From f4af3aad456bd8c94caad8eb28177a90b5a9a094 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 00:33:21 -0500 Subject: [PATCH 01/13] skills v1 --- module/characterImporter.js | 68 ++++++++++++++++++++++++++++++++++++- 1 file changed, 67 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index e5af2c18..d517e4f7 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -49,6 +49,63 @@ export default class CharacterImporter { }, }; + const skills = { + acr: { + value: sourceCharacter.attribs.find(e => e.name == 'acrobatics_type').current + }, + ani: { + value: sourceCharacter.attribs.find(e => e.name == 'animal_handling_type').current + }, + ath: { + value: sourceCharacter.attribs.find(e => e.name == 'athletics_type').current + }, + dec: { + value: sourceCharacter.attribs.find(e => e.name == 'deception_type').current + }, + ins: { + value: sourceCharacter.attribs.find(e => e.name == 'insight_type').current + }, + inv: { + value: sourceCharacter.attribs.find(e => e.name == 'investigation_type').current + }, + itm: { + value: sourceCharacter.attribs.find(e => e.name == 'intimidation_type').current + }, + lor: { + value: sourceCharacter.attribs.find(e => e.name == 'lore_type').current + }, + med: { + value: sourceCharacter.attribs.find(e => e.name == 'medicine_type').current + }, + nat: { + value: sourceCharacter.attribs.find(e => e.name == 'nature_type').current + }, + per: { + value: sourceCharacter.attribs.find(e => e.name == 'persuasion_type').current + }, + pil: { + value: sourceCharacter.attribs.find(e => e.name == 'piloting_type').current + }, + prc: { + value: sourceCharacter.attribs.find(e => e.name == 'perception_type').current + }, + prf: { + value: sourceCharacter.attribs.find(e => e.name == 'performance_type').current + }, + slt: { + value: sourceCharacter.attribs.find(e => e.name == 'sleight_of_hand_type').current + }, + ste: { + value: sourceCharacter.attribs.find(e => e.name == 'stealth_type').current + }, + sur: { + value: sourceCharacter.attribs.find(e => e.name == 'survival_type').current + }, + tec: { + value: sourceCharacter.attribs.find(e => e.name == 'technology_type').current + } + }; + const targetCharacter = { name: sourceCharacter.name, type: "character", @@ -58,7 +115,8 @@ export default class CharacterImporter { attributes: { ac: ac, hp: hp - } + }, + skills: skills } }; @@ -77,6 +135,14 @@ export default class CharacterImporter { await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); } + static async addSkils(){ + // data.skills.skill.value is all that matters + // value = 0 = regular + // value = 0.5 = half-proficient + // value = 1 = proficient + // value = 2 = expertise + } + static addImportButton(html){ const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); From 52fd477d397acea45b9573ad443ba2a5ff2c6046 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 01:24:16 -0500 Subject: [PATCH 02/13] skills v2 --- module/characterImporter.js | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index d517e4f7..5339522c 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -49,6 +49,15 @@ export default class CharacterImporter { }, }; + /* ----------------------------------------------------------------- */ + /* character.data.skills..value is all that matters + /* values can be 0, 0.5, 1 or 2 + /* 0 = regular + /* 0.5 = half-proficient + /* 1 = proficient + /* 2 = expertise + /* foundry takes care of calculating the rest + /* ----------------------------------------------------------------- */ const skills = { acr: { value: sourceCharacter.attribs.find(e => e.name == 'acrobatics_type').current @@ -135,14 +144,6 @@ export default class CharacterImporter { await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); } - static async addSkils(){ - // data.skills.skill.value is all that matters - // value = 0 = regular - // value = 0.5 = half-proficient - // value = 1 = proficient - // value = 2 = expertise - } - static addImportButton(html){ const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); From 6f90f19ad19ba12a2a92f020cb471b5d2f0cd282 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 02:00:30 -0500 Subject: [PATCH 03/13] Update characterImporter.js --- module/characterImporter.js | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 5339522c..3616496c 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -3,7 +3,7 @@ export default class CharacterImporter { // transform JSON from sw5e.com to Foundry friendly format // and insert new actor static async transform(rawCharacter){ - const sourceCharacter = JSON.parse(rawCharacter); //source character + const sourceCharacter = JSON.parse(rawCharacter); const details = { species: sourceCharacter.attribs.find(e => e.name == "race").current, @@ -131,12 +131,14 @@ export default class CharacterImporter { let actor = await Actor.create(targetCharacter); + //add class and level const profession = sourceCharacter.attribs.find(e => e.name == "class").current; let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current; professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers CharacterImporter.addClasses(profession, professionLevel, actor); } + //currently only works with 1 class static async addClasses(profession, level, actor){ let classes = await game.packs.get('sw5e.classes').getContent(); let assignedClass = classes.find( c => c.name === profession ); From 826f042dbb26de595d4437098a8af80375af2b60 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 10:09:28 -0500 Subject: [PATCH 04/13] skills and multiclass working --- module/characterImporter.js | 62 ++++++++++++++++++++++++++++++------- 1 file changed, 50 insertions(+), 12 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 3616496c..c2584527 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -130,20 +130,58 @@ export default class CharacterImporter { }; let actor = await Actor.create(targetCharacter); - - //add class and level - const profession = sourceCharacter.attribs.find(e => e.name == "class").current; - let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current; - professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers - CharacterImporter.addClasses(profession, professionLevel, actor); + CharacterImporter.addProfessions(sourceCharacter, actor); } - //currently only works with 1 class - static async addClasses(profession, level, actor){ - let classes = await game.packs.get('sw5e.classes').getContent(); - let assignedClass = classes.find( c => c.name === profession ); - assignedClass.data.data.levels = level; - await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); + static async addProfessions(sourceCharacter, actor){ + // "class" is a reserved word, therefore I use profession where I can. + let result = []; + + // parse all class and multiclassX items + // couldn't get Array.filter to work here for some reason + sourceCharacter.attribs.forEach( (e) => { + if ( CharacterImporter.classOrMulticlass(e.name) ){ + var t = { + profession: CharacterImporter.capitalize(e.current), + type: CharacterImporter.baseOrMulti(e.name), + level: CharacterImporter.getLevel(e, sourceCharacter) + } + result.push(t); + } + }); + + const professionsPack = await game.packs.get('sw5e.classes').getContent(); + result.forEach( (prof) => { + let assignedProfession = professionsPack.find( o => o.name === prof.profession ); + assignedProfession.data.data.levels = prof.level; + actor.createEmbeddedEntity("OwnedItem", assignedProfession.data, { displaySheet: false }); + }); + } + + static classOrMulticlass(name){ + return name === 'class' || (name.includes('multiclass') && name.length <= 12); + } + + static baseOrMulti(name){ + if (name === 'class'){ + return 'base_class'; + } else { + return 'multi_class'; + } + } + + static getLevel(item, sourceCharacter){ + if (item.name === 'class'){ + let result = sourceCharacter.attribs.find( e => e.name === 'base_level' ).current; + return parseInt(result); + } else { + let result = sourceCharacter.attribs.find( e => e.name === `${item.name}_lvl` ).current; + return parseInt(result); + } + } + + static capitalize(str){ + return str.charAt(0).toUpperCase() + str.slice(1); } static addImportButton(html){ From abc65220ec7a43d6c3bc3b10ac9eb974c0163dad Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 10:11:52 -0500 Subject: [PATCH 05/13] skills and multiclass working --- module/characterImporter.js | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index c2584527..b87e50fc 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -133,12 +133,15 @@ export default class CharacterImporter { CharacterImporter.addProfessions(sourceCharacter, actor); } + // Parse all classes and add them to already created actor. + // "class" is a reserved word, therefore I use profession where I can. static async addProfessions(sourceCharacter, actor){ - // "class" is a reserved word, therefore I use profession where I can. + let result = []; // parse all class and multiclassX items // couldn't get Array.filter to work here for some reason + // result = array of objects. each object is a separate class sourceCharacter.attribs.forEach( (e) => { if ( CharacterImporter.classOrMulticlass(e.name) ){ var t = { @@ -150,6 +153,7 @@ export default class CharacterImporter { } }); + // pull classes directly from system compendium and add them to current actor const professionsPack = await game.packs.get('sw5e.classes').getContent(); result.forEach( (prof) => { let assignedProfession = professionsPack.find( o => o.name === prof.profession ); From 8c5de7d74dffb7a78907978c8d54500c7f23cd4d Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Mon, 22 Mar 2021 14:26:51 -0400 Subject: [PATCH 06/13] Updates to Force and Tech Powers Compendia (3/22/2021) ^ Updates Force Powers compendium with recent "My Dudes" releases. ^ Updates Tech Powers compendium with recent "My Dudes" releases. + Associated artwork to new powers from recent "My Dudes" releases. --- packs/Icons/Force Powers/Battlemind.webp | Bin 0 -> 3620 bytes packs/Icons/Force Powers/Break.webp | Bin 0 -> 3598 bytes packs/Icons/Force Powers/Force Current.webp | Bin 0 -> 4230 bytes packs/Icons/Force Powers/Probe Mind.webp | Bin 0 -> 3904 bytes packs/Icons/Force Powers/Pull Earthward.webp | Bin 0 -> 3038 bytes packs/Icons/Tech Powers/Cryogenic Blow.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Fabricate.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Itemize.webp | Bin 0 -> 2438 bytes .../Icons/Tech Powers/Spectrum Discharge.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Squad Shield.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Stinger.webp | Bin 0 -> 2438 bytes packs/packs/forcepowers.db | 5 + packs/packs/techpowers.db | 318 +++++++++--------- 13 files changed, 167 insertions(+), 156 deletions(-) create mode 100644 packs/Icons/Force Powers/Battlemind.webp create mode 100644 packs/Icons/Force Powers/Break.webp create mode 100644 packs/Icons/Force Powers/Force Current.webp create mode 100644 packs/Icons/Force Powers/Probe Mind.webp create mode 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Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Propel.webp","effects":[]} {"_id":"3odfJsD1RezuxzDG","name":"Mass Hysteria","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Hysteria

\n

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Hysteria.webp","effects":[]} {"_id":"3x3DUe1hqdJ7yZst","name":"Malacia","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

A creature of your choice that you can see within range is overcome with a sense of dizziness and nausea, as you disturb its equilibrium with the Force. The creature must make a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"cone"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Malacia.webp","effects":[]} +{"_id":"4FF8uJxxn5RbIarH","name":"Pull Earthward","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Propel

\n

Choose one creature you can see within range. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the power’s duration. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the power ends.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.k8doFrnOcUh8HsX4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Pull%20Earthward.webp","effects":[]} {"_id":"4Tmt6Bb06vqS7cCM","name":"Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Restoration.webp","effects":[]} {"_id":"4a18XmMOExlwDAYF","name":"Breath Control","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Breath%20Control.webp","effects":[]} {"_id":"4bBmcQgYLFIO9GCn","name":"True Sight","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/True%20Sight.webp","effects":[]} @@ -55,6 +56,7 @@ {"_id":"DFpooO6icOfTdG5C","name":"Master Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Greater Feedback

\n

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]} {"_id":"ENNhFJKCcxrg481J","name":"Improved Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Phasestrike.webp","effects":[]} {"_id":"EXK4sg6gKXfMnLnf","name":"Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]} +{"_id":"ErvcDnwXm6ZbN5Qt","name":"Probe Mind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

\n

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, it takes 1d6 psychic damage as you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your forcecasting ability check; if it succeeds, the power ends.

\n

On subsequent turns after probing deeper, you can use your action to deal 1d6 psychic damage to the target automatically.

\n

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

\n

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

\n

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the initial psychic damage a target takes the first time you probe deeper into its mind increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.5SkhOHw5nojNQ5cS"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Probe%20Mind.webp","effects":[]} {"_id":"F02pFj62Grlr9sdF","name":"Improved Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

\n
    \n
  • One effect that charmed the target.
  • \n
  • One curse, including the target’s attunement to a cursed item.
  • \n
  • Any reduction to one of the target’s ability scores.
  • \n
  • One effect reducing the target’s hit point maximum.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Restoration"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Restoration.webp","effects":[]} {"_id":"FCZWOVHmPXqa2ssG","name":"Seethe","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

You seethe with anger, letting the dark side of the Force flow through and empower you. As part of the action to cast this power, you spend one of your Hit Dice to recover hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Seethe.webp","effects":[]} {"_id":"FLBRnexpCEIneqy2","name":"Project","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Project.webp","effects":[]} @@ -85,6 +87,7 @@ {"_id":"L3P0wzW7j61XpKZc","name":"Slow Descent","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow%20Descent.webp","effects":[]} {"_id":"L8CJ1QEXfKztMyCX","name":"Enfeeble","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]} {"_id":"LWQ6tKJckB4JYbbJ","name":"Battle Insight","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

You center your focus on a target within range. Through the Force, you gain a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Insight.webp","effects":[]} +{"_id":"LXZnSclBezo2CNbg","name":"Force Current","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

When you cast this power, you raise your hand and unleash a burst of Force energy. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and, if it is Large or smaller, is also pushed back 5 feet. On a successful save, a creature takes half as much damage and isn't pushed. All Medium or smaller objects that are not worn or carried within the area of effect are also pushed 5 feet.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. For each slot 2 levels higher than 1st, you can add an additional 5 feet to the push.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.C0PPwYIwvwE7PPsQ"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Current.webp","effects":[]} {"_id":"LbBZx7srgI6xgLZy","name":"Sustained Lightning","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

You lash out against a creature within range with continual jolts of Force lightning. Make a ranged force attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The power ends if you use your action to do anything else. The power also ends if the target is ever outside the power’s range or if it has total cover from you.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"cone"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sustained%20Lightning.webp","effects":[]} {"_id":"LdtNnD37NnOsg8oF","name":"Heroism","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heroism.webp","effects":[]} {"_id":"LhMmIUjsFrytp0wc","name":"Sever Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sever%20Force.webp","effects":[]} @@ -163,6 +166,7 @@ {"_id":"haGnWeBa6QhTG9Dh","name":"Fear","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]} {"_id":"i1N033vPzDom3Kpj","name":"Force Camouflage","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Camouflage.webp","effects":[]} {"_id":"iWTTNyNi2mwVDlUF","name":"Force Body","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]} +{"_id":"ivp2yljuZ5JI4M7j","name":"Battlemind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Battle Precognition

\n

Through the Force, you gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. While you aren't wearing armor or wielding a shield, you gain a +2 AC bonus against melee attacks and a +3 AC bonus against ranged attacks.

\n

This AC bonus is not applied against attacks from droids, constructs, or creatures with resistance or immunity to psychic damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":"while you aren't wearing armor or wielding a shield"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.39ZkGYN2yCmeJWmW"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battlemind.webp","effects":[]} {"_id":"jmFTPxWQXJENvQtQ","name":"Mass Coerce Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Coerce%20Mind.webp","effects":[]} {"_id":"kLwHklnrWPw9jKm6","name":"Drain Vitality","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]} {"_id":"kNiT2BD3eIgE1zys","name":"Force Push/Pull","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]} @@ -181,6 +185,7 @@ {"_id":"qYnIKhpoJpSflVZh","name":"Telekinetic Burst","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telekinetic%20Burst.webp","effects":[]} {"_id":"qkBzg8ZIJpglVMvi","name":"Beacon of Hope","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]} {"_id":"qykEFT52bywaQrNO","name":"Force Technique","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Technique.webp","effects":[]} +{"_id":"rxvZoFgkC411tibT","name":"Break","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You inflict 10 force damage to an object you can see within range that is not being worn or carried, generating an explosion of sound that can be heard up to 100 feet away. Even if the object is not destroyed, small shards of shrapnel fly at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 1d4 kinetic damage.

\n

This power's kinetic damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the power's force damage also increases by 10 at each of these levels.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.sVK2BXvC9pEX8By5"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Break.webp","effects":[]} {"_id":"sFLwKTBxnM6YfboP","name":"Wrack","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wrack.webp","effects":[]} {"_id":"sTszdhW4ezpqddJ8","name":"Wound","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wound.webp","effects":[]} {"_id":"sXl6Pkz2dGsDUuOc","name":"Improved Force Scream","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]} diff --git a/packs/packs/techpowers.db b/packs/packs/techpowers.db index 64dd9b98..511b8ffb 100644 --- a/packs/packs/techpowers.db +++ b/packs/packs/techpowers.db @@ -1,200 +1,206 @@ -{"_id":"0L0UcVhV3azFXFTm","name":"Predictive AI","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp"} -{"_id":"0kjpOmlXlauqnZf2","name":"Haywire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You momentarily surround a creature you can see within range with electronic interference and holographic illusions. The target must succeed on an Intelligence saving throw, or it takes 1d6 lightning damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

\n

The power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"1d4","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Haywire.webp"} -{"_id":"0p4YthIRvLrxE1qx","name":"Neurotoxin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n
    \n
  • 60 hit points or fewer: poisoned for 1 minute
  • \n
  • 50 hit points or fewer: poisoned and deafened for 1 minute
  • \n
  • 40 hit points or fewer: poisoned, deafened, and blinded for 10 minutes
  • \n
  • 30 hit points or fewer: poisoned, blinded, deafened, and stunned for 1 hour
  • \n
  • 20 hit points or fewer: killed instantly
  • \n
\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp"} -{"_id":"1IaNYJjpFj6tGXpD","name":"Fabricate Trap","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp"} -{"_id":"1yKxIAEkqLdo8DDy","name":"Targeting Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp"} -{"_id":"1zfQEQMJqirKT6tR","name":"Overload","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp"} -{"_id":"3L7XVAEHR87CYNzH","name":"Protection from Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp"} +{"_id":"0L0UcVhV3azFXFTm","name":"Predictive AI","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp"} +{"_id":"0kjpOmlXlauqnZf2","name":"Haywire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You momentarily surround a creature you can see within range with electronic interference and holographic illusions. The target must succeed on an Intelligence saving throw, or it takes 1d6 lightning damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

\n

The power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"1d4","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Haywire.webp"} +{"_id":"0p4YthIRvLrxE1qx","name":"Neurotoxin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n
    \n
  • 60 hit points or fewer: poisoned for 1 minute
  • \n
  • 50 hit points or fewer: poisoned and deafened for 1 minute
  • \n
  • 40 hit points or fewer: poisoned, deafened, and blinded for 10 minutes
  • \n
  • 30 hit points or fewer: poisoned, blinded, deafened, and stunned for 1 hour
  • \n
  • 20 hit points or fewer: killed instantly
  • \n
\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp"} +{"_id":"1IaNYJjpFj6tGXpD","name":"Fabricate Trap","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp"} +{"_id":"1yKxIAEkqLdo8DDy","name":"Targeting Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp"} +{"_id":"1zfQEQMJqirKT6tR","name":"Overload","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp"} +{"_id":"3L7XVAEHR87CYNzH","name":"Protection from Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp"} {"_id":"3SB9A7cFFRezxu8Q","name":"Cloaking Screen","permission":{"default":0},"type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp"} {"_id":"3xMy4RLHPoRmZGjz","name":"Detect Enhancement","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you sense the presence of any enhancements within 30 feet of you. If you sense an enhancement in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears an enhancement.

