88 of 88 in total
Discipline Description Granted Feats Created / Updated
Concordant

A cleric and redeemer focused only on healing others, regardless of alignment or deed, at any cost to themselves.

Equite: Synergy II Channel II
Elder: Channel III Synergy III
Grand Master: Channel III Synergy III
Journeyman: Channel I Synergy I
Novitiate:
2025/02/23 / 2025/02/23
Cloak and Flair

”If you think I’m cornered, check the script again.”

Cloak & Flair practitioners use presence, timing, and poise as their greatest weapons. Drawing on Clairvoyance to anticipate shifts in emotion, danger, or opportunity, and Battle Mind to maintain perfect composure under stress, they navigate conflict and conversation alike with theatrical precision. This Discipline favors those who rely on manipulation, misdirection, and dramatic control rather than brute strength. Ideal for illusionists, spies, diplomats, and tacticians, Cloak & Flair users don't overpower the room—they own it, with silence if necessary.

Feat Access:

  • Clairvoyance
  • Battle Mind
Equite: Battle Mind II Clairvoyance II
Elder: Battle Mind III Clairvoyance III
Grand Master: Battle Mind III Clairvoyance III
Journeyman: Battle Mind I Clairvoyance I
Novitiate:
2025/05/31 / 2025/05/31
Balance Bringer

""Where there is life, there must be also death. The Force cannot exist without both sides of the coin. The Light and the Dark; I shall bring them into harmony.""

The Balance Bringer lives in the center, allowing the Light and Dark sides of the Force to flow through him. He is connected deeply, and finds both peace and ruthlessness available to him.

Equite: Primed II Battle Haste II
Elder: Primed III Battle Haste III
Grand Master: Primed III Battle Haste III
Journeyman: Battle Haste I Primed I
Novitiate:
2024/09/25 / 2024/09/28
Aviator

"The only time you have too much fuel is when you are on fire."

Big ships, small ships, and everything in-between, it matters not to an Aviator who knows how to operate any space-faring vehicle in the galaxy. They are a welcome addition to any crew, and are usually exceptional pilots in their own right.

Equite: Smooth Operator II Capital Commander II
Elder: Smooth Operator III Capital Commander III
Grand Master: Smooth Operator III Capital Commander III
Journeyman: Smooth Operator I Capital Commander I
Novitiate:
2024/09/30 / 2024/09/30
Arcanist

"Mock our rituals all you want; the results speak for themselves."

Perhaps the most misunderstood of Disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.

Arcanists gain:

  • Dowsing, which modifies the Force Power: Sense
  • Channel, a unique ability for Arcanists
Equite: Dowsing II Channel II
Elder: Dowsing III Channel III
Grand Master: Dowsing III Channel III
Journeyman: Dowsing I Channel I
Novitiate:
2015/08/09 / 2016/08/02
Arcane Shepherd Equite: Channel II Primal Bond II
Elder: Channel III Primal Bond III
Grand Master: Channel III Primal Bond III
Journeyman: Channel I Primal Bond I
Novitiate:
2025/04/07 / 2025/04/07
Anchorite

“I can’t bear it for you. But I can bear you.”

Anchorites are those who stand so others do not fall. They are empaths not only in feeling, but in action—guardians who place themselves between danger and the defenseless, shouldering what others cannot. By touching the lives of others, they glean insight into past wounds, present burdens, and future trials, allowing them to share the weight of pain not by easing it—but by enduring it.

To walk the path of an Anchorite is to be still when others flee, to catch the blow meant for another, and to answer suffering with presence, not platitude. Whether holding a line or holding a hand, the Anchorite acts as a conduit of the Living Force—rooted not in might, but in resilience.

The Anchorite gains:

Presentiment, a unique ability that modifies the Force Power: Farsight
Iron Pillar, a unique Force Power for Anchorites

Equite: Iron Pillar II Presentiment II
Elder: Iron Pillar III Presentiment III
Grand Master: Iron Pillar III Presentiment III
Journeyman: Iron Pillar I Presentiment I
Novitiate:
2025/06/24 / 2025/06/24
Ace

“I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.”

Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force.

(Note: Preferred Vehicle must be listed in weapons load-out on the Character Sheet).

Aces gain:

  • Smooth Operator, which grants a bonus to Piloting
  • I Can Fix That, a unique Ability for Aces
Equite: Smooth Operator II I Can Fix That II
Elder: I Can Fix That III Smooth Operator III
Grand Master: I Can Fix That III Smooth Operator III
Journeyman: Smooth Operator I I Can Fix That I
Novitiate:
2016/08/02 / 2021/02/10