\n

The power is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectEnhancement.webp"} -{"_id":"3xsY1jAc9qw4t308","name":"Firestorm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp"} -{"_id":"4koE44WAkEHVTwET","name":"Tactical Advantage","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp"} -{"_id":"4s47Qk7bfWOdgDW4","name":"Superior Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You grant up to four willing creatures the ability to understand any registered language they read or hear. Additionally, they gain the ability to speak that language, if they are physically capable of speaking it normally.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SuperiorTranslation%20Program.webp"} -{"_id":"50NdsRKVmM3FMPH0","name":"Acidic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target becomes grappled, or succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidicStrike.webp"} +{"_id":"3xsY1jAc9qw4t308","name":"Firestorm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp"} +{"_id":"4koE44WAkEHVTwET","name":"Tactical Advantage","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp"} +{"_id":"4s47Qk7bfWOdgDW4","name":"Superior Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You grant up to four willing creatures the ability to understand any registered language they read or hear. Additionally, they gain the ability to speak that language, if they are physically capable of speaking it normally.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SuperiorTranslation%20Program.webp"} +{"_id":"50NdsRKVmM3FMPH0","name":"Acidic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target becomes grappled, or succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidicStrike.webp"} {"_id":"50ViBtuEBJ70CUA1","name":"Expeditious Retreat","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp"} -{"_id":"53NK4D990c4WsZa5","name":"Ionic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of ion energy lances out toward a creature within range, forming a sustained line between you and the target. Make a ranged tech attack against that creature. On a hit, the target takes 1d8 ion damage, and on each of your turns for the duration, you can use a bonus action to deal 1d8 ion damage to the target automatically. The power ends if you use your bonus action to do anything else. The power also ends if the target is ever outside the power's range or if it has total cover from you.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"2","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicBond.webp"} +{"_id":"53NK4D990c4WsZa5","name":"Ionic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of ion energy lances out toward a creature within range, forming a sustained line between you and the target. Make a ranged tech attack against that creature. On a hit, the target takes 1d8 ion damage, and on each of your turns for the duration, you can use a bonus action to deal 1d8 ion damage to the target automatically. The power ends if you use your bonus action to do anything else. The power also ends if the target is ever outside the power's range or if it has total cover from you.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicBond.webp"} {"_id":"5cvgy3gaZJ0wVt9R","name":"Countermeasures","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you gain the following benefits:

\n
    \n
  • You are immune to the homing rockets tech power.
  • \n
  • You and objects you are wearing or carrying cannot be detected by tech powers that reveal your location, such as scan area or frequency scan, unless the caster makes a successful Intelligence saving throw.
  • \n
  • Creatures have disadvantage on Wisdom (Survival) checks to track you.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Countermeasures.webp"} {"_id":"5jYdyvYl4yY7BwbX","name":"Decryption Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp"} -{"_id":"5yJQ10UhYzm0bCcy","name":"Pyrotechnics","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp"} -{"_id":"6aZ0FG6HwrUO28WF","name":"Flame Sweep","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp"} +{"_id":"5yJQ10UhYzm0bCcy","name":"Pyrotechnics","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp"} +{"_id":"6aZ0FG6HwrUO28WF","name":"Flame Sweep","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp"} {"_id":"6iIYMjmyWE2wqgzf","name":"Carbonite","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to freeze one creature that you can see within range into carbonite. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

\n

A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Carbonite.webp"} -{"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"} +{"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"} {"_id":"73W8rKPEbN60y7L2","name":"Defibrillate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival�its head, for instance�the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Defibrillate.webp"} {"_id":"7Twjeo1X2oUP9IZo","name":"Elemental Accelerant","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.

\n

Overcharge Tech. You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElementalAccelerant.webp"} {"_id":"7khirDTQvs7rtLbW","name":"Copy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates a perfect duplicate of any written, drawn, or digital visual, audio or text-based data that you touch onto a datapad or datacard you supply. You can copy up to 10 pages of text or 10 minutes of visual or audio data with one casting of this power. Enhanced documents, such as datacrons, blueprints, or encrypted documents, can't be copied with this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Copy.webp"} -{"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.

\n

The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"} -{"_id":"7uegZ2qAzqRiE1no","name":"Vertical Maneuvering","permission":{"default":0},"type":"power","data":{"description":{"value":"

If you cast this power as a reaction, your fall is stopped, and you remain aloft. For the duration, as long as you are within 30 feet of a solid surface, you have a flying speed of 40 feet. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the power ends, you are gently lowered to the ground, if you are within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":" which you take when you are falling and within 30 feet of a solid surface","type":"reaction"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VerticalManeuvering.webp"} +{"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.

\n

The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"} +{"_id":"7uegZ2qAzqRiE1no","name":"Vertical Maneuvering","permission":{"default":0},"type":"power","data":{"description":{"value":"

If you cast this power as a reaction, your fall is stopped, and you remain aloft. For the duration, as long as you are within 30 feet of a solid surface, you have a flying speed of 40 feet. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the power ends, you are gently lowered to the ground, if you are within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":" which you take when you are falling and within 30 feet of a solid surface","type":"reaction"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VerticalManeuvering.webp"} {"_id":"8591z42KNanjfP0p","name":"Antipathy/Sympathy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as rancors, kath hounds, or twi'leks. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

\n

Antipathy. The power causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

\n

Sympathy. The power causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

\n

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

\n

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as unnatural. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the power persists.

\n

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AntipathySympathy.webp"} {"_id":"8iAgtDKUbONDnAjN","name":"Contingency","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a tech power of 5th-level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that power, called the contingent power, as part of casting contingency, expending tech points for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two powers.

\n

The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

\n

The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends. Also, contingency ends on you if your tech focus is ever not on your person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Contingency.webp"} {"_id":"8tB0qzRHPpaJKOJc","name":"Extinguish","permission":{"default":0},"type":"power","data":{"description":{"value":"

You spray carbon foam in a 5-foot cube originating from a point within range. Flames within the affected area are instantly quenched, and objects within the affected area cannot be ignited for at least one minute. Any creature in the affected area must make a Constitution saving throw or take 1d4 cold damage.

\n

When you reach 5th level, this power can instead target a 10-foot cube within range. You gain additional options of increasing size when you reach 11th level (15-foot cube), and 17th level (20-foot cube).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Extinguish.webp"} -{"_id":"95KxKlOqUOkpnotl","name":"Rime Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and gains 1 slowed level until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeStrike.webp"} -{"_id":"98p1OVwAvz2sbes5","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp"} -{"_id":"9BkVQndzFGxtralV","name":"Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp"} -{"_id":"9Vg5TEwWdVh3NVym","name":"Tech Override","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp"} -{"_id":"AANtnm5ZkutF0eMt","name":"Cryogenic Volley","permission":{"default":0},"type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp"} -{"_id":"ANUI2G1QqL6Bxs5h","name":"Scrambling Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

\n

Any tech power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingBarrier.webp"} -{"_id":"Aa2O05OQeMjizQXq","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp"} -{"_id":"C3E2vGaCO5ZsN55m","name":"Spectrum Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shoot a beam of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or sonic for the type of beam you create, and then make a ranged tech attack against the target. If the attack hits, the creature takes 1d8 damage of the type you chose.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumRay.webp"} -{"_id":"CdQSEvQtfFsxMiCn","name":"Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp"} -{"_id":"Cghjrf6rxNrmP1vq","name":"Project Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":null,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProjectHologram.webp"} -{"_id":"DXdtjkn0Zg8JP8YT","name":"Truth Serum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp"} -{"_id":"DjrO5bCUnUHA71jA","name":"Ion Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp"} -{"_id":"E6OviwnCfEjRTx3X","name":"On/Off","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp"} -{"_id":"F4Q7jJ2ssAKfNHw0","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]} -{"_id":"F9vT2fmmbLjQJcWv","name":"Magnetic Hold","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch gains the ability affix itself to and move along any metallic surface. It can move up, down, and across vertical surfaces and upside down along ceilings, all while leaving its hands free, at its normal walking speed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticHold.webp"} -{"_id":"Fb1sIhs7d6YWnF1J","name":"Infiltrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp"} +{"_id":"95KxKlOqUOkpnotl","name":"Rime Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and gains 1 slowed level until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeStrike.webp"} +{"_id":"98p1OVwAvz2sbes5","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp"} +{"_id":"9BkVQndzFGxtralV","name":"Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp"} +{"_id":"9Vg5TEwWdVh3NVym","name":"Tech Override","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp"} +{"_id":"AANtnm5ZkutF0eMt","name":"Cryogenic Volley","permission":{"default":0},"type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp"} +{"_id":"ANUI2G1QqL6Bxs5h","name":"Scrambling Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

\n

Any tech power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingBarrier.webp"} +{"_id":"Aa2O05OQeMjizQXq","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp"} +{"_id":"C3E2vGaCO5ZsN55m","name":"Spectrum Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shoot a beam of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or sonic for the type of beam you create, and then make a ranged tech attack against the target. If the attack hits, the creature takes 1d8 damage of the type you chose.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumRay.webp"} +{"_id":"CdQSEvQtfFsxMiCn","name":"Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp"} +{"_id":"Cghjrf6rxNrmP1vq","name":"Project Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":null,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProjectHologram.webp"} +{"_id":"DXdtjkn0Zg8JP8YT","name":"Truth Serum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp"} +{"_id":"DjrO5bCUnUHA71jA","name":"Ion Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp"} +{"_id":"E6OviwnCfEjRTx3X","name":"On/Off","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp"} +{"_id":"F4Q7jJ2ssAKfNHw0","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]} +{"_id":"F9vT2fmmbLjQJcWv","name":"Magnetic Hold","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch gains the ability affix itself to and move along any metallic surface. It can move up, down, and across vertical surfaces and upside down along ceilings, all while leaving its hands free, at its normal walking speed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticHold.webp"} +{"_id":"Fb1sIhs7d6YWnF1J","name":"Infiltrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp"} {"_id":"FsF2hPZPp4Vuo1BD","name":"Find the Path","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power calculates out the shortest, most direct physical route to a specific fixed location that you are familiar with on the same planet. If you name a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a Black Sun lair"), the power fails.

\n

For the duration, as long as you are on the same planet as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Findthe%20Path.webp"} -{"_id":"GqlEFPr0SNjeNnXY","name":"Security Protocols","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp"} -{"_id":"HTozWic37W9iKQSD","name":"Homing Rockets","permission":{"default":0},"type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp"} -{"_id":"HoshRCTHW8vntDCg","name":"Jet of Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp"} +{"_id":"GqlEFPr0SNjeNnXY","name":"Security Protocols","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp"} +{"_id":"HTozWic37W9iKQSD","name":"Homing Rockets","permission":{"default":0},"type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp"} +{"_id":"HoshRCTHW8vntDCg","name":"Jet of Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp"} {"_id":"ILn7Jzn6BVcDnS9i","name":"Friendly Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp"} -{"_id":"Il5IT5Y2FcEXO59O","name":"Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp"} -{"_id":"Iw1Hx4qsVyB1ewVR","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp"} -{"_id":"J5b5g5ZNNUcAZhJz","name":"Implant Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the power to deliver your message.

\n

When that circumstance occurs, the message is recited in your voice and at the same volume you spoke. When you cast this power, you can have the power end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

\n

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the message to play when any creature moves within 30 feet of the object or when a bell rings within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ImplantMessage.webp"} +{"_id":"Il5IT5Y2FcEXO59O","name":"Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp"} +{"_id":"Iw1Hx4qsVyB1ewVR","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp"} +{"_id":"J5b5g5ZNNUcAZhJz","name":"Implant Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the power to deliver your message.

\n

When that circumstance occurs, the message is recited in your voice and at the same volume you spoke. When you cast this power, you can have the power end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

\n

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the message to play when any creature moves within 30 feet of the object or when a bell rings within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ImplantMessage.webp"} {"_id":"JAKN9PXNLmCSL3Ag","name":"Concealed Caltrops","permission":{"default":0},"type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp"} -{"_id":"JZnbV9hvp3DZ2x49","name":"Overheat","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp"} +{"_id":"JZnbV9hvp3DZ2x49","name":"Overheat","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp"} {"_id":"JixOzwaRnsdf1zKP","name":"Ballistic Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp"} {"_id":"Jp3f51H4VaRiMLvb","name":"Encrypted Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp"} -{"_id":"K5f18kJ5V2eMqLH7","name":"Smoke Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp"} -{"_id":"KQXx0PfcNGX8uuIj","name":"Kolto Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp"} -{"_id":"KQklmwaTncQHCZQ0","name":"Kolto Waves","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of kolto energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoWaves.webp"} -{"_id":"KSWB4H5niRz0MjpQ","name":"Acid Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce a breeze full of stinging acid droplets. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidWind.webp"} +{"_id":"K5f18kJ5V2eMqLH7","name":"Smoke Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp"} +{"_id":"KQXx0PfcNGX8uuIj","name":"Kolto Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp"} +{"_id":"KQklmwaTncQHCZQ0","name":"Kolto Waves","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of kolto energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoWaves.webp"} +{"_id":"KSWB4H5niRz0MjpQ","name":"Acid Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce a breeze full of stinging acid droplets. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidWind.webp"} {"_id":"LKTlPR7noRV7VzLN","name":"Autonomous Servant","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one Tiny, unenhanced object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and gains little arms and legs, becoming a creature under your control until the power ends or the creature drops to 0 hit points. See the stat block for its statistics.

\n

As a bonus action, you can nonverbally command the creature if it is within 120 feet of you. (If you control multiple creatures with this power, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a code cylinder, stand watch, or stack some small objects. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

\n

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

\n

The creature is considered a valid target for the tracker droid interface power.

\n
\n
\n

Servant

\n

Tiny construct, unaligned

\n
\n
    \n
  • Armor Class 15 (natural armor)
  • \n
  • Hit Points 10 (4d4)
  • \n
  • Speed 30 feet, climb 30 feet
  • \n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
4 (-3)16 (+3)10 (+0)2 (-4)10 (+0)1 (-5)
\n
\n
    \n
  • Damage Vulnerabilities ion
  • \n
  • Damage Resistances necrotic, poison, psychic
  • \n
  • Condition Immunities charmed, deafened, exhaustion, poisoned
  • \n
  • Senses blindsight 60 feet (blind beyond this radius), passive Perception 10
  • \n
  • Languages
  • \n
\n
\n

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Actions

\n

Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit 5 (1d4 + 3) kinetic damage.

\n
\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AutonomousServant.webp"} +{"_id":"LWGMIHAdPERI4Qbp","name":"Cryogenic Blow","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

The next time you hit a creature with a weapon attack during this power’s duration, the attack deals an extra 1d6 cold damage to the target. The target must make a Strength saving throw. On a failed save, it gains a level of slowed for the duration. At the start of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

\n

Overcharge Tech. If you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":1,"condition":"you hit a creature with a weapon attack during this power’s duration"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.Iil9E6pRxn75XCVv"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cryogenic%20Blow.webp","effects":[]} +{"_id":"LrztI02yd7vAO9OY","name":"Spectrum Discharge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting it an elemental charge. Choose acid, cold, fire, lightning, poison or sonic. A creature can use an action to expel energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.zxj6YCQx5UKc5yce"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spectrum Discharge.webp","effects":[]} {"_id":"M2G8hb5ubWzC2ofU","name":"Flaming Shots","permission":{"default":0},"type":"power","data":{"description":{"value":"

You channel tech power through a blaster weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The power ends when twelve shots have been fired.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the number of shots you can take with this power increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":12,"max":12,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlamingShots.webp"} -{"_id":"M4Y5qtO7lMrQbOhG","name":"Illusory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in a 150-foot cube in range look, sound, and smell like some other sort of terrain.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryTerrain.webp"} -{"_id":"MBWJM5CWFyMJSHAY","name":"Slow-Release Medpac","permission":{"default":0},"type":"power","data":{"description":{"value":"

Kolto energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Slow-ReleaseMedpac.webp"} -{"_id":"MNt1yDoEKf8eytDZ","name":"Cryogenic Wave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. At 3rd level or above, the speed reduction increases to 20 feet. At 5th level or above, the speed reduction increases to 30 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicWave.webp"} -{"_id":"MQnk1dyfbYgXh2Ns","name":"Shutdown","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp"} -{"_id":"N6ohW2LtSCM976xi","name":"Warding Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp"} -{"_id":"NBfknzmSaSJMH89w","name":"Cryogenic Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp"} +{"_id":"M4Y5qtO7lMrQbOhG","name":"Illusory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in a 150-foot cube in range look, sound, and smell like some other sort of terrain.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryTerrain.webp"} +{"_id":"MBWJM5CWFyMJSHAY","name":"Slow-Release Medpac","permission":{"default":0},"type":"power","data":{"description":{"value":"

Kolto energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Slow-ReleaseMedpac.webp"} +{"_id":"MNt1yDoEKf8eytDZ","name":"Cryogenic Wave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. At 3rd level or above, the speed reduction increases to 20 feet. At 5th level or above, the speed reduction increases to 30 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicWave.webp"} +{"_id":"MQnk1dyfbYgXh2Ns","name":"Shutdown","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp"} +{"_id":"N6ohW2LtSCM976xi","name":"Warding Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp"} +{"_id":"NBfknzmSaSJMH89w","name":"Cryogenic Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp"} {"_id":"NCsr3aIyYdHsjmhe","name":"Bestow Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a droid, construct, or a creature with a tech focus, and it must succeed on an Intelligence saving throw or receive a tech-based curse for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make an Intelligence saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 lightning damage to the target.
  • \n
\n

A remove virus power ends this effect. At the GM's discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

\n

Overcharge Tech. If you cast this power using a tech slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a tech slot of 5th level or higher, the duration is 8 hours. If you use a tech slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level tech slot, the power lasts until it is dispelled. Using a tech slot of 5th level or higher grants a duration that doesn't require concentration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BestowVirus.webp"} -{"_id":"NKts41q32pX1bJ9O","name":"Toxic Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp"} +{"_id":"NKts41q32pX1bJ9O","name":"Toxic Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp"} {"_id":"NTJFd2LsJJJjXjgv","name":"Darkvision","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Darkvision.webp"} -{"_id":"NWjxsCnJIzNxIUzH","name":"Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp"} -{"_id":"NagD6z90jRyd7zOk","name":"Override Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp"} -{"_id":"Nvftn7xKgbvyP7rT","name":"Reprogram Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter the protocols of a droid that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The droid must succeed on a Wisdom saving throw or become charmed by you for the duration. While the droid is charmed by you, it takes 5d10 lightning damage each time it acts in a manner directly counter to your instructions, but it can only do so once each day.

\n

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The remove virus power also ends it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this power using a tech slot of 9th level, the power lasts until it is ended by remove virus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReprogramDroid.webp"} -{"_id":"Nxt6KaBjs9rMal12","name":"Cryogenic Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp"} +{"_id":"NWjxsCnJIzNxIUzH","name":"Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp"} +{"_id":"NagD6z90jRyd7zOk","name":"Override Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp"} +{"_id":"Nvftn7xKgbvyP7rT","name":"Reprogram Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter the protocols of a droid that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The droid must succeed on a Wisdom saving throw or become charmed by you for the duration. While the droid is charmed by you, it takes 5d10 lightning damage each time it acts in a manner directly counter to your instructions, but it can only do so once each day.

\n

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The remove virus power also ends it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this power using a tech slot of 9th level, the power lasts until it is ended by remove virus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReprogramDroid.webp"} +{"_id":"Nxt6KaBjs9rMal12","name":"Cryogenic Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp"} {"_id":"ORazBSaHWGmGE8xs","name":"Cryogenic Suspension","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp"} -{"_id":"OkLzEeGi9Gna7dOy","name":"Kolto Reserve","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp"} -{"_id":"OqaQ4z628LjBYqnq","name":"Kolto Dispenser","permission":{"default":0},"type":"power","data":{"description":{"value":"

You establish a mobile first aid station that radiates kolto and performs minor repairs in a 5-foot cube you can see within range.

\n

Until the power ends, whenever you or a creature you can see moves into the station's space for the first time on a turn or starts its turn there, you can cause the station to restore 1d6 hit points to that creature (no action required). The station can heal a number of times equal to 1 + your techcasting ability modifier (minimum of twice). After healing that number of times, the station disintegrates.

\n

As a bonus action on your turn, you can move the station up to 30 feet to a space you can see.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoDispenser.webp"} -{"_id":"OtebMdVF2sD3y23n","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp"} -{"_id":"P1V3IyTuobCwDV4u","name":"Tactical Superiority","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp"} -{"_id":"P8cWLNsHqe3OVGO7","name":"Sensor Probe","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp"} +{"_id":"OkLzEeGi9Gna7dOy","name":"Kolto Reserve","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp"} +{"_id":"OqaQ4z628LjBYqnq","name":"Kolto Dispenser","permission":{"default":0},"type":"power","data":{"description":{"value":"

You establish a mobile first aid station that radiates kolto and performs minor repairs in a 5-foot cube you can see within range.

\n

Until the power ends, whenever you or a creature you can see moves into the station's space for the first time on a turn or starts its turn there, you can cause the station to restore 1d6 hit points to that creature (no action required). The station can heal a number of times equal to 1 + your techcasting ability modifier (minimum of twice). After healing that number of times, the station disintegrates.

\n

As a bonus action on your turn, you can move the station up to 30 feet to a space you can see.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoDispenser.webp"} +{"_id":"OtebMdVF2sD3y23n","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp"} +{"_id":"P1V3IyTuobCwDV4u","name":"Tactical Superiority","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp"} +{"_id":"P8cWLNsHqe3OVGO7","name":"Sensor Probe","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp"} {"_id":"PBFbcYIh4DK2EOdq","name":"Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

\n

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Analyze.webp"} -{"_id":"PBnC5HGwf5K0j8nK","name":"Destroy Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On a hit, the target takes 4d8 ion damage. Additionally, if the target has tech points, it must make an Intelligence saving throw. On a failed save, it loses 5 tech points, as though it expended a tech slot.

\n

Overcharge Tech. When you cast this power with a tech slot of 4th level or higher, the ion damage increases by 1d8, and the amount of tech points lost increases by 1 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","ion"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DestroyTech.webp"} -{"_id":"PJxftyDxgenF6aj2","name":"Holding Cell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp"} -{"_id":"PUxPBzpy9TcUbVvh","name":"Tracer Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp"} -{"_id":"PmUEhPIaIf8Zva37","name":"Sonic Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes sonic damage equal to your techcasting modifier, becomes deafened until the start of your next turn, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 sonic damage to the target, and the damage the target takes for moving increases to 1d6 + your techcasting ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicShot.webp"} -{"_id":"PopHJSVZq9t1FFf5","name":"Tracker Droid Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp"} -{"_id":"PrQodh2dn2Q7jJz7","name":"Tranquilizer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp"} -{"_id":"PxJ4AbgjLgZJmXX7","name":"Cryogenic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp"} +{"_id":"PBnC5HGwf5K0j8nK","name":"Destroy Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On a hit, the target takes 4d8 ion damage. Additionally, if the target has tech points, it must make an Intelligence saving throw. On a failed save, it loses 5 tech points, as though it expended a tech slot.

\n

Overcharge Tech. When you cast this power with a tech slot of 4th level or higher, the ion damage increases by 1d8, and the amount of tech points lost increases by 1 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","ion"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DestroyTech.webp"} +{"_id":"PJxftyDxgenF6aj2","name":"Holding Cell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp"} +{"_id":"PUxPBzpy9TcUbVvh","name":"Tracer Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp"} +{"_id":"PmUEhPIaIf8Zva37","name":"Sonic Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes sonic damage equal to your techcasting modifier, becomes deafened until the start of your next turn, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 sonic damage to the target, and the damage the target takes for moving increases to 1d6 + your techcasting ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicShot.webp"} +{"_id":"PopHJSVZq9t1FFf5","name":"Tracker Droid Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp"} +{"_id":"PrQodh2dn2Q7jJz7","name":"Tranquilizer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp"} +{"_id":"PxJ4AbgjLgZJmXX7","name":"Cryogenic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp"} {"_id":"QIbRAvOjWgTFkX7r","name":"Electromesh","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp"} -{"_id":"QKVor2AGtFgrOjox","name":"Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp"} -{"_id":"QXBHocnHw8ErKZSK","name":"Scrambling Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp"} -{"_id":"Qv9sVYqBifg44aEZ","name":"Read Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You read the memory of an incapacitated droid or construct within range. The target must have its memory core (and/or other appropriate components) intact.

\n

Until the power ends, you can ask up to five questions. Depending on what it would know or has witnessed, the target provides visual, audio, or text-based data in response. The target can't provide new information, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReadMemory.webp"} -{"_id":"RCV218zYuFFEyWUY","name":"Release","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp"} -{"_id":"Rs9CicKafsOq5FCa","name":"Shocking Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp"} -{"_id":"Rygvn8mB2NySWQ2s","name":"Element of Surprise","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp"} -{"_id":"RzBnmCbTfv3atGv3","name":"Tactical Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp"} +{"_id":"QKVor2AGtFgrOjox","name":"Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp"} +{"_id":"QXBHocnHw8ErKZSK","name":"Scrambling Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp"} +{"_id":"Qv9sVYqBifg44aEZ","name":"Read Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You read the memory of an incapacitated droid or construct within range. The target must have its memory core (and/or other appropriate components) intact.

\n

Until the power ends, you can ask up to five questions. Depending on what it would know or has witnessed, the target provides visual, audio, or text-based data in response. The target can't provide new information, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReadMemory.webp"} +{"_id":"RCV218zYuFFEyWUY","name":"Release","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp"} +{"_id":"Rs9CicKafsOq5FCa","name":"Shocking Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp"} +{"_id":"Rygvn8mB2NySWQ2s","name":"Element of Surprise","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp"} +{"_id":"RzBnmCbTfv3atGv3","name":"Tactical Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp"} {"_id":"SCXAO2y6feVJJum3","name":"Execute Command","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dictate a one-word command to a droid or construct you can see within range. The target must succeed on an Intelligence saving throw or follow the command on its next turn. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Deactivate. The target falls prone and then ends its turn.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Halt. The target doesn't move and takes no actions. A flying target stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can affect one additional droid or construct for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExecuteCommand.webp"} -{"_id":"SDGi4dYAvqZtkMRD","name":"Reboot","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a Medium or smaller droid or construct you can see. The target must make a Charisma saving throw. On a failed save, it is incapacitated until the start of your next turn. Each time the creature takes damage or is the target of a hostile power while incapacitated in this way, it can repeat this saving throw, ending the effect on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Reboot.webp"} -{"_id":"SE3mktWuG9wEE6R5","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp"} -{"_id":"SFwBxNBEuVHbgxXi","name":"Cryogenic Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp"} -{"_id":"SOpkOaf7xzF1UTYG","name":"Wire Bind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire.

\n

Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire.

\n

A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons.

\n

A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireBind.webp"} -{"_id":"SZHMFvx9mkPSwUli","name":"Mass Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp"} -{"_id":"T9yaDZKiKSX8zFud","name":"Temporary Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp"} +{"_id":"SDGi4dYAvqZtkMRD","name":"Reboot","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a Medium or smaller droid or construct you can see. The target must make a Charisma saving throw. On a failed save, it is incapacitated until the start of your next turn. Each time the creature takes damage or is the target of a hostile power while incapacitated in this way, it can repeat this saving throw, ending the effect on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Reboot.webp"} +{"_id":"SE3mktWuG9wEE6R5","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp"} +{"_id":"SFwBxNBEuVHbgxXi","name":"Cryogenic Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp"} +{"_id":"SOpkOaf7xzF1UTYG","name":"Wire Bind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire.

\n

Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire.

\n

A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons.

\n

A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireBind.webp"} +{"_id":"SZHMFvx9mkPSwUli","name":"Mass Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp"} +{"_id":"T9yaDZKiKSX8zFud","name":"Temporary Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp"} {"_id":"TpJV9QdBqbnL7aLQ","name":"Debilitating Gas","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp"} -{"_id":"UACmTGjhcYjQyLj3","name":"Electroshock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]} -{"_id":"UNgPNWRmkQUNpNny","name":"Pressure Crush","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to crush the body of a creature you touch. The target must make a Strength saving throw. If the creature is grappled or restrained by you or an effect you control, it makes the saving throw with disadvantage. On a failed save, the creature takes 1d12 kinetic damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PressureCrush.webp"} -{"_id":"USt5H36LIw7ma5gh","name":"Buffer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain 1d4 + 4 temporary hit points for the duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Buffer.webp"} +{"_id":"UACmTGjhcYjQyLj3","name":"Electroshock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]} +{"_id":"UNgPNWRmkQUNpNny","name":"Pressure Crush","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to crush the body of a creature you touch. The target must make a Strength saving throw. If the creature is grappled or restrained by you or an effect you control, it makes the saving throw with disadvantage. On a failed save, the creature takes 1d12 kinetic damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PressureCrush.webp"} +{"_id":"USt5H36LIw7ma5gh","name":"Buffer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain 1d4 + 4 temporary hit points for the duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Buffer.webp"} {"_id":"V0gdMfr4o2iV2AOb","name":"Echo Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a reverberating pulse of sound at a target within range. The target must succeed on a Wisdom saving throw or take 1d8 sonic damage.

\n

This power can hit multiple targets in succession when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, and the last target must be no further than 30 feet away from you. You can not target the same creature twice in succession.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EchoBlast.webp","effects":[]} {"_id":"VPpaedIPR048RLKF","name":"Energizing Aura","permission":{"default":0},"type":"power","data":{"description":{"value":"

Energizing light radiates out from you in a 30-foot radius. Creatures of your choice in that radius when you cast this power have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergizingAura.webp"} -{"_id":"WOnLRapxYnS99uFT","name":"Corrosive Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp"} -{"_id":"XERRPbogZO8ePUxp","name":"Synchronicity","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp"} -{"_id":"XLcIk8WOOrtowBdv","name":"Illusory Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you create an illusory duplicate of yourself in your space that only the target can see. The target has disadvantage on the next attack roll it makes against you before the start of your next turn.

\n

This power creates multiple duplicates when you reach higher levels. At 5th level, you create a second illusory duplicate, and the target has disadvantage on the next two attacks it makes against you before the start of your next turn. The number of duplicates and attacks with disadvantage increases to three at 11th level and four at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryStrike.webp"} -{"_id":"XkEm103IydE75jWD","name":"Paralyze Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp"} -{"_id":"Xn8F3DKTsC7GD00Q","name":"Toxin Purge","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp"} -{"_id":"YD32do4QEG5WATCG","name":"Greater Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch four projectiles at points you can see within range. Each creature within a 20-foot-radius sphere of each point must make a Dexterity saving throw. A creature takes 15d6 fire damage and 15d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["15d6","fire"],["15d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSalvo.webp"} +{"_id":"WOnLRapxYnS99uFT","name":"Corrosive Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"2d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp"} +{"_id":"XERRPbogZO8ePUxp","name":"Synchronicity","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp"} +{"_id":"XLcIk8WOOrtowBdv","name":"Illusory Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you create an illusory duplicate of yourself in your space that only the target can see. The target has disadvantage on the next attack roll it makes against you before the start of your next turn.

\n

This power creates multiple duplicates when you reach higher levels. At 5th level, you create a second illusory duplicate, and the target has disadvantage on the next two attacks it makes against you before the start of your next turn. The number of duplicates and attacks with disadvantage increases to three at 11th level and four at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryStrike.webp"} +{"_id":"XkEm103IydE75jWD","name":"Paralyze Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp"} +{"_id":"Xn8F3DKTsC7GD00Q","name":"Toxin Purge","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp"} +{"_id":"XvdbRqDEy1fr9oIc","name":"Stinger","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You fire a stinging dart at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d8 poison damage, and if the target is a humanoid or beast, it can't regain hit points until the start of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"core":{"sourceId":"Item.qdJAsYVnwGcX18Cm"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stinger.webp","effects":[]} +{"_id":"YD32do4QEG5WATCG","name":"Greater Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch four projectiles at points you can see within range. Each creature within a 20-foot-radius sphere of each point must make a Dexterity saving throw. A creature takes 15d6 fire damage and 15d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["15d6","fire"],["15d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSalvo.webp"} {"_id":"YMMEHilPkH2NTrFI","name":"Carbonite Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate an explosion of cryogenic energy in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the affected area must make a Constitution saving throw. On a failed save, the creature takes 8d6 + 20 cold damage and is restrained for 1 minute as it is encased in carbonite. On a successful save, the creature takes half damage and is restrained until the end of its next turn.

\n

As an action, a restrained creature can make a Strength check against your tech save DC, ending this effect on itself on a success.

\n

A creature reduced to 0 hit points by this power dies instantly, as its body shatters into frozen chunks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":250,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6 + 20","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarboniteExplosion.webp"} {"_id":"YP3RHcb3X5tj6tIS","name":"Enhance Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a droid or construct and upgrade one of its aspects. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Servomotor. The target has advantage on Strength checks, and its carrying capacity doubles.
  • \n
  • Motivator. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • \n
  • Power Core. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Databanks. The target has advantage on Intelligence checks.
  • \n
  • Sensors. The target has advantage on Wisdom checks.
  • \n
  • Relations Protocols. The target has advantage on Charisma checks.
  • \n
\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceDroid.webp"} -{"_id":"YfSDSxySy8ZdOyDB","name":"Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp"} -{"_id":"YjW6V6Qc5XFpC6mG","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp"} -{"_id":"YkRvH2zbzT6CWdpM","name":"Skill Protocol","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance a droid or construct's protocols. You touch one willing droid or construct and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SkillProtocol.webp"} -{"_id":"YzYlv2tK8mS5BS6Z","name":"Greater Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expell a massive explosion at a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 40d6 fire damage and is knocked prone on a failed save, or half as much damage on a successful one but remain standing.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["40d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterExplosion.webp"} -{"_id":"Z1iEHe9eYojoiXJ1","name":"Spectrum Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Damage Type
1Acid
2Cold
3Fire
4Energy
5Ion
6Lightning
7Poison
8Sonic
\n

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + 1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumBolt.webp"} -{"_id":"ZFGBrIjKVhzOE7O0","name":"Scan Area","permission":{"default":0},"type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp"} +{"_id":"YYzAcgLkbrxw3LmF","name":"Itemize","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You instantly learn the exact quantity of one type of item within 30 feet of you. It must be a type of item that you've handled in the past; you can't, for example, use itemize to find out how many BKGs are nearby if you've never handled such a weapon. The object being itemized must also be reasonably specific. You can learn how many meilooruns are nearby, for example, but not how much fruit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":"Item/s targeted must be reasonably specific and handled by the techcaster in the past."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.hnRKln0T9w7Muz7Z"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Itemize.webp","effects":[]} +{"_id":"YfSDSxySy8ZdOyDB","name":"Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp"} +{"_id":"YjW6V6Qc5XFpC6mG","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp"} +{"_id":"YkRvH2zbzT6CWdpM","name":"Skill Protocol","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance a droid or construct's protocols. You touch one willing droid or construct and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SkillProtocol.webp"} +{"_id":"YzYlv2tK8mS5BS6Z","name":"Greater Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expell a massive explosion at a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 40d6 fire damage and is knocked prone on a failed save, or half as much damage on a successful one but remain standing.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["40d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterExplosion.webp"} +{"_id":"Z1iEHe9eYojoiXJ1","name":"Spectrum Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Damage Type
1Acid
2Cold
3Fire
4Energy
5Ion
6Lightning
7Poison
8Sonic
\n

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + 1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumBolt.webp"} +{"_id":"ZFGBrIjKVhzOE7O0","name":"Scan Area","permission":{"default":0},"type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp"} {"_id":"ZH0jkLKHJ54BmkYX","name":"Alarm","permission":{"default":0},"type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp"} {"_id":"ZgRhvuUTEgv2aZ03","name":"Enhance Weapon","permission":{"default":0},"type":"power","data":{"description":{"value":"

An unenhanced weapon you touch becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

\n

Overcharge Tech. When you cast this power using a 5th or 6th level tech slot, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceWeapon.webp"} {"_id":"Zk697eWSqME5gpkF","name":"Condense/Vaporize","permission":{"default":0},"type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp"} {"_id":"a4nZ05eHgTXZo4TU","name":"Cage","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp"} -{"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"} -{"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"} -{"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"} -{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp"} -{"_id":"c4SsNyGyxVhoTcT7","name":"Shared Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp"} +{"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"} +{"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"} +{"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"} +{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]} +{"_id":"c4SsNyGyxVhoTcT7","name":"Shared Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp"} {"_id":"c7vvcY0lZDii7SOI","name":"Energy Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp"} -{"_id":"cBi1Qb9wV9V6eIlb","name":"Greater Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp"} -{"_id":"cCxSroyB5NOBFgBe","name":"Energetic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch gains 10 temporary hit points. While it has these hit points, the creature can add 1d4 to its saving throws. Any remaining temporary hit points are lost when the power ends.

\n

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, the target gains 5 additional temporary hit points for each slot level above 2nd. When you cast this power at 4th level or higher, the die size increases for every two slot levels above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergeticBurst.webp"} -{"_id":"cOazeFQn9Atja7Wd","name":"Magnetic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp"} +{"_id":"cBi1Qb9wV9V6eIlb","name":"Greater Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp"} +{"_id":"cCxSroyB5NOBFgBe","name":"Energetic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch gains 10 temporary hit points. While it has these hit points, the creature can add 1d4 to its saving throws. Any remaining temporary hit points are lost when the power ends.

\n

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, the target gains 5 additional temporary hit points for each slot level above 2nd. When you cast this power at 4th level or higher, the die size increases for every two slot levels above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergeticBurst.webp"} +{"_id":"cOazeFQn9Atja7Wd","name":"Magnetic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp"} {"_id":"cSol0QcQ8XaCtAPU","name":"Frequency Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can detect electronic transmissions. When you cast the power and as your action on each turn until the power ends, you can focus on any one creature that you can see within 30 feet of you. If the creature you choose does not possess a commlink, or is not a droid or construct, the creature is unaffected.

\n

If the creature possesses a commlink or other communications device, you receive any transmissions it broadcasts or receives for the duration.

\n

Additionally, if the target is a droid or construct, you can read its \"thoughts.\" You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), and something that looms large in its mind (such as its current objectives). If it succeeds, the power ends. Either way, the target (or its pilot, if it has one) knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

\n

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

\n

You can also use this power to detect the presence of droids, constructs, or creatures bearing communications devices you can't see. When you cast the power or as your action during the duration, you can search for transmissions within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.

\n

Once you detect the presence of a creature in this way, you can read its thoughts or transmissions for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FrequencyScan.webp"} -{"_id":"cWpl0AM6R0DkEbzM","name":"Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp"} -{"_id":"d0FiFRm54YKcE0Zs","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp"} -{"_id":"d2hRQpNWYK6JxnCu","name":"Poison Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp"} -{"_id":"d8xd9jPHRHF0WEgv","name":"Smuggle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp"} -{"_id":"dDOMCEIMHUrrdvho","name":"Electrical Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp"} -{"_id":"dSH2Y7IKtXWFaE53","name":"Short Circuit","permission":{"default":0},"type":"power","data":{"description":{"value":"

You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShortCircuit.webp"} -{"_id":"dmMPMnnXdELmOHMI","name":"Spot the Weakness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp"} -{"_id":"dmjZqZfUdHSfp0L1","name":"Acid Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp"} -{"_id":"ef7RW6hQ93EeDCVb","name":"Pheromone Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of mood-altering pheromones around you. Each creature within range other than you must succeed on a Charisma saving throw or take 1d4 poison damage and become frightened of you until the start of its next turn. A creature that is immune to the poisoned condition is not frightened.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PheromoneBurst.webp"} +{"_id":"cWpl0AM6R0DkEbzM","name":"Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp"} +{"_id":"d0FiFRm54YKcE0Zs","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp"} +{"_id":"d2hRQpNWYK6JxnCu","name":"Poison Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp"} +{"_id":"d8xd9jPHRHF0WEgv","name":"Smuggle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp"} +{"_id":"dDOMCEIMHUrrdvho","name":"Electrical Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp"} +{"_id":"dSH2Y7IKtXWFaE53","name":"Short Circuit","permission":{"default":0},"type":"power","data":{"description":{"value":"

You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShortCircuit.webp"} +{"_id":"dmMPMnnXdELmOHMI","name":"Spot the Weakness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp"} +{"_id":"dmjZqZfUdHSfp0L1","name":"Acid Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp"} +{"_id":"ef7RW6hQ93EeDCVb","name":"Pheromone Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of mood-altering pheromones around you. Each creature within range other than you must succeed on a Charisma saving throw or take 1d4 poison damage and become frightened of you until the start of its next turn. A creature that is immune to the poisoned condition is not frightened.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PheromoneBurst.webp"} {"_id":"fDkDt47dU5nPlvcy","name":"Capacity Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You empower a blaster weapon you are holding. For the duration, you can reload the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, you can make two attacks with your bonus action, instead of one.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CapacityBoost.webp"} -{"_id":"fc1XTRTpr4FjyCSw","name":"Immolate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp"} -{"_id":"fdxHYa82RznE46mK","name":"Sending","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp"} +{"_id":"fc1XTRTpr4FjyCSw","name":"Immolate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp"} +{"_id":"fdxHYa82RznE46mK","name":"Sending","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp"} {"_id":"g0WJVphRgr0iSG1x","name":"Diminish Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp"} -{"_id":"gOVe5Qv8Bwkn9gAf","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp"} -{"_id":"gu0quvGXQMeqePqd","name":"Toxin Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp"} -{"_id":"hyh01gHWyf5MVpdm","name":"Invisibility to Cameras","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp"} -{"_id":"i0Z07joWf3xkBk8C","name":"Ring of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp"} -{"_id":"i1fB3zDVdoeIc7KB","name":"Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp"} +{"_id":"gOVe5Qv8Bwkn9gAf","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp"} +{"_id":"gu0quvGXQMeqePqd","name":"Toxin Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp"} +{"_id":"hyh01gHWyf5MVpdm","name":"Invisibility to Cameras","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp"} +{"_id":"i0Z07joWf3xkBk8C","name":"Ring of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp"} +{"_id":"i1fB3zDVdoeIc7KB","name":"Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp"} {"_id":"i60B1Lyu97U0VNCI","name":"Detect Traps","permission":{"default":0},"type":"power","data":{"description":{"value":"

You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator.

\n

While the power is active, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":120,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectTraps.webp"} -{"_id":"i6VsaYG9PEr8NP1I","name":"Rime Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp"} +{"_id":"i6VsaYG9PEr8NP1I","name":"Rime Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp"} {"_id":"iG4M6N5PFqj9TfRW","name":"Bacta Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a luminescent pack of bacta in any space, occupied or unoccupied, within range. The pack remains in its space until it is activated by any creature you choose. If the space you choose is occupied by a creature you have designated, it can use its reaction to immediately activate the pack; otherwise, a creature within 5 feet of the pack can use a bonus action to touch it and activate it.

\n

When the pack is activated by a designated creature, that creature regains hit points equal to 1d6 + your techcasting modifier, and the pack is consumed. If the power ends before the pack has been activated, it becomes useless and disintegrates. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you may either increase the healing of a single pack by 1d6 for each slot level above 1st, or create another pack in a separate space, with one additional pack for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BactaPack.webp"} {"_id":"iIB2uiS4UZM0Ylvf","name":"Carbon Fog","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each creature that enters the power's area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for the duration of the power or until it's dispersed by a wind of moderate or greater speed (at least 10 mph).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarbonFog.webp"} -{"_id":"j3x2v1GJBVVZwwBb","name":"Greater Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

\n

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

\n

If any of this power's area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterLight.webp"} -{"_id":"j9etZuLOpJpFO1Hx","name":"Greater Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp"} -{"_id":"jBUTIsaIV0l0iFfR","name":"Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp"} -{"_id":"jWQweA9GtEI825aa","name":"Vortex Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp"} -{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp"} -{"_id":"lehdnXpBfIxK3c11","name":"Flash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp"} -{"_id":"mFW2RREnUTmbXX4C","name":"Holographic Disguise","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp"} -{"_id":"mYhTI7UHdM6MKIM1","name":"Group Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your tech save DC. If it succeeds, it becomes aware that the target is disguised.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GroupHologram.webp"} -{"_id":"nHhp6mchLrFTFMoi","name":"Rewrite Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to alter a droid or construct's memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

\n

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn't necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

\n

A remove virus or similar power cast on the target restores its true memory.

\n

Overcharge Tech. If you cast this power using a tech slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RewriteMemory.webp"} -{"_id":"nKB4KH7zUo3Q1BQh","name":"Minor Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp"} -{"_id":"o1iXuIwO1nQohMDU","name":"Tonal Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 sonic damage on a failed save, or half as much damage on a successful one. The blast can be heard from up to 300 feet away.

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TonalTranslocate.webp"} -{"_id":"o9i0rEKiH5YLiVzj","name":"Motivator Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp"} -{"_id":"pMZsusj9lqkzUxlB","name":"Greater Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken registered language it hears. Moreover, when the target speaks, any creature that knows at least one registered language and can hear the target understands what it says.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslation%20Program.webp"} +{"_id":"j3x2v1GJBVVZwwBb","name":"Greater Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

\n

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

\n

If any of this power's area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterLight.webp"} +{"_id":"j9etZuLOpJpFO1Hx","name":"Greater Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp"} +{"_id":"jAfRqgdui5Bv27kY","name":"Fabricate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from bantha hide.

\n

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the raw materials.

\n

Creatures or enhanced items can't be created by this power. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of tool used to craft such objects.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.oGF3jzR2zrjXyzBc"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Fabricate.webp","effects":[]} +{"_id":"jBUTIsaIV0l0iFfR","name":"Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp"} +{"_id":"jWQweA9GtEI825aa","name":"Vortex Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp"} +{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp","effects":[]} +{"_id":"lehdnXpBfIxK3c11","name":"Flash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"2d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp"} +{"_id":"mFW2RREnUTmbXX4C","name":"Holographic Disguise","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp"} +{"_id":"mYhTI7UHdM6MKIM1","name":"Group Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your tech save DC. If it succeeds, it becomes aware that the target is disguised.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GroupHologram.webp"} +{"_id":"nGsHnixLynhIYIOP","name":"Squad Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection with a radius of 10 feet appears. The sphere lasts for the duration.

\n

Any tech power (or force power that deals energy or lightning damage) of 7th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Furthermore, hazards of the following types cannot physically pass through the barrier or affect anything within it

\n
    \n
  • Physical or energy projectiles.
  • \n
  • A specific effect such as a thermal detonator's explosion.
  • \n
  • An environmental danger, such as falling rocks or a lava flow.
  • \n
\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the maximum radius increases by 10 feet for each slot level above 7th. In addition, the barrier blocks powers of one level higher for each slot level above 7th.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":1,"condition":"which you take in response to an incoming attack"},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"10 feet (radius)"}},"flags":{"core":{"sourceId":"Item.Z8XeuHvbE5I21GtD"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Squad Shield.webp","effects":[]} +{"_id":"nHhp6mchLrFTFMoi","name":"Rewrite Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to alter a droid or construct's memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

\n

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn't necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

\n

A remove virus or similar power cast on the target restores its true memory.

\n

Overcharge Tech. If you cast this power using a tech slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RewriteMemory.webp"} +{"_id":"nKB4KH7zUo3Q1BQh","name":"Minor Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp"} +{"_id":"o1iXuIwO1nQohMDU","name":"Tonal Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 sonic damage on a failed save, or half as much damage on a successful one. The blast can be heard from up to 300 feet away.

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TonalTranslocate.webp"} +{"_id":"o9i0rEKiH5YLiVzj","name":"Motivator Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp"} +{"_id":"pMZsusj9lqkzUxlB","name":"Greater Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken registered language it hears. Moreover, when the target speaks, any creature that knows at least one registered language and can hear the target understands what it says.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslation%20Program.webp"} {"_id":"px6DKRGAVjyTh638","name":"Disperse Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

You have resistance to acid, cold, fire, lightning, and sonic damage for the power's duration.

\n

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DisperseEnergy.webp"} -{"_id":"q15Watfzi4E5yzUm","name":"Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp"} -{"_id":"qHu258wCccbyajwo","name":"Hold Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp"} -{"_id":"qIi1DYpjY8198ACL","name":"Sonic Fists","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance your fists - or analogous appendages - with sonic energy. For the duration, you have a natural weapon which deals 1d10 sonic damage on a hit. Every time you hit a creature that is no more than one size larger than you with a melee attack with this weapon, you can push it 5 feet away from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicFists.webp"} -{"_id":"rHq8p2F0XR0H4rMT","name":"Remove Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner's attunement to the object so it can be removed or discarded.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RemoveVirus.webp"} -{"_id":"suitG0utOY2LF7sC","name":"Stun Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":"","type":""},"duration":{"value":"Instantaneous"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StunDart.webp"} -{"_id":"tAR395yRyPA5bWw3","name":"Target Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp"} -{"_id":"tM8bhPs9ehJjv11n","name":"Ward","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp"} -{"_id":"tOQpsE1NUokmiUtF","name":"Glide","permission":{"default":0},"type":"power","data":{"description":{"value":"

One willing creature gains the ability to glide when falling. For the duration of the power, it falls at a rate of 30 feet per round and can move up to 30 feet horizontally as well on each of its turns. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you or a creature within 30 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Glide.webp"} -{"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"} -{"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

\n

When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"} -{"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"} -{"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"} -{"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"} -{"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"} +{"_id":"q15Watfzi4E5yzUm","name":"Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp"} +{"_id":"qHu258wCccbyajwo","name":"Hold Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp"} +{"_id":"qIi1DYpjY8198ACL","name":"Sonic Fists","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance your fists - or analogous appendages - with sonic energy. For the duration, you have a natural weapon which deals 1d10 sonic damage on a hit. Every time you hit a creature that is no more than one size larger than you with a melee attack with this weapon, you can push it 5 feet away from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicFists.webp"} +{"_id":"rHq8p2F0XR0H4rMT","name":"Remove Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner's attunement to the object so it can be removed or discarded.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RemoveVirus.webp"} +{"_id":"suitG0utOY2LF7sC","name":"Stun Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":"","type":""},"duration":{"value":"Instantaneous"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StunDart.webp"} +{"_id":"tAR395yRyPA5bWw3","name":"Target Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp"} +{"_id":"tM8bhPs9ehJjv11n","name":"Ward","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp"} +{"_id":"tOQpsE1NUokmiUtF","name":"Glide","permission":{"default":0},"type":"power","data":{"description":{"value":"

One willing creature gains the ability to glide when falling. For the duration of the power, it falls at a rate of 30 feet per round and can move up to 30 feet horizontally as well on each of its turns. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you or a creature within 30 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Glide.webp"} +{"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"} +{"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

\n

When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"} +{"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"} +{"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"} +{"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"} +{"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"} {"_id":"xAgbr9pfUcwf2FjB","name":"Assess the Situation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp"} -{"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

\n

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"} -{"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"} -{"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp"} -{"_id":"xs0igvxRAzGwZqik","name":"Venomous Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp"} -{"_id":"xxrRddwkMSsJbPs0","name":"Kolto Infusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp"} +{"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

\n

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"} +{"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"} +{"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp"} +{"_id":"xs0igvxRAzGwZqik","name":"Venomous Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp"} +{"_id":"xxrRddwkMSsJbPs0","name":"Kolto Infusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp"} {"_id":"yBnreezRaiZpukCB","name":"Detect Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp"} -{"_id":"yMhKf3Nge4wkvMrB","name":"Greater Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp"} -{"_id":"zBQIDrnkr3L6URgG","name":"Gleaming Outline","permission":{"default":0},"type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GleamingOutline.webp"} -{"_id":"zXCnz8vBWC4fhvfw","name":"Paralyze Humanoid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp"} -{"_id":"zmMsZQr1lwEzLrFB","name":"Voltaic Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

A protective barrier surrounds you, manifesting as crackling lightning that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+5","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VoltaicShielding.webp"} +{"_id":"yMhKf3Nge4wkvMrB","name":"Greater Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp"} +{"_id":"zBQIDrnkr3L6URgG","name":"Gleaming Outline","permission":{"default":0},"type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GleamingOutline.webp"} +{"_id":"zXCnz8vBWC4fhvfw","name":"Paralyze Humanoid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp"} +{"_id":"zmMsZQr1lwEzLrFB","name":"Voltaic Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

A protective barrier surrounds you, manifesting as crackling lightning that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["+5","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VoltaicShielding.webp"} From 08d62d1e85e74a120e41b37223f4b2a63e0a158b Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 25 Mar 2021 13:50:27 -0400 Subject: [PATCH 07/13] "My Dudes" Update: 3/25/2021 ^ Archetypes compendium to include Exhibition Specialist and associated artwork. ^ Classes compendium to include link to Exhibition Specialist archetype. --- .../Icons/Archetypes/Exhibition Specialist.webp | Bin 0 -> 9610 bytes packs/packs/archetypes.db | 1 + packs/packs/classes.db | 2 +- 3 files changed, 2 insertions(+), 1 deletion(-) create mode 100644 packs/Icons/Archetypes/Exhibition Specialist.webp diff --git a/packs/Icons/Archetypes/Exhibition Specialist.webp b/packs/Icons/Archetypes/Exhibition Specialist.webp new file mode 100644 index 0000000000000000000000000000000000000000..e0d91fa1d9272a3947e0c429f72bc874fafd5e08 GIT binary patch literal 9610 zcmV;5C3V_TNk&G3B>(_dMM6+kP&iC>B>(^~U%(d-4M1$$Mv!DXo|y$Q-+#eL=Dvi8 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ziyoe?3N8Q_d-1prdz&Ih1#O_)wi{>HHoPz94BP=ppdqwWEXh>*w|GB;`4#BY_@>Fv zi%dbR&*1TV>tXd_@oWd5f6J1alZj0Y7zMU^Vd6&h{OfUffpTwAEY9^Rq0DaJ+ AN&o-= literal 0 HcmV?d00001 diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index d9919384..658c1b26 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -62,6 +62,7 @@ {"_id":"cROcc25Zj1MT6Yf6","name":"Form I: Shii-Cho","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form I: Shii-Cho

\n

Form I, also known as Determination Form, uses wild, unpredictable attacks designed to distract and disarm their foes. Those guardians who focus on Shii-Cho Form make seemingly random, yet deliberate, attacks to knock their opponents off-balance.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.rUL9jO0rPLWqOliO]{Shii-Cho Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Sarlaac

\n

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Disarming Slash

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n

Unpredictable Motion

\n

Beginning at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

\n

Sarlaac Sweep

\n

Starting at 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

\n

Master of Determination

\n

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Attack rolls made against you can't have advantage.
  • \n
  • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
  • \n
  • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shii-Cho%20Form.webp","effects":[]} {"_id":"cjI8o9tAfKsuSGAP","name":"Bloodstorm Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Bloodstorm Approach

\n

The Bloodstorm Approach is said to have originated from the ancient wookiee Hroufrasnooohn clan (which loosely translates to Bloodstorm in Galactic Basic), whose warriors performed gravity-defying feats with their flying vibroaxes through a combination of unorthodox techniques and a mystical belief in their own abilities. A berserker who follows this approach can hurl their devastating weapons at enemies with such power and skill that it completely blurs the line between melee and ranged combat.

\n

Furious Throw

\n

When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class abilities and feats, such as your Berserker Rage and Reckless Attack abilities.

\n

Returning Attacks

\n

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

\n

Throw Anything

\n

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

\n

Fling People

\n

Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

\n

Throw Friend

\n

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

\n

Throw Foe

\n

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

\n

Raging Whirlwind

\n

At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bloodstorm%20Approach.webp","effects":[]} {"_id":"d8bJ4P3egKuTw5Ao","name":"Vonil/Ishu Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Vonil/Ishu Form

\n

Vonil/Ishu Form, also known as Unity Form, focuses on fighting in tandem with a partner as a warpair. Those guardians who focus on Vonil/Ishu Form utilize teamwork to move swiftly, strike quickly, and protect each other.

\n

Bonus Proficiencies

\n

You gain proficiency in your choice of Intimidation or Persuasion.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/lshu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

Humanoid Companion

\n

Also at 3rd level, you've adopted a partner, gaining the services of your own humanoid companion.

\n

Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

\n

If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

\n
    \n
  • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
  • \n
\n

Lastly, while bonded and within 10 feet of you, when you or your companion are dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage. This damage can't be reduced or negated in any way.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level your companion must be within 60 feet.

\n

The Way of the Hydra

\n

Lastly at 3rd level, as a bonus acton, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.

\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n

Channel the Force

\n

Starting at 7th level, you gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.

\n

Smite

\n

Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

At 11th level, your companion must be within 30 feet of you to benefit from the feature. At 17th level, your companion must be within 60 feet.

\n

Shield

\n

When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n

Teamwork

\n

By 15th level, you gain one of the following features Choose Takedown for Vonil or Rebuttal for Ishu.

\n

Takedown

\n

When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

\n

Rebuttal

\n

When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.

\n

Master of Unity

\n

At 20th level, you and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:

\n
    \n
  • You and your companion have resistance to kinetic and energy damage.
  • \n
  • Neither you nor your companion can have disadvantage on attack rolls.
  • \n
  • Both you and your companion's critical hit ranges increase by 1.
  • \n
\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"EC","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.stPbyGT5FdLHbSbl"}},"img":"systems/sw5e/packs/Icons/Archetypes/Vonil-Ishu%20Form.webp","effects":[]} +{"_id":"dLJ1gAt5hi0COlMu","name":"Exhibition Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Exhibition Specialist

\n

Those fighters who choose to become Exhibition Specialists can't help but show off. Even where there isn't an audience, these warriors take command of the battlefield as though it were a stage.

\n

Bonus Proficiencies

\n

Exhibition Specialist: 3rd level

\n

You gain proficiency in one Charisma skill of your choice.

\n

In the Spotlight

\n

Exhibition Specialist: 3rd level

\n

You can overwhelm an opponent with your unique blend of skill and style. As a bonus action, you can choose one creature you can see within 30 feet of you. The target is marked for 1 minute. While the target is marked, you gain the following benefits:

\n
    \n
  • You can add half your Charisma modifier (minimum of one) to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • Your critical hit range against the marked target increases by 1.
  • \nIf the marked target is reduced to 0 hit points, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1).
\n

This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Glory Kill

\n

Exhibition Specialist: 7th level

\n

As you defeat your enemies in combat, you can weaken the morale of other foes or bolster the resolve of your allies alike. When you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you. up to a number equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures are affected by one of the following effects of your choice:

\n
    \n
  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • \n
  • The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
  • \n
\n

Glorious Defense

\n

Exhibition Specialist: 15th level

\n

Your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

\n

The Beauty of Violence

\n

Exhibition Specialist: 18th level

\n

You've perfected a fighting style that allows you to stylishly dominate the field of battle. When you mark a creature with your In The Spotlight feature, you can enhance it For the duration of the mark, you gain the following additional benefits:

\n
    \n
  • You can add your full Charisma modifier, instead of half, to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • You can add half your Charisma modifier (minimum of one) to any weapon attack roll you make against the marked target that doesn't already include that modifier.
  • \n
  • If the marked target is reduced to 0 hit points, you can use your reaction to mark a new creature within 30 feet of you. The duration of the new mark is equal to the remaining duration of the existing mark.
  • \n
\n

This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.53DfzJhzAMPbEsMC"}},"img":"systems/sw5e/packs/Icons/Archetypes/Exhibition%20Specialist.webp","effects":[]} {"_id":"dY9gPH2vjYpS9onW","name":"Enhancement Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Enhancement Specialist

\n

Those fighters who choose to become Enhancement Specialists learn to apply their technological prowess to their blasters. With their deep understanding of both their weapon and how to manipulate its ammunition on the fly, they can often turn the tides of a battle with a single shot.

\n

Studied Shooter

\n

When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

\n

Special Ammunition

\n

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

\n

Ammunition Enhancements

\n

You know two ammunition enhancements of your choice, which are detailed under \"Ammunition Enhancements\" below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

\n

You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n

Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

\n

Amplified Shots

\n

You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn't involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

\n

Saving Throws

\n

Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Ammunition Enhancements

\n

The ammunition enhancements are presented in alphabetical order.

\n

Carbonite Shot

\n

When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, its speed is reduced by 10 feet, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

\n

The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n

Coercing Shot

\n

You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Explosive Shot

\n

You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

\n

The fire damage increases to 4d6 when you reach 18th level in this class.

\n

Hallucinogen Shot

\n

You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n

Piercing Shot

\n

You enhance your shot with armor-piercing properties. When you use this option, you don't make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon's type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n

Quell Shot

\n

You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Seeking Shot

\n

You apply a tracing signal to your shot. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n

Enhanced Shot

\n

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Redirected Shot

\n

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

\n

Ever-Ready Shot

\n

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

\n

Ammunition Upgrades

\n

At 18th level, your ammunition enhancements improve.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Enhancement%20Specialist.webp","effects":[]} {"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable—if not dead.

\n

Shocking Affinity

\n

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp","effects":[]} {"_id":"f6laKRexQAH7Oa3b","name":"Aing-Tii Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Aing-Tii Order

\n

Monks of the Aing-Tii Order blend an attunement to the Force with their supreme focus to become a blur of motion in the heat of battle.

\n

Forcecasting

\n

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-Tii Order Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Flow-Walking

\n

At 6th level, you can cast the @Compendium[sw5e.forcepowers.G8UVHP4MXW6Dudky]{Phasestrike} force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

\n

You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Prismatic Step

\n

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

\n

Iridescent Strikes

\n

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed attacks against that creature as a bonus action.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 6ff5aa35..7db90102 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -6,5 +6,5 @@ {"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"guardian","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

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

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} {"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"engineer","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

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

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}

\n

@Compendium[sw5e.archetypes.twfIPWNHeTNnY0PH]{Construction Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} {"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) scholar’s pack or (b) explorer’s pack
  • \n
  • a combat suit
  • \n
  • any tool of your choice
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar6d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar class table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar class table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.HOGXsFNkpWruE1Wd]{Archaeologist Pursuit}

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp","effects":[]} -{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.dLJ1gAt5hi0COlMu]{Exhibition Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} {"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

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

\n
    \n
  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd 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 Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

Also at 3rd level, you can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

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 monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

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

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.8UxY6Q7jXLR9tedX]{Kro Var Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.webp","effects":[]} From 0558cdec49fefe61e25058c9d58cdfc0a78ced76 Mon Sep 17 00:00:00 2001 From: Michael Burgess Date: Mon, 29 Mar 2021 15:05:49 -0400 Subject: [PATCH 08/13] Update classfeatures.db Added Fighter - Exhibitionist class features, updated Scout class features with icons, added scout routines updated Sentinel class features with icons, added force-empowered options, added ideals. --- packs/packs/classfeatures.db | 46 ++++++++++++++++++++++++++++++++++++ 1 file changed, 46 insertions(+) diff --git a/packs/packs/classfeatures.db b/packs/packs/classfeatures.db index a73d29cc..f4ca46ab 100644 --- a/packs/packs/classfeatures.db +++ b/packs/packs/classfeatures.db @@ -899,3 +899,49 @@ {"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 3rd and 9th level

\n

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 Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelUnarmored Movement
1st-
2nd-
3rd+10 ft.
4th+10 ft.
5th+15 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+20 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+25 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+30 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vumU4CBYhXcV5ZZH","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Movement","tint":"","transfer":true}]} {"_id":"zztRtikqjZ4bFjV0","name":"Invasive Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your spirit can invade another creature’s being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Bonus Proficiencies (Fighter: Exhibition)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 3rd level

\n

You gain proficiency in one Charisma skill of your choice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"gUQdFHqjnOS3fzha"} +{"name":"In the Spotlight","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 3rd level

\n

You can overwhelm an opponent with your unique blend of skill and style. As a bonus action, you can choose one creature you can see within 30 feet of you. The target is marked for 1 minute. While the target is marked, you gain the following benefits:

\n
    \n
  • You can add half your Charisma modifier (minimum of one) to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • Your critical hit range against the marked target increases by 1.
  • \nIf the marked target is reduced to 0 hit points, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1).
\n

This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Bonus.webp","effects":[],"_id":"EPhvB41gDEI8Yww4"} +{"name":"Glory Kill","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 7th level

\n

As you defeat your enemies in combat, you can weaken the morale of other foes or bolster the resolve of your allies alike. When you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you. up to a number equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures are affected by one of the following effects of your choice:

\n
    \n
  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • \n
  • The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"fpXGa9GzfcAfUs61"} +{"name":"Glorious Defense","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 15th level

\n

Your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Reaction.webp","effects":[],"_id":"YUyOhgOreVbOsOKS"} +{"name":"The Beauty of Violence","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 18th level

\n

You've perfected a fighting style that allows you to stylishly dominate the field of battle. When you mark a creature with your In The Spotlight feature, you can enhance it For the duration of the mark, you gain the following additional benefits:

\n
    \n
  • You can add your full Charisma modifier, instead of half, to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • You can add half your Charisma modifier (minimum of one) to any weapon attack roll you make against the marked target that doesn't already include that modifier.
  • \n
  • If the marked target is reduced to 0 hit points, you can use your reaction to mark a new creature within 30 feet of you. The duration of the new mark is equal to the remaining duration of the existing mark.
  • \n
\n

This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"2Pb9OITYFWjfh68F"} +{"_id":"pW0ObQnHARhqg4V0","name":"Scout Routine","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

\n
\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"$$deleted":true,"_id":"pW0ObQnHARhqg4V0"} +{"$$deleted":true,"_id":"QwDExZ4sYBdx4d4o"} +{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 14th level

\n

When you use your action to cast a tech power, you can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 10th level

\n

You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 10"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Bonus.webp","effects":[]} +{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 6th and 14th level

\n

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 2nd level

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 20th level

\n

You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 20"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 1st level

\n

You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn’t slow your group, provided they can see and hear you.
  • \n
  • You can’t become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food.
  • \n
  • You have advantage on Survival checks.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"hWwTW7oKFDE41JWj","name":"Ranger's Quarry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 1st, 5th, 9th, and 17th level

\n

You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"name":"Scout Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Scout: 3rd, 7th, 9th, 15th, and 17th level

\n

You’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet

\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n
\n
\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n
\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n
\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"YfL8MY3JOPJ1Gf1O"} +{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 18th level

\n

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 18"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 2nd level

\n

You have derived powers from schematics with the aid of your wristpad. See chapter 10 or the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a tech focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 1st level

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 1st level

\n

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"9qOSAGjZr229QFAN","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"flags.sw5e.jackOfAllTrades","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Led by the Force","tint":"","transfer":true}]} +{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd level

\n

Your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n
\n
\n

DEFLECTION

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

DOUBLE STRIKE

\n

You can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.

\n
\n

SLOW TIME

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd, 6th, 9th, 11th, and 17th level

\n

You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

\n

You can manifest your ideals a combined total of twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 10th level

\n

You have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 15th level

\n

When you are subjected to an effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says it succeeds or fails.

\n
\n

If the GM uses save roll automation they may wish to tweak the rules for this feature.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 20th level

\n

You are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n
\n

By default Dex and Wis are boosted when this feature is on a sheet, edit the effects before placing it on a sheet if the character would choose Cha instead of Wis

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 20"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"SxmhOmW1389OiJoa","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Center of the Force","tint":"","transfer":true}]} +{"name":"Adaptability Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"J6UpfNTBnEhlB6Wv"} +{"name":"Maven's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"I5iPvBjc9laxZDt3"} +{"name":"Mesmer's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"7loKWWYNYlKyD1Ob"} +{"name":"Nomad's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"oEk2b1QqJcQ1IuFe"} +{"name":"Responder's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"GYtqJYgsY4nKIQdE"} +{"name":"Sharpshooter's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"t9484zVzydcwhOwN"} +{"name":"Strider's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"ZBBQHebdqGb2LZ6g"} +{"name":"Warden's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"uH22SkE5h83Rjg2N"} +{"name":"Double Strike (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type to mirror their weapon's and also set the Resource Consumption to [attributes.force.points.value].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[],"_id":"W2okaVdBI8rtdf8u"} +{"name":"Deflection(Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

Duration automation requires both DAE and about-time or times-up.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"nbfZeZnuzwwUIE4M","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Deflection(Force-Empowered Strike)","tint":"","transfer":false}],"_id":"PBEmu4pAlPyzDmez"} +{"name":"Slow Time (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die * 5, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4*5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"IWoqDcwboYrb0gD3","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.walk","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Slow Time (Force-Empowered Strike)","tint":"","transfer":false}],"_id":"52EHtBvyeuBNJuLO"} +{"name":"Ideal of the Agile","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"YI8XCFNh7Xm45hG4","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.swim","value":"@attributes.movement.walk","mode":2,"priority":20},{"key":"data.attributes.movement.climb","value":"@attributes.movement.walk","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile","tint":"","transfer":true},{"_id":"LxnPDMWKkCdrIDHz","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile Manefestation","tint":"","transfer":false}],"_id":"M4RvEHMiSwglzPNv"} +{"name":"Ideal of the Artisan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

 

\n
\n

Edit the effects to change the skill(s) this feature applies to. The bonus will not show on the character sheet but will show when the chosen skill(s) are rolled.
In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[{"_id":"1x38iIN0ZkZTgpTD","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20},{"key":"data.skills.ani.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":100,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan Manifestation","tint":"","transfer":false},{"_id":"EWbuKV1vVRnWFLJR","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(floor(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan","tint":"","transfer":true}],"_id":"nuFQtxutzyHQkMCp"} +{"name":"Ideal of the Contender","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"2w7HxesGujLvxWc0","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Contender Manifestation","tint":"","transfer":false}],"_id":"4oEqg1bENiIvxlpW"} +{"name":"Ideal of the Fighter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"XHCrVmEzofUrSp92","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Fighter Manifestation","tint":"","transfer":false}],"_id":"YILPj7H9L99CQe66"} +{"name":"Ideal of the Hunter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"bf00ymcpwtJ3ZAn8","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.darkvision","value":"(@attributes.senses.darkvision === 0 ? 60 : 30)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter","tint":"","transfer":true},{"_id":"jr1d82Aoyr2xkFqW","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter Manifestation","tint":"","transfer":false}],"_id":"10x48RWCWobSNXkh"} +{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd, 6th, 9th, 11th, and 17th level

\n

You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

\n

You can manifest your ideals a combined total of twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"name":"Ideal of the Steadfast","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"Sm735wmrsKZ7HQPB","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Steadfast Manifestation","tint":"","transfer":false}],"_id":"tFeYRpK4UKKtYJjK"} +{"name":"Ideal of the Titan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"dR4ipB2mMlCk1jHy","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan","tint":"","transfer":true},{"_id":"mvSs3VXA4rSkpT8b","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan Manifestation","tint":"","transfer":false}],"_id":"QL4kNoKCHClr5jFP"} +{"name":"Ideal of the Tranquil","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[],"_id":"lc6R3mdiQR6D5lTt"} +{"name":"Ideal of the Vigorous","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(@classes.sentinel.levels/2) + (max(@abilities.cha.mod,@abilities.wis.mod))","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[],"_id":"iw9lOFbokDE7ktSn"} From c793949b378b97a20a80f6ef52a8587e7b85c717 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Tue, 6 Apr 2021 16:03:48 -0400 Subject: [PATCH 09/13] SotG Update #1 + Adds compendia for Deployments, Deployment Features, Starship Armor, Starship Equipment, Starship Weapons, and Ventures and associated artwork + Adds Starship actor sheet (very, very rough draft, somewhat unpredictable, not fully functional) + Adds function to Character sheet to collapse/expand Feature tab rows (major assist from Cyr) + Adds function to Character sheet to increment/decrement class levels directly from character sheet (another major assist from Cyr) --- lang/en.json | 84 ++++++- module/actor/entity.js | 33 ++- module/actor/sheets/newSheet/base.js | 74 +++++++ module/actor/sheets/newSheet/character.js | 42 +++- module/actor/sheets/newSheet/starship.js | 144 ++++++++++++ module/config.js | 75 ++++++- module/item/entity.js | 34 +-- module/item/sheet.js | 4 + module/templates.js | 4 +- packs/Icons/Deployments/Coordinator.webp | Bin 0 -> 15184 bytes packs/Icons/Deployments/Gunner.webp | Bin 0 -> 15840 bytes packs/Icons/Deployments/Mechanic.webp | Bin 0 -> 13228 bytes packs/Icons/Deployments/Operator.webp | Bin 0 -> 13560 bytes packs/Icons/Deployments/Pilot.webp | Bin 0 -> 12728 bytes packs/Icons/Deployments/Technician.webp | Bin 0 -> 16032 bytes packs/Icons/Deployments/coordinator_01.webp | Bin 0 -> 35436 bytes packs/Icons/Deployments/gunner_01.webp | Bin 0 -> 57018 bytes packs/Icons/Deployments/mechanic_01.webp | Bin 0 -> 70510 bytes packs/Icons/Deployments/operator_01.webp | Bin 0 -> 37348 bytes packs/Icons/Deployments/pilot_01.webp | Bin 0 -> 32388 bytes packs/Icons/Deployments/technician_01.webp | Bin 0 -> 37156 bytes .../Starship Equipment/Deflection Armor.webp | Bin 0 -> 20970 bytes .../Directional Shield.webp | Bin 0 -> 16206 bytes .../Starship Equipment/Fortress Shield.webp | Bin 0 -> 10640 bytes .../Icons/Starship Equipment/Hyperdrive.webp | Bin 0 -> 15872 bytes .../Starship Equipment/Lightweight Armor.webp | Bin 0 -> 16410 bytes .../Starship Equipment/Power Coupling.webp | Bin 0 -> 13740 bytes .../Quick-Charge Shield.webp | Bin 0 -> 13282 bytes packs/Icons/Starship Equipment/Reactor.webp | Bin 0 -> 13416 bytes .../Starship Equipment/Reinforced Armor.webp | Bin 0 -> 10974 bytes .../Starship Modifications/Engineering.webp | Bin 0 -> 17774 bytes .../Starship Modifications/Operation.webp | Bin 0 -> 12954 bytes packs/Icons/Starship Modifications/Suite.webp | Bin 0 -> 11510 bytes .../Starship Modifications/Universal.webp | Bin 0 -> 8892 bytes .../Icons/Starship Modifications/Weapon.webp | Bin 0 -> 14604 bytes .../Starship Weapons/starshipweapon.webp | Bin 0 -> 13752 bytes packs/Icons/Ventures/Venture.webp | Bin 0 -> 13742 bytes packs/packs/deploymentfeatures.db | 109 +++++++++ packs/packs/deployments.db | 6 + packs/packs/starshiparmor.db | 6 + packs/packs/starshipequipment.db | 16 ++ packs/packs/starshipmodifications.db | 207 ++++++++++++++++++ packs/packs/starshipweapons.db | 89 ++++++++ packs/packs/ventures.db | 61 ++++++ sw5e.css | 4 + sw5e.js | 10 +- system.json | 56 ++++- template.json | 112 +++++++++- .../actors/newActor/parts/swalt-features.html | 23 +- templates/actors/newActor/starship.html | 169 ++++++++++++++ templates/items/deployment.html | 123 +++++++++++ templates/items/deploymentfeature.html | 80 +++++++ templates/items/equipment.html | 32 +++ templates/items/parts/item-description.html | 6 + templates/items/starshipmod.html | 85 +++++++ templates/items/venture.html | 47 ++++ templates/items/weapon.html | 17 +- 57 files changed, 1682 insertions(+), 70 deletions(-) create mode 100644 module/actor/sheets/newSheet/starship.js create mode 100644 packs/Icons/Deployments/Coordinator.webp create mode 100644 packs/Icons/Deployments/Gunner.webp create mode 100644 packs/Icons/Deployments/Mechanic.webp create mode 100644 packs/Icons/Deployments/Operator.webp create mode 100644 packs/Icons/Deployments/Pilot.webp create mode 100644 packs/Icons/Deployments/Technician.webp create mode 100644 packs/Icons/Deployments/coordinator_01.webp create mode 100644 packs/Icons/Deployments/gunner_01.webp create mode 100644 packs/Icons/Deployments/mechanic_01.webp create mode 100644 packs/Icons/Deployments/operator_01.webp create mode 100644 packs/Icons/Deployments/pilot_01.webp create mode 100644 packs/Icons/Deployments/technician_01.webp create mode 100644 packs/Icons/Starship Equipment/Deflection Armor.webp create mode 100644 packs/Icons/Starship Equipment/Directional Shield.webp create mode 100644 packs/Icons/Starship Equipment/Fortress Shield.webp create mode 100644 packs/Icons/Starship Equipment/Hyperdrive.webp create mode 100644 packs/Icons/Starship Equipment/Lightweight Armor.webp create mode 100644 packs/Icons/Starship Equipment/Power Coupling.webp create mode 100644 packs/Icons/Starship Equipment/Quick-Charge Shield.webp create mode 100644 packs/Icons/Starship Equipment/Reactor.webp create mode 100644 packs/Icons/Starship Equipment/Reinforced Armor.webp create mode 100644 packs/Icons/Starship Modifications/Engineering.webp create mode 100644 packs/Icons/Starship Modifications/Operation.webp create mode 100644 packs/Icons/Starship Modifications/Suite.webp create mode 100644 packs/Icons/Starship Modifications/Universal.webp create mode 100644 packs/Icons/Starship Modifications/Weapon.webp create mode 100644 packs/Icons/Starship Weapons/starshipweapon.webp create mode 100644 packs/Icons/Ventures/Venture.webp create mode 100644 packs/packs/deploymentfeatures.db create mode 100644 packs/packs/deployments.db create mode 100644 packs/packs/starshiparmor.db create mode 100644 packs/packs/starshipequipment.db create mode 100644 packs/packs/starshipmodifications.db create mode 100644 packs/packs/starshipweapons.db create mode 100644 packs/packs/ventures.db create mode 100644 templates/actors/newActor/starship.html create mode 100644 templates/items/deployment.html create mode 100644 templates/items/deploymentfeature.html create mode 100644 templates/items/starshipmod.html create mode 100644 templates/items/venture.html diff --git a/lang/en.json b/lang/en.json index 85553d21..7e450f48 100644 --- a/lang/en.json +++ b/lang/en.json @@ -1,6 +1,7 @@ { "ACTOR.TypeCharacter": "Player Character", "ACTOR.TypeNpc": "Non-Player Character", + "ACTOR.TypeStarship": "Starship", "ACTOR.TypeVehicle": "Vehicle", "ITEM.TypeArchetype": "Archetype", "ITEM.TypeBackground": "Background", @@ -8,15 +9,19 @@ "ITEM.TypeClass": "Class", "ITEM.TypeClassfeature": "Class Feature", "ITEM.TypeConsumable": "Consumable", + "ITEM.TypeDeployment": "Deployment", + "ITEM.TypeDeploymentfeature": "Deployment Feature", "ITEM.TypeEquipment": "Equipment", "ITEM.TypeFeat": "Feat", - "ITEM.TypeFightingmastery": "FightingMastery", + "ITEM.TypeFightingmastery": "Fighting Mastery", "ITEM.TypeFightingstyle": "Fighting Style", "ITEM.TypeLightsaberform": "Lightsaber Form", "ITEM.TypeLoot": "Loot", "ITEM.TypePower": "Power", "ITEM.TypeSpecies": "Species", + "ITEM.TypeStarshipmod": "Starship Modification", "ITEM.TypeTool": "Tool", + "ITEM.TypeVenture": "Venture", "ITEM.TypeWeapon": "Weapon", "SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.", "SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing", @@ -179,6 +184,8 @@ "SW5E.BonusSaveForm": "Update Bonuses", "SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", "SW5E.BonusTitle": "Configure Actor Bonuses", + "SW5E.CapacityMultiplier": "Capacity Multiplier", + "SW5E.CentStorageCapacity": "Central Storage Capacity", "SW5E.ChallengeRating": "Challenge Rating", "SW5E.Charged": "Charged", "SW5E.Charges": "Charges", @@ -191,6 +198,7 @@ "SW5E.ClassName": "Class Name", "SW5E.ClassSkillsChosen": "Chosen Class Skills", "SW5E.ClassSkillsNumber": "Number of Starting Skills", + "SW5E.Collapse": "Collapse/Expand", "SW5E.ComponentMaterial": "Material", "SW5E.ComponentSomatic": "Somatic", "SW5E.ComponentVerbal": "Verbal", @@ -282,6 +290,8 @@ "SW5E.DeathSavingThrow": "Death Saving Throw", "SW5E.Default": "Default", "SW5E.DefaultAbilityCheck": "Default Ability Check", + "SW5E.Deployment": "Deployment", + "SW5E.DeploymentPl": "Deployments", "SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", "SW5E.Description": "Description", "SW5E.Details": "Details", @@ -307,12 +317,18 @@ "SW5E.EquipmentLight": "Light Armor", "SW5E.EquipmentMedium": "Medium Armor", "SW5E.EquipmentNatural": "Natural Armor", + "SW5E.EquipmentHyperdrive": "Hyperdrive", + "SW5E.EquipmentPowerCoupling": "Power Coupling", + "SW5E.EquipmentReactor": "Reactor", "SW5E.EquipmentShield": "Shield", "SW5E.EquipmentShieldProficiency": "Shields", + "SW5E.EquipmentStarshipArmor": "Starship Armor", + "SW5E.EquipmentStarshipShield": "Starship Shield", "SW5E.EquipmentTrinket": "Trinket", "SW5E.EquipmentVehicle": "Vehicle Equipment", "SW5E.Equipped": "Equipped", "SW5E.Exhaustion": "Exhaustion", + "SW5E.Expand": "Expand", "SW5E.Expertise": "Expertise", "SW5E.Favorites": "Favoris", "SW5E.FavoritesAndNotes": "Favorites & Notes", @@ -320,11 +336,14 @@ "SW5E.FeatureActive": "Active Abilities", "SW5E.FeatureAdd": "Create Feature", "SW5E.FeatureAttack": "Feature Attack", + "SW5E.FeatureCollapse": "Collapse Feature", + "SW5E.FeatureExpand": "Expand Feature", "SW5E.FeaturePassive": "Passive Abilities", "SW5E.FeatureRechargeOn": "Recharge On", "SW5E.FeatureRechargeResult": "1d6 Result", "SW5E.Features": "Features", "SW5E.FeatureUsage": "Feature Usage", + "SW5E.FeatureType": "Feature Type", "SW5E.FeetAbbr": "ft.", "SW5E.Filter": "Filter", "SW5E.FilterNoPowers": "No powers found for this set of filters.", @@ -453,6 +472,7 @@ "SW5E.Flaws": "Flaws", "SW5E.ForcePowerbook": "Force Powers", "SW5E.Formula": "Formula", + "SW5E.FuelCostsMod": "Fuel Costs Modifier", "SW5E.GrantedAbilities": "Granted Abilities", "SW5E.HalfProficient": "Half Proficient", "SW5E.Healing": "Healing", @@ -466,6 +486,10 @@ "SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!", "SW5E.HP": "Health", "SW5E.HPFormula": "Health Formula", + "SW5E.HPperHD": "Hit Points per Hit Die", + "SW5E.HullPoints": "Hull Points", + "SW5E.HullPointsFormula": "Hull Points Formula", + "SW5E.HyperdriveClass": "Hyperdrive Class", "SW5E.Ideals": "Ideals", "SW5E.Identified": "Identified", "SW5E.Initiative": "Initiative", @@ -517,6 +541,10 @@ "SW5E.ItemTypeConsumablePl": "Consumables", "SW5E.ItemTypeContainer": "Container", "SW5E.ItemTypeContainerPl": "Containers", + "SW5E.ItemTypeDeployment": "Deployment", + "SW5E.ItemTypeDeploymentPl": "Deployments", + "SW5E.ItemTypeDeploymentFeature": "Deployment Feature", + "SW5E.ItemTypeDeploymentFeaturePl": "Deployment Features", "SW5E.ItemTypeEquipment": "Equipment", "SW5E.ItemTypeEquipmentPl": "Equipment", "SW5E.ItemTypeFeat": "Feat", @@ -533,13 +561,19 @@ "SW5E.ItemTypePowerPl": "Powers", "SW5E.ItemTypeSpecies": "Species", "SW5E.ItemTypeSpeciesPl": "Species", + "SW5E.ItemTypeStarshipMod": "Starship Modification", + "SW5E.ItemTypeStarshipModPl": "Starship Modifications", "SW5E.ItemTypeTool": "Tool", "SW5E.ItemTypeToolPl": "Tools", + "SW5E.ItemTypeVenture": "Venture", + "SW5E.ItemTypeVenturePl": "Ventures", "SW5E.ItemTypeWeapon": "Weapon", "SW5E.ItemTypeWeaponPl": "Weapons", "SW5E.ItemWeaponAttack": "Weapon Attack", "SW5E.ItemWeaponDetails": "Weapon Details", "SW5E.ItemWeaponProperties": "Weapon Properties", + "SW5E.ItemWeaponSize": "Starship Weapon Size", + "SW5E.ItemWeaponSizePl": "Starship Weapon Sizes", "SW5E.ItemWeaponStatus": "Weapon Status", "SW5E.ItemWeaponType": "Weapon Type", "SW5E.ItemWeaponUsage": "Weapon Usage", @@ -748,6 +782,7 @@ "SW5E.PowerCreate": "Create Power", "SW5E.PowerDC": "Power DC", "SW5E.PowerDetails": "Power Details", + "SW5E.PowerDiceRecovery": "Power Dice Recovery", "SW5E.PowerEffects": "Power Effects", "SW5E.PowerLevel": "Power Level", "SW5E.PowerLevel0": "At-Will", @@ -789,10 +824,13 @@ "SW5E.Proficient": "Proficient", "SW5E.Quantity": "Quantity", "SW5E.Range": "Range", + "SW5E.Rank": "Rank", + "SW5E.RankPl": "Ranks", "SW5E.Rarity": "Rarity", "SW5E.Reaction": "Reaction", "SW5E.ReactionPl": "Reactions", "SW5E.Recharge": "Recharge", + "SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient", "SW5E.RequiredMaterials": "Required Materials", "SW5E.Requirements": "Requirements", "SW5E.ResourcesAndTraits": "Resources & Traits", @@ -802,6 +840,7 @@ "SW5E.RestL": "L. Rest", "SW5E.RestS": "S. Rest", "SW5E.Ritual": "Ritual", + "SW5E.Role": "Role", "SW5E.Roll": "Roll", "SW5E.RollExample": "e.g. +1d4", "SW5E.RollMode": "Roll Mode", @@ -834,6 +873,8 @@ "SW5E.SheetClassNPC": "Default NPC Sheet", "SW5E.SheetClassNPCOld": "Old NPC Sheet", "SW5E.SheetClassVehicle": "Default Vehicle Sheet", + "SW5E.ShieldPoints": "Shield Points", + "SW5E.ShieldPointsFormula": "Shield Points Formula", "SW5E.ShortRest": "Short Rest", "SW5E.ShortRestEpic": "Short Rest (5 minutes)", "SW5E.ShortRestGritty": "Short Rest (8 hours)", @@ -882,8 +923,28 @@ "SW5E.SpeciesTraits": "Species Traits", "SW5E.Speed": "Speed", "SW5E.SpeedSpecial": "Special Movement", + "SW5E.StarshipArmorandShields": "Starship Armor and Shields", + "SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties", + "SW5E.StarshipEquipment": "Starship Equipment", + "SW5E.StarshipEquipmentProps": "Starship Equipment Properties", + "SW5E.StarshipSkillAst": "Astrogation", + "SW5E.StarshipSkillBst": "Boost", + "SW5E.StarshipSkillDat": "Data", + "SW5E.StarshipSkillHid": "Hide", + "SW5E.StarshipSkillImp": "Impress", + "SW5E.StarshipSkillInt": "Interfere", + "SW5E.StarshipSkillMan": "Maneuvering", + "SW5E.StarshipSkillMen": "Menace", + "SW5E.StarshipSkillPat": "Patch", + "SW5E.StarshipSkillPrb": "Probe", + "SW5E.StarshipSkillRam": "Ram", + "SW5E.StarshipSkillReg": "Regulation", + "SW5E.StarshipSkillScn": "Scan", + "SW5E.StarshipSkillSwn": "Swindle", + "SW5E.StarshipTier": "Tier", "SW5E.StealthDisadvantage": "Stealth Disadvantage", "SW5E.Supply": "Supply", + "SW5E.SysStorageCapacity": "System Storage Capacity", "SW5E.Target": "Target", "SW5E.TargetAlly": "Ally", "SW5E.TargetCone": "Cone", @@ -899,6 +960,7 @@ "SW5E.TargetSpace": "Space", "SW5E.TargetSphere": "Sphere", "SW5E.TargetSquare": "Square", + "SW5E.TargetStarship": "Starship", "SW5E.TargetWall": "Wall", "SW5E.TargetWeapon": "Weapon", "SW5E.TargetWidth": "Line Width", @@ -954,7 +1016,7 @@ "SW5E.TraitToolProf": "Tool Proficiencies", "SW5E.TraitWeaponProf": "Weapon Proficiencies", "SW5E.Type": "Type", - "SW5E.Unequipped": "Not Equipped", + "SW5E.Unequipped": "Unequipped", "SW5E.UniversalPowerDC": "Universal Power DC", "SW5E.Unlimited": "Unlimited", "SW5E.Usage": "Usage", @@ -981,47 +1043,61 @@ "SW5E.WeaponImprov": "Improvised", "SW5E.WeaponMartialB": "Martial Blaster", "SW5E.WeaponMartialLW": "Martial Lightweapon", + "SW5E.WeaponPrimarySW": "Primary (Starship)", + "SW5E.WeaponSecondarySW": "Secondary (Starship)", + "SW5E.WeaponTertiarySW": "Tertiary (Starship)", + "SW5E.WeaponQuaternarySW": "Quaternary (Starship)", "SW5E.WeaponMartialProficiency": "Martial Weapons", "SW5E.WeaponMartialVW": "Martial Vibroweapon", "SW5E.WeaponNatural": "Natural", "SW5E.WeaponPropertiesAmm": "Ammunition", "SW5E.WeaponPropertiesAut": "Auto", "SW5E.WeaponPropertiesBur": "Burst", + "SW5E.WeaponPropertiesCon": "Constitution", "SW5E.WeaponPropertiesDef": "Defensive", - "SW5E.WeaponPropertiesDex": "Dexterity Rqmt.", + "SW5E.WeaponPropertiesDex": "Dexterity Rqt", "SW5E.WeaponPropertiesDgd": "Disguised", "SW5E.WeaponPropertiesDir": "Dire", "SW5E.WeaponPropertiesDis": "Disintegrate", "SW5E.WeaponPropertiesDou": "Double", "SW5E.WeaponPropertiesDpt": "Disruptive", "SW5E.WeaponPropertiesDrm": "Disarming", + "SW5E.WeaponPropertiesExp": "Explosive", "SW5E.WeaponPropertiesFin": "Finesse", "SW5E.WeaponPropertiesFix": "Fixed", "SW5E.WeaponPropertiesFoc": "Focus", "SW5E.WeaponPropertiesHid": "Hidden", "SW5E.WeaponPropertiesHvy": "Heavy", + "SW5E.WeaponPropertiesHom": "Homing", + "SW5E.WeaponPropertiesIon": "Ionizing", "SW5E.WeaponPropertiesKen": "Keen", "SW5E.WeaponPropertiesLgt": "Light", "SW5E.WeaponPropertiesLum": "Luminous", + "SW5E.WeaponPropertiesMlt": "Melt", "SW5E.WeaponPropertiesMig": "Mighty", + "SW5E.WeaponPropertiesOvr": "Overheat", "SW5E.WeaponPropertiesPic": "Piercing", + "SW5E.WeaponPropertiesPow": "Power", "SW5E.WeaponPropertiesRan": "Range", "SW5E.WeaponPropertiesRap": "Rapid", "SW5E.WeaponPropertiesRch": "Reach", "SW5E.WeaponPropertiesRel": "Reload", "SW5E.WeaponPropertiesRet": "Returning", + "SW5E.WeaponPropertiesSat": "Saturate", "SW5E.WeaponPropertiesShk": "Shocking", "SW5E.WeaponPropertiesSil": "Silent", "SW5E.WeaponPropertiesSpc": "Special", - "SW5E.WeaponPropertiesStr": "Strength Rqmt.", + "SW5E.WeaponPropertiesStr": "Strength Rqt", "SW5E.WeaponPropertiesThr": "Thrown", "SW5E.WeaponPropertiesTwo": "Two-Handed", "SW5E.WeaponPropertiesVer": "Versatile", "SW5E.WeaponPropertiesVic": "Vicious", + "SW5E.WeaponPropertiesZon": "Zone", "SW5E.WeaponSiege": "Siege", "SW5E.WeaponSimpleB": "Simple Blaster", "SW5E.WeaponSimpleLW": "Simple Lightweapon", "SW5E.WeaponSimpleProficiency": "Simple Weapons", "SW5E.WeaponSimpleVW": "Simple Vibroweapon", + "SW5E.WeaponSizeAbb": "Size", "SW5E.Weight": "Weight" } \ No newline at end of file diff --git a/module/actor/entity.js b/module/actor/entity.js index 733cf637..145e8b59 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -25,6 +25,8 @@ export default class Actor5e extends Actor { return this._prepareCharacterData(this.data); case "npc": return this._prepareNPCData(this.data); + case "starship": + return this._prepareStarshipData(this.data); case "vehicle": return this._prepareVehicleData(this.data); } @@ -304,6 +306,23 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ + /* -------------------------------------------- */ + + /** + * Prepare starship type-specific data + * @param actorData + * @private + */ + _prepareStarshipData(actorData) { + const data = actorData.data; + + // Proficiency + data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4); + + } + + /* -------------------------------------------- */ + /** * Prepare skill checks. * @param actorData @@ -1256,14 +1275,14 @@ export default class Actor5e extends Actor { const dfp = data.attributes.force.points.max - data.attributes.force.points.value; const updateData = { "data.attributes.hp.value": data.attributes.hp.max, - "data.attributes.hp.temp": null, - "data.attributes.hp.tempmax": null, + "data.attributes.hp.temp": 0, + "data.attributes.hp.tempmax": 0, "data.attributes.tech.points.value": data.attributes.tech.points.max, - "data.attributes.tech.points.temp": null, - "data.attributes.tech.points.tempmax": null, + "data.attributes.tech.points.temp": 0, + "data.attributes.tech.points.tempmax": 0, "data.attributes.force.points.value": data.attributes.force.points.max, - "data.attributes.force.points.temp": null, - "data.attributes.force.points.tempmax": null + "data.attributes.force.points.temp": 0, + "data.attributes.force.points.tempmax": 0 }; // Recover character resources @@ -1597,4 +1616,4 @@ export default class Actor5e extends Actor { if ( item.data.type !== "power" ) throw new Error("Wrong Item type"); return item.roll(); } -} +} \ No newline at end of file diff --git a/module/actor/sheets/newSheet/base.js b/module/actor/sheets/newSheet/base.js index 48ca3cb2..fc74cc8d 100644 --- a/module/actor/sheets/newSheet/base.js +++ b/module/actor/sheets/newSheet/base.js @@ -67,6 +67,7 @@ export default class ActorSheet5e extends ActorSheet { cssClass: isOwner ? "editable" : "locked", isCharacter: this.entity.data.type === "character", isNPC: this.entity.data.type === "npc", + isStarship: this.entity.data.type === "starship", isVehicle: this.entity.data.type === 'vehicle', config: CONFIG.SW5E, }; @@ -338,6 +339,7 @@ export default class ActorSheet5e extends ActorSheet { if ( filters.has("prepared") ) { if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true; if ( this.actor.data.type === "npc" ) return true; + if ( this.actor.data.type === "starship" ) return true; return data.preparation.prepared; } @@ -407,8 +409,11 @@ export default class ActorSheet5e extends ActorSheet { html.find('.item-create').click(this._onItemCreate.bind(this)); html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this)); + html.find('.item-collapse').click(this._onItemCollapse.bind(this)); html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); + html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this)); + html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this)); // Active Effect management html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); @@ -757,6 +762,75 @@ export default class ActorSheet5e extends ActorSheet { this.actor.deleteOwnedItem(li.dataset.itemId); } + /** + * Handle collapsing a Feature row on the actor sheet + * @param {Event} event The originating click event + * @private + */ + +_onItemCollapse(event) { + event.preventDefault(); + + event.currentTarget.classList.toggle("active"); + + const li = event.currentTarget.closest("li"); + const content = li.querySelector(".content"); + + if (content.style.display === "none") { + content.style.display = "block"; + } else { + content.style.display = "none"; + } + } + +/** + * Handle incrementing class level on the actor sheet + * @param {Event} event The originating click event + * @private + */ + + _onIncrementClassLevel(event) { + event.preventDefault(); + + const div = event.currentTarget.closest(".character") + const li = event.currentTarget.closest("li"); + + const actorId = div.id.split("-")[1]; + const itemId = li.dataset.itemId; + + const actor = game.actors.get(actorId); + const item = actor.getOwnedItem(itemId); + + let levels = item.data.data.levels; + const update = {_id: item._id, data: {levels: (levels + 1) }}; + + actor.updateOwnedItem(update) +} + +/** + * Handle decrementing class level on the actor sheet + * @param {Event} event The originating click event + * @private + */ + + _onDecrementClassLevel(event) { + event.preventDefault(); + + const div = event.currentTarget.closest(".character") + const li = event.currentTarget.closest("li"); + + const actorId = div.id.split("-")[1]; + const itemId = li.dataset.itemId; + + const actor = game.actors.get(actorId); + const item = actor.getOwnedItem(itemId); + + let levels = item.data.data.levels; + const update = {_id: item._id, data: {levels: (levels - 1) }}; + + actor.updateOwnedItem(update) +} + /* -------------------------------------------- */ /** diff --git a/module/actor/sheets/newSheet/character.js b/module/actor/sheets/newSheet/character.js index 213478b2..4b1a987f 100644 --- a/module/actor/sheets/newSheet/character.js +++ b/module/actor/sheets/newSheet/character.js @@ -84,7 +84,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { }; // Partition items by category - let [items, forcepowers, techpowers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { + let [items, forcepowers, techpowers, feats, classes, deployments, deploymentfeatures, ventures, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { // Item details item.img = item.img || DEFAULT_TOKEN; @@ -116,16 +116,19 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[2].push(item); else if ( item.type === "feat" ) arr[3].push(item); else if ( item.type === "class" ) arr[4].push(item); - else if ( item.type === "species" ) arr[5].push(item); - else if ( item.type === "archetype" ) arr[6].push(item); - else if ( item.type === "classfeature" ) arr[7].push(item); - else if ( item.type === "background" ) arr[8].push(item); - else if ( item.type === "fightingstyle" ) arr[9].push(item); - else if ( item.type === "fightingmastery" ) arr[10].push(item); - else if ( item.type === "lightsaberform" ) arr[11].push(item); + else if ( item.type === "deployment" ) arr[5].push(item); + else if ( item.type === "deploymentfeature" ) arr[6].push(item); + else if ( item.type === "venture" ) arr[7].push(item); + else if ( item.type === "species" ) arr[8].push(item); + else if ( item.type === "archetype" ) arr[9].push(item); + else if ( item.type === "classfeature" ) arr[10].push(item); + else if ( item.type === "background" ) arr[11].push(item); + else if ( item.type === "fightingstyle" ) arr[12].push(item); + else if ( item.type === "fightingmastery" ) arr[13].push(item); + else if ( item.type === "lightsaberform" ) arr[14].push(item); else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); return arr; - }, [[], [], [], [], [], [], [], [], [], [], [], []]); + }, [[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]); // Apply active item filters items = this._filterItems(items, this._filters.inventory); @@ -150,6 +153,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true }, archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true }, + deployments: { label: "SW5E.ItemTypeDeploymentPl", items: [], hasActions: false, dataset: {type: "deployment"}, isDeployment: true }, + deploymentfeatures: { label: "SW5E.ItemTypeDeploymentFeaturePl", items: [], hasActions: true, dataset: {type: "deploymentfeature"}, isDeploymentfeature: true }, + ventures: { label: "SW5E.ItemTypeVenturePl", items: [], hasActions: false, dataset: {type: "venture"}, isVenture: true }, species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true }, background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true }, fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true }, @@ -166,6 +172,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { features.classes.items = classes; features.classfeatures.items = classfeatures; features.archetype.items = archetypes; + features.deployments.items = deployments; + features.deploymentfeatures.items = deploymentfeatures; + features.ventures.items = ventures; features.species.items = species; features.background.items = backgrounds; features.fightingstyles.items = fightingstyles; @@ -354,7 +363,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { /** @override */ async _onDropItemCreate(itemData) { - // Increment the number of class levels a character instead of creating a new item + // Increment the number of class levels of a character instead of creating a new item if ( itemData.type === "class" ) { const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name); let priorLevel = cls?.data.data.levels ?? 0; @@ -367,6 +376,19 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { } } + // Increment the number of deployment ranks of a character instead of creating a new item + // else if ( itemData.type === "deployment" ) { + // const rnk = this.actor.itemTypes.deployment.find(c => c.name === itemData.name); + // let priorRank = rnk?.data.data.ranks ?? 0; + // if ( !!rnk ) { + // const next = Math.min(priorLevel + 1, 5 + priorRank - this.actor.data.data.details.rank); + // if ( next > priorRank ) { + // itemData.ranks = next; + // return rnk.update({"data.ranks": next}); + // } + // } + // } + // Default drop handling if levels were not added super._onDropItemCreate(itemData); } diff --git a/module/actor/sheets/newSheet/starship.js b/module/actor/sheets/newSheet/starship.js new file mode 100644 index 00000000..77d58b33 --- /dev/null +++ b/module/actor/sheets/newSheet/starship.js @@ -0,0 +1,144 @@ +import ActorSheet5e from "./base.js"; + +/** + * An Actor sheet for starships in the SW5E system. + * Extends the base ActorSheet5e class. + * @extends {ActorSheet5e} + */ +export default class ActorSheet5eStarship extends ActorSheet5e { + + /** @override */ + get template() { + if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; + return `systems/sw5e/templates/actors/newActor/starship.html`; + } + /** @override */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + classes: ["sw5e", "sheet", "actor", "starship"], + width: 800, + tabs: [{ + navSelector: ".root-tabs", + contentSelector: ".sheet-body", + initial: "attributes" + }], + }); + } + + /* -------------------------------------------- */ + + /** + * Organize Owned Items for rendering the starship sheet + * @private + */ + _prepareItems(data) { + + // Categorize Items as Features and Powers + const features = { + weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, + passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, + equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}}, + starshipmods: { label: game.i18n.localize("SW5E.ItemTypeStarshipModPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } + }; + + // Start by classifying items into groups for rendering + let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => { + item.img = item.img || DEFAULT_TOKEN; + item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); + item.hasUses = item.data.uses && (item.data.uses.max > 0); + item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); + item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); + item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); + if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item); + else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item); + else arr[2].push(item); + return arr; + }, [[], [], []]); + + // Apply item filters + forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook); + techpowers = this._filterItems(techpowers, this._filters.techPowerbook); + other = this._filterItems(other, this._filters.features); + + // Organize Powerbook +// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni"); +// const techPowerbook = this._preparePowerbook(data, techpowers, "tec"); + + // Organize Features + for ( let item of other ) { + if ( item.type === "weapon" ) features.weapons.items.push(item); + else if ( item.type === "feat" ) { + if ( item.data.activation.type ) features.actions.items.push(item); + else features.passive.items.push(item); + } + else if ( item.type === "starshipmod" ) { + features.starshipmods.items.push(item); + } + else features.equipment.items.push(item); + } + + // Assign and return + data.features = Object.values(features); +// data.forcePowerbook = forcePowerbook; +// data.techPowerbook = techPowerbook; + } + + + /* -------------------------------------------- */ + + /** @override */ + getData() { + const data = super.getData(); + + // Challenge Rating + const cr = parseFloat(data.data.details.cr || 0); + const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; + data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; + return data; + } + + /* -------------------------------------------- */ + /* Object Updates */ + /* -------------------------------------------- */ + + /** @override */ + _updateObject(event, formData) { + + // Format NPC Challenge Rating + const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; + let crv = "data.details.cr"; + let cr = formData[crv]; + cr = crs[cr] || parseFloat(cr); + if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); + + // Parent ActorSheet update steps + super._updateObject(event, formData); + } + + /* -------------------------------------------- */ + /* Event Listeners and Handlers */ + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + html.find(".health .rollable").click(this._onRollHPFormula.bind(this)); + } + + /* -------------------------------------------- */ + + /** + * Handle rolling NPC health values using the provided formula + * @param {Event} event The original click event + * @private + */ + _onRollHPFormula(event) { + event.preventDefault(); + const formula = this.actor.data.data.attributes.hp.formula; + if ( !formula ) return; + const hp = new Roll(formula).roll().total; + AudioHelper.play({src: CONFIG.sounds.dice}); + this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); + } +} + diff --git a/module/config.js b/module/config.js index 30cee69a..d697b6b8 100644 --- a/module/config.js +++ b/module/config.js @@ -1,4 +1,4 @@ -import {ClassFeatures} from "./classFeatures.js" +import {ClassFeatures} from "./classFeatures.js" // Namespace SW5e Configuration Values export const SW5E = {}; @@ -238,11 +238,16 @@ SW5E.equipmentTypes = { "light": "SW5E.EquipmentLight", "medium": "SW5E.EquipmentMedium", "heavy": "SW5E.EquipmentHeavy", + "hyper": "SW5E.EquipmentHyperdrive", "bonus": "SW5E.EquipmentBonus", "natural": "SW5E.EquipmentNatural", + "powerc": "SW5E.EquipmentPowerCoupling", + "reactor": "SW5E.EquipmentReactor", "shield": "SW5E.EquipmentShield", "clothing": "SW5E.EquipmentClothing", "trinket": "SW5E.EquipmentTrinket", + "ssarmor": "SW5E.EquipmentStarshipArmor", + "ssshield": "SW5E.EquipmentStarshipShield", "vehicle": "SW5E.EquipmentVehicle" }; @@ -423,6 +428,7 @@ SW5E.targetTypes = { "square": "SW5E.TargetSquare", "cube": "SW5E.TargetCube", "line": "SW5E.TargetLine", + "starship": "SW5E.TargetStarship", "wall": "SW5E.TargetWall", "weapon": "SW5E.TargetWeapon" }; @@ -507,6 +513,29 @@ SW5E.skills = { "tec": "SW5E.SkillTec" }; +/* -------------------------------------------- */ + +/** + * The set of starship skills which can be trained in SW5e + * @type {Object} + */ +SW5E.starshipSkills = { + "ast": "SW5E.StarshipSkillAst", + "bst": "SW5E.StarshipSkillBst", + "dat": "SW5E.StarshipSkillDat", + "hid": "SW5E.StarshipSkillHid", + "imp": "SW5E.StarshipSkillImp", + "int": "SW5E.StarshipSkillInt", + "man": "SW5E.StarshipSkillMan", + "men": "SW5E.StarshipSkillMen", + "pat": "SW5E.StarshipSkillPat", + "prb": "SW5E.StarshipSkillPrb", + "ram": "SW5E.StarshipSkillRam", + "reg": "SW5E.StarshipSkillReg", + "scn": "SW5E.StarshipSkillScn", + "swn": "SW5E.StarshipSkillSwn" +}; + /* -------------------------------------------- */ @@ -610,16 +639,21 @@ SW5E.powerScalingModes = { * @type {Object} */ SW5E.weaponTypes = { - "simpleVW": "SW5E.WeaponSimpleVW", - "simpleB": "SW5E.WeaponSimpleB", - "simpleLW": "SW5E.WeaponSimpleLW", + + "ammo": "SW5E.WeaponAmmo", + "improv": "SW5E.WeaponImprov", "martialVW": "SW5E.WeaponMartialVW", "martialB": "SW5E.WeaponMartialB", "martialLW": "SW5E.WeaponMartialLW", - "natural": "SW5E.WeaponNatural", - "improv": "SW5E.WeaponImprov", - "ammo": "SW5E.WeaponAmmo", - "siege": "SW5E.WeaponSiege" + "natural": "SW5E.WeaponNatural", + "siege": "SW5E.WeaponSiege", + "simpleVW": "SW5E.WeaponSimpleVW", + "simpleB": "SW5E.WeaponSimpleB", + "simpleLW": "SW5E.WeaponSimpleLW", + "primary (starship)": "SW5E.WeaponPrimarySW", + "secondary (starship)": "SW5E.WeaponSecondarySW", + "tertiary (starship)": "SW5E.WeaponTertiarySW", + "quaternary (starship)": "SW5E.WeaponQuaternarySW" }; @@ -633,6 +667,7 @@ SW5E.weaponProperties = { "amm": "SW5E.WeaponPropertiesAmm", "aut": "SW5E.WeaponPropertiesAut", "bur": "SW5E.WeaponPropertiesBur", + "con": "SW5E.WeaponPropertiesCon", "def": "SW5E.WeaponPropertiesDef", "dex": "SW5E.WeaponPropertiesDex", "dir": "SW5E.WeaponPropertiesDir", @@ -641,20 +676,27 @@ SW5E.weaponProperties = { "dis": "SW5E.WeaponPropertiesDis", "dpt": "SW5E.WeaponPropertiesDpt", "dou": "SW5E.WeaponPropertiesDou", + "exp": "SW5E.WeaponPropertiesExp", "fin": "SW5E.WeaponPropertiesFin", "fix": "SW5E.WeaponPropertiesFix", "foc": "SW5E.WeaponPropertiesFoc", "hvy": "SW5E.WeaponPropertiesHvy", "hid": "SW5E.WeaponPropertiesHid", + "hom": "SW5E.WeaponPropertiesHom", + "ion": "SW5E.WeaponPropertiesIon", "ken": "SW5E.WeaponPropertiesKen", "lgt": "SW5E.WeaponPropertiesLgt", "lum": "SW5E.WeaponPropertiesLum", + "mlt": "SW5E.WeaponPropertiesMlt", "mig": "SW5E.WeaponPropertiesMig", + "ovr": "SW5E.WeaponPropertiesOvr", "pic": "SW5E.WeaponPropertiesPic", + "pow": "SW5E.WeaponPropertiesPow", "rap": "SW5E.WeaponPropertiesRap", "rch": "SW5E.WeaponPropertiesRch", "rel": "SW5E.WeaponPropertiesRel", "ret": "SW5E.WeaponPropertiesRet", + "sat": "SW5E.WeaponPropertiesSat", "shk": "SW5E.WeaponPropertiesShk", "sil": "SW5E.WeaponPropertiesSil", "spc": "SW5E.WeaponPropertiesSpc", @@ -662,9 +704,24 @@ SW5E.weaponProperties = { "thr": "SW5E.WeaponPropertiesThr", "two": "SW5E.WeaponPropertiesTwo", "ver": "SW5E.WeaponPropertiesVer", - "vic": "SW5E.WeaponPropertiesVic" + "vic": "SW5E.WeaponPropertiesVic", + "zon": "SW5E.WeaponPropertiesZon" }; +/* -------------------------------------------- */ + +/** + * Define the set of starship weapon size flags which can exist on a weapon + * @type {Object} + */ +SW5E.weaponSizes = { + "tiny": "SW5E.SizeTiny", + "sm": "SW5E.SizeSmall", + "med": "SW5E.SizeMedium", + "lg": "SW5E.SizeLarge", + "huge": "SW5E.SizeHuge", + "grg": "SW5E.SizeGargantuan" +}; // Power Components SW5E.powerComponents = { diff --git a/module/item/entity.js b/module/item/entity.js index accded14..7709c71a 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -205,19 +205,27 @@ export default class Item5e extends Item { // Class Feature Items else if ( itemData.type === "classfeature" ) { // labels.classFeature = C.classFeature[data.classFeature]; - } - // Fighting Style Items - else if ( itemData.type === "fightingstyle" ) { - // labels.fightingstyle = C.fightingstyle[data.fightingstyle]; - } - // Fighting Mastery Items - else if ( itemData.type === "fightingmastery" ) { - // labels.fightingmastery = C.fightingmastery[data.fightingmastery]; - } - // Lightsaber Form Items - else if ( itemData.type === "lightsaberform" ) { - // labels.lightsaberform = C.lightsaberform[data.lightsaberform]; - } + } + // Deployment Items + else if ( itemData.type === "deployment" ) { + // labels.deployment = C.deployment[data.deployment]; + } + // Venture Items + else if ( itemData.type === "venture" ) { + // labels.venture = C.venture[data.venture]; + } + // Fighting Style Items + else if ( itemData.type === "fightingstyle" ) { + // labels.fightingstyle = C.fightingstyle[data.fightingstyle]; + } + // Fighting Mastery Items + else if ( itemData.type === "fightingmastery" ) { + // labels.fightingmastery = C.fightingmastery[data.fightingmastery]; + } + // Lightsaber Form Items + else if ( itemData.type === "lightsaberform" ) { + // labels.lightsaberform = C.lightsaberform[data.lightsaberform]; + } // Equipment Items else if ( itemData.type === "equipment" ) { diff --git a/module/item/sheet.js b/module/item/sheet.js index 742e4d6f..02e8a550 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -194,6 +194,10 @@ export default class ItemSheet5e extends ItemSheet { //props.push(labels.background); } else if (item.type === "classfeature") { //props.push(labels.classfeature); + } else if (item.type === "deployment") { + //props.push(labels.deployment); + } else if (item.type === "venture") { + //props.push(labels.venture); } else if (item.type === "fightingmastery") { //props.push(labels.fightingmastery); } else if (item.type === "fightingstyle") { diff --git a/module/templates.js b/module/templates.js index 764463f3..c1575eb0 100644 --- a/module/templates.js +++ b/module/templates.js @@ -14,11 +14,11 @@ export const preloadHandlebarsTemplates = async function() { "systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html", "systems/sw5e/templates/actors/oldActor/parts/actor-features.html", "systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html", - "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", + "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html", - "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", + "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", "systems/sw5e/templates/actors/newActor/parts/swalt-features.html", "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html", "systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html", diff --git a/packs/Icons/Deployments/Coordinator.webp b/packs/Icons/Deployments/Coordinator.webp new file mode 100644 index 0000000000000000000000000000000000000000..1bee16d177184b6c589dd347a05f6c8e513edec7 GIT binary patch literal 15184 zcmV-WJFmo2Nk&FUI{*MzMM6+kP&iCGI{*MLUjP^Y4LEFoHf#hWc2dm$2WR^sqW=?6 zRW&nsN$d?^2B_NAGXrprz`|QibZG!!W&mZb2FVKBjz=*WTt{rkMxfcL*w}5a4#rG>;KxzRGn_-E`Hw~=E4zJ?8NdvK2oEoO z^*>!R>$4x20N|BZwg^H;$CDck^3Q9B1-@b+0ALvGBl|JHof<*njUJ^Sn-BHI_8qe| zxgsd6HMVMtEx>S{X>svrsbZ#4wZiCoowXdkJ9+6^}21;I#Ut-)J!xsSU%p 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zq4<>8(8a~j=2$sC4h=zXfP!Mf!wKmU9f^Z*RKQ6Z+yz(D-RWY|Zb09@s|wMQDlO=? zRG3ubTbL!O6}9L=eUP}tTNL`dp)9O2ehuP5)QfPuhZ4n3_j$VN{Frqu2c2$u1*1pg zh+`hE%e(Um_UYUG_S2bt@xS4Jme#xs1NWV*usDLB|ME+Y(m*eDb!Zw0$EagV1vmko zib*!YUoyn_U>I?32m~BM&WiF(M3f!P;xVMa8@h=;_gTJ3o0+%jM2Vdu+B)!{U_*|K z$At%I#e7xFS2;eJK4FZDG8n|&hFn(^kU;ic#ZCV@^QR!e$IwgH0HL;~XWkFA+J>J} z^D4aQdVOOypDsR4nbHZc1Qke@{5QY*_;vkyZxQ+-PeTyldsw^!m7KhgF!T!6LNpXM zRDc7xkU#`vc?k(o1PNw`(|8)Ng%T-278E)+bW!OOJdQd_8`HE~uS=o%+5A)BDd$SuvA|r>&7h?F-qJ=mO~qGrLWfGKq;)mccs)i>b23IuDY-Y9Z=Oy`Xu=6_Cr;K z$5yM2_EoYez4L*1H(ZJe(iO=tQHh#N#^Gu1sudijfhg!>cmNE|`|!q%jq##t8@Nq05eoTc&B_V%O}F z?NE>t{J=h{RfbKgpJYK6#VJcpga8$W7%?dHvN7|b7xvskktmcQLL`F52-ID86biy1 z-IeS~L~j$wrBEAis3wrHF*=s>8ON3Dt66_J@E^d~u0PZI02RWAg3#SvuI_#O#NP5e zd-ICkFt2g5_!lnJ?7ak&(ywbR1e4HJHv}(<9!;gHxCfiQ^9ju-$UuTXx2=kyW4muNlW#}U8CD#2{jmK`eC zswlJQYu4w^c|ZNRPB^fwRjnFz_`cNHCBiVK0_TePRG8rV@ZaH+ku(XLB6T#Y?<`26 YN=7j%Mj+AAlso at 4th rank, your instinctive agility lets you dodge out of the way of certain area effects. When your ship is subjected to an effect, such as a proton torpedo or a seismic charge, that allows your ship to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw, and only half damage if it fails.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"04VuHxn1zFFcJHRa","name":"Weapon Overload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die. The next time a ship weapon deals damage before the end of your next turn, it deals additional damage equal to the result of the die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"0BYJ96ps3bjlHgxt","name":"Targeted Strike","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
When a friendly ship makes an attack against a target, you can use your reaction to expend a power die. You add the power die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"0ChMqVmu5Zbm1MdK","name":"Paragon Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you would expend a Power die or an Inspiring Display die, you can use a d4 instead of expending a die. You can only use this feature once per round.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"17Az370jZXcMRWDn","name":"Quick Fixer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Patch action or conduct ship repairs during recharging, you have advantage on the Constitution (Patch) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"2FXFUjMbxTFaisyv","name":"Call for Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a ship makes an attack roll against your ship, you can use your reaction and expend a power die and command another willing ally ship within 300 feet of the enemy ship to intercede. A crew member on that allied ship manning a weapon station must use their reaction to do so. The enemy ship is then forced to make an attack on the ally ship instead. If the attack misses, the crew member can immediately make a weapon attack against the enemy ship as a part of that same reaction. Roll the power die, and add the result to the ally’s attack roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"2GMuH7TIypF8O3bB","name":"Overload Systems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, you learn how to overload the systems of a ship remotely. As an action, you can attempt to breach the systems of the target of your System Disruption. The ship must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, the target’s flying speed reduced by half, it’s turning speed is doubled, it takes a -2 penalty to AC and Dexterity saving throws, it’s shields no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one attack during its turn.

The ship’s pilot makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends.

Once you’ve use this feature, you must finish a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"2NUqt5H4hmf2X9Gl","name":"Overwhelming Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you can make a Charisma (Impress) or Charisma (Menace) skill check and expend one power die to attempt to charm or frighten a humanoid creature who can see and perceive your ship within 600 feet. Add the power die to the roll. The target makes a contested Intelligence (Probe) check. If your check succeeds, the target is charmed by you if you used Impress, or frightened of you if you used Menace, until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"2jb6jifQOX4qBVCg","name":"Sensor Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Wisdom (Scan) or Intelligence (Probe) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"31BW3kMPL0x4Mdfu","name":"Shield Reinforcement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die. Your shields immediately regenerate by the result of the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"3DjYpf6WaOjJ0XbP","name":"Explosive Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you reduce a ship to 0 hit points, you can expend one power die and use a bonus action on your turn to make one additional ship attack against a different ship within range. If that attack hits, add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"4FymUPeOoWd7sBty","name":"Paragon Tech","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you make a Strength (Boost) check or a Constitution (Regulate) check, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"4ktPeAWuEbtF8UkV","name":"That's a Good Trick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you can take a reaction to give disadvantage to an attack declared against your ship.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5AKFz91XZsgc3AuX","name":"Target Acquired","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and hone in on a target you can see. The next attack roll made by your ship has advantage, and if the attack hits, add the result of the die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5PaDhVwt5qs6DQob","name":"Koiogran Turn","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you are the target of an attack roll, you can expend a power die and attempt to maneuver out of the line of fire. Roll the die, take the result, and multiply it by 50. You immediately move that many feet in a direction of your choice. The orientation of your ship does not change.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5xo8nrgomVc9jOSM","name":"Leader Extraordinaire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

You regain all expended uses of your Inspiring Display, Rallying Cry, and Commanding Presence features when you finish a short or long rest.

Additionally, when you roll an Uplifting Directive number, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Finally, when a creature uses an Inspiring Display die, they take the maximum instead of rolling. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"6R7dm1mCOW7Y4bfC","name":"Precision Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. If that attack hits, add the power die to the attack’s damage roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"7ETJnTSCSBz1Uxne","name":"Payload Delivery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with mines, missiles, rockets, and other explosive weapons. When you roll a 1 or 2 on a damage die for a tertiary or quaternary weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"7HcsxIt1o5OLfXcU","name":"Close Blast Doors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to mitigate some of the damage. Reduce the damage done to your hull by the amount rolled on the power die plus the ship’s constitution modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"7J5M5TWI7j6qIMG9","name":"Head's Up","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When you roll initiative and you are not surprised, you can expend a power die and add the number rolled to the initiative of any friendly ship including your own.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"88koeLGnTfBR2yyu","name":"Disrupted Defenses","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

At 3rd rank, the first time the target of your System Disruption takes damage each round, it takes additional damage equal to your System Disruption die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"8LGucgZjtdXIl6b0","name":"Masterful Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Interfere action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on all ability checks or attack rolls it makes before the start of your next turn, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"9gB0RnUmYpU58uHq","name":"Power Distribution","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die and move that number of power dice from their current location to another location.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"9hfNnkr1SKOCZknx","name":"Brace for Impact","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are reduced to zero shields, as a reaction, you can expend a power die to instead reduce your shields to one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"9sKkrdkDLFTvdKiX","name":"Defense Screen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and take a defensive formation as long as there is a friendly ship within 100 feet of you. When you do so, your AC increases by the amount rolled on the die until the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"AbRJD4oCtbLlj34R","name":"Heavy Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with railguns and turbolasers. While you are firing a secondary weapon, you gain a +2 bonus to attack rolls and save DCs.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"CSUFg11onuVBt0Rw","name":"Rapid Repairman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"CXpsc3IX1mUE7g78","name":"Enhance Scopes","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
As a bonus action, can expend one power die to increase the ranges of your ship’s next primary or secondary weapon attack by 500 feet. If it hits, you add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"Ct294qAfWB2ueHsL","name":"Dependable Tech","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, you can regain use of your starting tech die as a reaction. Once you’ve used this feature, you must finish a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"DzQgoRfhN5BBRaft","name":"Dependable Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when you roll for damage with a ship weapon, you can reroll one of the dice, but you must use the new result. You may use this feature a number of times equal to your ranks in gunner. You regain all expended uses when you complete a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"EHbxsR3TYqgx14ox","name":"Paragon of Defense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, when you take the Boost Shields or Patch action, when you would roll to restore hull points or shield points, you can take the maximum instead of rolling. You can use this feature before or after making the roll. Once you’ve used this feature, you must com-plete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"EOFtXi7actzLQrCl","name":"Disabling Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"Ed71yER1DyL9WIS3","name":"Contingency Plan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, while aboard your ship, you can choose two allies, instead of one, when you take the Direct action.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"FcEz9wGm9RTlQKVI","name":"Steady As She Goes","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you can expend one power die to strengthen your allies’ defenses. Roll a power die. Until the end of your next turn, your ship and all allied ships within 500 feet of you when you use this action have a bonus to any saving throws they make equal to the amount rolled.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"Fp2Mv7aql9gZ3tpt","name":"Coordinating Leadership","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn collaborations that are fueled by special dice called power dice.

Collaborations

You learn two collaborations of your choice, which are detailed under “Collaborations” below. You can use only one collaboration per turn, and you can only use each collaboration once per round.

You learn an additional collaboration at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new collaboration, you can also replace one collaboration you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the collaboration.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"GIW5yAeEha7epKqY","name":"Uncanny Dodge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"GjPn4M3GHYmpNjNz","name":"Feinting Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
You can expend one power die and use a bonus action on your turn to feint, choosing one ship within your primary weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"HPbueMMRtKK6TcG2","name":"Piloting Procedure","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn tactics that are fueled by special dice called power dice.

Tactics

You learn two tactics of your choice, which are detailed under “Tactics” below. You can use only one tactic per turn, and you can only use each tactic once per round.

You learn an additional tactic at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new tactic, you can also replace one tactic you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the tactic.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"HeyQ4XmQDZRbiNSD","name":"Ship Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"JY0Pb98JhGUAyGeU","name":"Attack Pattern Delta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a power die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"Ja3M4Dsep6lfYUTW","name":"Starship Charge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you take the Ram action, you can expend a power die to increase the damage. On a failed save, the target ship takes additional kinetic damage equal to the amount rolled on the die + your ship’s Strength modifier. Your ship has resistance to the additional damage dealt by this tactic.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"JlBFNmACItJ0vFlP","name":"Crippling Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to cripple it. Add the power die to the attack’s damage roll, and the target ship’s flying speed is reduced by half until the end of their next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"KkMIZcjcecE3trO8","name":"Dependable Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when you would make a Dexterity (Maneuvering) check while assigned as a pilot, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature a number of times equal to your ranks in piloting. You regain all expended uses when you complete a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"L4rvUVp9SLw7EQSB","name":"Haywire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when you target a ship with your System Disruption feature, it must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, while it is the target of your System Disruption feature, the first time it makes an attack roll or a saving throw each round, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"LLUJ5KWK4yQCi7OG","name":"Venture","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Universal"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 of Starships of the Galaxy for a list of ventures).

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"MPE9v00SrW329UWR","name":"Reroute Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s power coupling. A power coupling can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system.

When diverting power to a system, the effects of that system are doubled:

  • Engines: A ship’s flying speed is doubled.
  • Shields: Shields take half damage and shield regeneration rate is doubled.
  • Weapons: Weapons deal double damage.

When diverting power to a system, power to the other systems is halved:

  • Engines: A ship’s flying speed is reduced by half.
  • Shields: Shields take double damage and shield regeneration rate reduced by half.
  • Weapons: Ship weapon damage is reduced by half.
"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"MZLYQTFwmVQlgWpv","name":"Reroute Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Additionally, when your ship’s shields are fully depleted, you can use your reaction to immediately restore a number of shield points equal to your Intelligence modifier. Once you’ve used this feature, you must finish a long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"MtyVkb4XFvjKsHGO","name":"Gunning Style","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options, detailed in Chapter 6. You can’t take a Gunning Style option more than once, even if you later get to choose again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NcdJUlCVRxJHiYmZ","name":"Gunning Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you master a particular style of gunning. Choose one of the Gunning Mastery options, detailed in Chapter 6. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NuRAuSavRUTntle8","name":"Ship Mechanic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"OGpaIWWJUTx2UVmO","name":"Inspiring Display","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, you can inspire others through stirring words. You spend the next minute rallying your allies by giving an inspiring speech. You grant a number of ships up to your proficiency bonus temporary hull points equal to your Charisma modifier. You also grant to a number of crew members up to your proficiency bonus from those ships one Inspiring Display die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Display die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiring Display die is rolled, it is lost. A creature can have only one Inspiring Display die at a time.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

Your Inspiring Display die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"OzcohUskPdHG9wId","name":"Battle Stations","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
If you are surprised at the start of combat and aren’t incapacitated, you can expend one power die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to the amount rolled on the power die who can see or hear you to act normally on their first turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"PMxG5cMOa1Ke5xSZ","name":"Reactor Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As an action, you can roll your tech die. Your reactor immediately produces that many power dice that must be stored immediately based on your ship’s power coupling. For any power dice produced in excess of your ship’s capacity to store, your ship takes that many hull points in damage.

Additionally, your ship must succeed on a Constitution (Regulation) check (DC = 10 + the number rolled on your tech die) or take hull damage equal to one hull die + your ship’s strength modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"PbKfAYFLeuxBpP4d","name":"Disarming Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
As an action, you can expend one power die to attempt to disarm the target. You add the power die to your ship’s next attack roll. On a hit, in addition to the normal damage taken, the target must make a Constitution saving throw. On a failed save, you disable a weapon of the target ship of your choice until the ship recharges.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"PlI0gpY9bSXOTdm7","name":"Expose Weakness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend a power die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"RZxFrOs6LwFxQgyB","name":"Quick Regen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Boost Shields action, you have advantage on the Strength (Boost) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"RrKCi2wsalQrLNH9","name":"Rapid Repairman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"SpWkFzgpS2crMmwo","name":"Penetrating Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to attempt to damage another ship with the same attack. Choose a second ship within 150 feet of and directly behind your initial target. If the original attack roll would hit the second ship, it takes damage equal to the number you roll on your power die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"SyiaGrnvJyBupkuq","name":"Quiet Electronics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Dexterity (Stealth) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"T3NM6sGjXhqJ6mFK","name":"Systems Block","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship makes an attack roll, you can use your reaction and expend a power die and add it to the attack roll. On a hit, the target’s next attack has disadvantage and it cannot regain shield points until the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"T4AijVDwLiIizBL0","name":"I Need More Power!","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you use your action to regenerate your ship’s shields, you can use a bonus action to expend a power die and add its result to the amount regenerated.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"TTg5J1WepZxAqkOS","name":"Payload Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of missiles, rockets, and other shipboard explosive weapons. While you are firing a tertiary or quaternary weapon, you can choose to reduce the DC by an amount equal to your proficiency bonus. If you do, and the target fails the saving throw, they take additional damage equal to twice your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"TneJLAOFQ2HYHTmZ","name":"Engine Tuning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As an action, you can roll your tech die. Take the result of the die and multiply it by 50. The flying speed of your ship increases by this amount until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"U7EWM1BOvgRDjo4k","name":"Heavy Gun Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of railguns and turbolasers. While you are firing a secondary weapon, before you make an attack, you can choose to double your proficiency bonus. If the attack hits, you reduce the damage dealt by an amount equal to your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"UXrfTXCo0SUfGfkL","name":"Paragon Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

At 5th rank, when you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, when you make an attack roll while deployed as a gunner, you can choose to make the roll a critical hit. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"UfnbGK8T1ho44lAq","name":"Incite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Incite

Power Die Location: Comms
On your turn, you can use an action and expend one Power die to bolster the resolve of a crew on your or another allied ship who can see or hear you. The allied ship can add your ship’s Charisma modifier to a number of damage rolls they make until the start of your next turn equal to the number rolled on the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"V3fT3R6dhqeo4Yud","name":"Improved Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, your critical hit range with primary and secondary weapons increases by 1, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon that you control, they treat the effect’s damage as if it had rolled the maximum.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"VFz9qzr3AxxCrCgn","name":"Operational Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn disruptions that are fueled by special dice called power dice.

Disruptions

You learn two disruptions of your choice, which are detailed under “Disruptions” below. You can use only one disruption per turn, and you can only use each disruption once per round.

You learn an additional disruption at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new disruption, you can also replace one disruption you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the disruption.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

Saving Throws

Some of your Disruptions require your target to make a saving throw to resist the disruption’s effects. The saving throw DC is calculated as follows:

Disruption save DC = 8 + your proficiency bonus + your ship’s Charisma modifier

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"VMOayuwvc9eD754b","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, you can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship weapon.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"VmkxPzNndRFPwvdA","name":"I'll Try Spinning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you use take the Evade action, you can choose to have all attacks against you from a single ship have disadvantage until the beginning of your ship’s next turn.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"WFOYYe3vDHoNUUI9","name":"Dependable Damage Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when your ship would make a Constitution Saving throw, you can take take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature once before completing a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"YKYT8RRcFYpPByyD","name":"Rallying Cry","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

At 3rd rank, as a bonus action, you can extend a rallying cry to those that can hear you. Choose a number of friendly creatures up to twice your Charisma modifier that can see or hear you. Each of those creatures gains an Inspiring Display die that lasts until the end of your next turn.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"aaJBvhIo9mFBaU4U","name":"Break the Lock","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When the ship fails a Strength, Dexterity, or Constitution saving throw, as a reaction, you can expend a power die to attempt to recover. Roll the die and add the result to the saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"akxzwk9XmNTX9KMU","name":"Bolster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
On your turn, you can use your action and expend one power die to bolster the resolve of the crew of your or another allied ship. That ship gains temporary hit points equal to the power die roll + your Charisma modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"aqA8Oqnw1oj7ex1z","name":"Skim the Surface","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and attempt to fly through the space of a hostile ship. Roll the die, take the result, and multiply it by 50. Your ship’s flying speed increases by that amount until the end of your turn. Additionally, moving through a hostile ship’s space does not count as hostile terrain this turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"b8m62D2EelLhHlZv","name":"Powerful Patch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Powerful Patch

Power Die Location: Shields
As an action, you can expend one power die to use a hull dice and recover Hull Points. You gain additional Hull Points equal to the amount rolled on the power die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"btd77ZPsBBLROfg8","name":"Gunner Techniques","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn gambits that are fueled by special dice called power dice.

Gambits

You learn two gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack, and you can only use each gambit once per turn.

You learn an additional gambit at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new gambit, you can also replace one gambit you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the gambit.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"cUyB5pogFQW0K1vl","name":"Snap Roll","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you are hit by a ship attack, you can expend a power die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"cWApupkpuwEgtUY5","name":"Paragon Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die or a System Disruption die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, you regain all expended uses of your System Disruption feature when you finish a short or long rest.

Lastly, when you would make an Interfere, Scan, or Probe check while deployed as an operator, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"cgXu21dmJHNe1IUY","name":"Comms Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Charisma (Interfere) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"dSMbwvdqRmrHWvwl","name":"Angle Deflector Shields","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to redirect some of the impact. Reduce the damage absorbed by your shields by the amount rolled on the power die plus the ship’s intelligence modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"eGPYPKMmAahccHGj","name":"Distracting Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to give your allies an opening. You add the power die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"eIS5gnYe7POBq7dc","name":"Uplifting Directive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Direct action, roll a d20. Note the number on the d20. This becomes your uplifting directive number.

While you have an uplifting directive number, when an ally makes an ability check or attack roll affected by your Direct action, you can replace the result of a d20 roll with the value of the uplifting directive roll. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one uplifting directive roll at a time, and you lose any unused uplifting directive rolls when you complete a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"hbxNu6cTyA58N6hM","name":"Bring 'Em Back Up!","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you have no shields, as an action, you can expend one power die to use a shield die to bring your shields back online with a value equal to your ship’s regeneration rate plus the amount rolled on the power die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"iq1avDe2RfQ7N5qR","name":"Supreme Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you learn to briefly and massively boost your ship’s system. When you use a technique that uses a bonus action, you can use another, different technique that also uses a bonus action this turn. Additionally, instead of rolling your Tech die for these uses, you can choose to take the maximum.

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"izw9rhXgoBbRRjQK","name":"Pilot Extraordinaire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, you are a master at the helm. As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Dexterity (Maneuvering) checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against your ship have disadvantage.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"j38Mv9jlqn3528U4","name":"Cunning Avoidance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make a Dexterity (Maneuvering) check, and instead use that value for your AC or saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"kIfJI9XlQjnhvrBV","name":"System Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn techniques to quickly augment different systems on your ship that are fueled by special dice called tech dice.

Techniques

You learn two techniques of your choice, which are detailed under “Techniques” below. You can use only one technique per turn, and you can only use each technique once per round.

You learn an additional technique at 2nd, 3rd, 4th and 5th rank in this deployment. Each time you learn a new technique, you can also replace one technique you know with a different one.

Tech Dice

Your techniques are represented by your tech die, the starting size of which is a d4. Using your tech die does not expend it.

Your tech die changes when you reach certain ranks in this deployment. The die becomes a d6 at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

Creative Thinking

If you roll a 1 on your tech die, it decreases by one die size until the end of your next turn. This represents you burning through your creativity. For example, if the die is a d6 and you roll a 1, it becomes a d4. If it’s a d4 and you roll a 1, it becomes unusable until the end of your next turn.

Conversely, if you roll the maximum number on your tech die, it increases by one die size until the end of your next turn, up to a d12. This represents you having a creative break-through. For example, if you roll a 4 on a d4, the die then becomes a d6. If it’s a d12 and you roll a 12, on future rolls until the end of your next turn, you can roll an extra die and choose which die to use.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"kQ9Pc3QNb4deJLrM","name":"Hacked Communications","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you may expend a power die, and choose any number of ships that you can see within 600 feet of you. Each ship must succeed on a Wisdom saving throw or take ionic damage equal to the number rolled on the die + your ship’s Charisma modifier (minimum of one). Additionally, on a failed save, the ship’s communication devices are disabled until rebooted.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"lJI403bCY0sK5aip","name":"Sensor Blast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship hits a target with a weapon attack, you can expend one power die as a reaction to attempt to saturate the target’s sensors. You add the power die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your ship until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"mLSe2KZoyfq7gZgV","name":"Threat Assessment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, as a bonus action, you can learn certain information about the capabilities of the target of your System Disruption. The GM tells you if the ship is your ship’s equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • An ability score
  • Armor Class
  • Current total hull and shield points
  • Total ship tiers (if any)
  • Total deployment ranks (if any)
"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"nBl18Fr4ATBb43hQ","name":"System Disruption","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, as a bonus action while deployed as an operator, you can choose a ship that you can see within 1,000 feet and target its systems for disruption. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Scan) or Intelligence (Probe) check you make to find it.

Additionally, when the ship makes an ability check, attack roll, or saving throw, you can use your reaction to disrupt the ship’s functions. Roll a System Disruption die, which is a d6, and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature twice. You gain another use of this feature at 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.

Your System Disruption die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"nbsrtzVPHmEBhUhi","name":"Supreme Save","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you learn how to quickly isolate massive damage on your ship. As a reaction, when you would otherwise be reduced to zero hull points, you can instead reduce your hull points to one.

Once you’ve used this feature, you must finish a long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"ncymxu1MtAHKWAUq","name":"Remote Sensors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
Whenever you make a Wisdom (Scan) or an Intelligence (Probe) check, you can employ the aid of remote sensors by expending a power die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"ne9IKjZ0KB6nI3ko","name":"Paragon Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"palv7BFYTist5fg9","name":"Protean Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, you can choose a second Gunning Style option.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"qXDMAo7RIIFboDx3","name":"Cannoneer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with laser cannons. While you are firing a primary weapon, you gain a +2 bonus to damage rolls and save DCs.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"rC1rUMK9ydrYST6E","name":"Intensify Shields","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to AC equal to the amount rolled on the power die. This includes the triggering attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"rufV6GZiNRlxwnGJ","name":"Defense Stratagems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn stratagems that are fueled by special dice called power dice.

Stratagems

You learn two stratagems of your choice, which are detailed under “Stratagems” below. Many stratagems enhance a defense in some way. You can use only one gambit per attack, and you can only use each stratagem once per turn.

You learn an additional stratagem at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new stratagem, you can also replace one stratagem you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the stratagem.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"tdCvvsmTpTmDSvcm","name":"Watch Out","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship, including your own, who can see or hear you makes a saving throw, you can use your reaction and expend a power die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"uIJwWQbv92GSHJTN","name":"Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you fail a Dexterity Saving throw forced by a Ship weapon, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to dexterity saving throws equal to the amount rolled on the power die. This includes the triggering save.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"uJGsPzJhAieYxO9L","name":"Maximum Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, when you hit a ship with a ship attack, you can deal maximum damage with that attack.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"vHUmONolfVq8xCFj","name":"Last Resort","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when your ship makes a destruction saving throw, it adds its Constitution modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hull Die to regain hull points or Shield Die to regain shield points, the minimum number of points it can regain from the roll equals twice the ship’s constitution modifier (minimum of 2).

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"vkjxkQWUsfX5ekjI","name":"Efficient Reroute","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when you reroute power you only halve power to one other system of your choice.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"x3hIvJ33mMBLdn9N","name":"Commanding Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you learn a new way to use your Inspiring Display. While aboard your ship, when a creature that can see or hear you fails an ability check, attack roll, or saving throw, you can use use your reaction to aid that creature provided it did not already have or use an Inspiring Display die this turn. The creature can then roll the die and add it to the result.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"ySoRjQ6Fx6npb3yW","name":"Cannon Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of laser cannons. While you are firing a primary weapon, when you take the Attack action, you can choose to fire rapidly at the expense of accuracy. Your attacks are made without the aid of your proficiency bonus, but you use your bonus action to make an additional attack, also without your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"zHih7MUFtxy6v1KD","name":"Reactor Vulnerability","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship hits a ship with a weapon attack, you can expend a superiority die as a reaction to temporarily destabilize the ship’s reactor. Add the number rolled to the damage of the weapon attack and the ship must succeed on a Constitution saving throw or be shocked until the end of its next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"zqN0Gdp5x3G206VZ","name":"Masterful Directive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, when you roll your uplifting directive number as a part of the Direct action, you can use your bonus action to increase your uplifting directive number by an amount equal to your proficiency bonus. If this would increase the value of your uplifting directive number to more than 20, it instead becomes 20.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"ztIE2ALy6aPI9lAg","name":"Improved Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when you use take the Interfere action, you have advantage on the Charisma (Interfere) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} diff --git a/packs/packs/deployments.db b/packs/packs/deployments.db new file mode 100644 index 00000000..4175e2fd --- /dev/null +++ b/packs/packs/deployments.db @@ -0,0 +1,6 @@ +{"_id":"6t3DOvGdpOMkYUtI","name":"Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

\"Watcher's Confidence, please proceed to docking bay ninety-four,\" comes over the freighter's speakers for a third time. Frantically, the chiss operator types as fast as he can, attempting to disguise his ship's transponder code and true designation. Finally, with a satisfied sigh and a single keystroke, he completes the new temporary identity to his ship.

\n

Methodically, the voss operator types away on the datapad in front of her, one eye on the console and the other on her quarry. As she sees the ship's trajectory abruptly change, she completes her commands, overloading their systems. The ship immediately slows, it's turning become sluggish, enabling the voss to overtake it.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human operator immediately jumps into the co-pilot's seat and interfaces with the control panel. He engages a comm scrambler, disrupting the communications of the enemy ships, in an effort to diminish their coordination.

\n

Operators share their love of a challenge; to overcome the obstacle that few others can comprehend. While they aren't always celebrated, operators are an integral part of any ship's crew.

","description":"

The Operator

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Operational Control
2ndSystem Disruption, Improved Interference
3rdDisrupted Defenses, Threat Assessment
4thMasterful Interference, Haywire
5thParagon Operator, Overload Systems
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Operational Control

\n

Also at 1st rank, you learn disruptions that are fueled by special dice called power dice.

\n

Disruptions

\n

You learn two disruptions of your choice, which are detailed under “Disruptions” below. You can use only one disruption per turn, and you can only use each disruption once per round.

\n

You learn an additional disruption at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new disruption, you can also replace one disruption you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the disruption.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Saving Throws

\n

Some of your Disruptions require your target to make a saving throw to resist the disruption’s effects. The saving throw DC is calculated as follows:

\n

Disruption save DC = 8 + your proficiency bonus + your ship’s Charisma modifier

\n

Disruptions

\n

The collaborations are presented in alphabetical order.

\n

Enhance Scopes

\n

Power Die Location: Sensors
As a bonus action, can expend one power die to increase the ranges of your ship’s next primary or secondary weapon attack by 500 feet. If it hits, you add the power die to the attack’s damage roll.

\n

Disarming Shot

\n

Power Die Location: Sensors
As an action, you can expend one power die to attempt to disarm the target. You add the power die to your ship’s next attack roll. On a hit, in addition to the normal damage taken, the target must make a Constitution saving throw. On a failed save, you disable a weapon of the target ship of your choice until the ship recharges.

\n

Hacked Communications

\n

Power Die Location: Comms
As an action, you may expend a power die, and choose any number of ships that you can see within 600 feet of you. Each ship must succeed on a Wisdom saving throw or take ionic damage equal to the number rolled on the die + your ship’s Charisma modifier (minimum of one). Additionally, on a failed save, the ship’s communication devices are disabled until rebooted.

\n

Reactor Vulnerability

\n

Power Die Location: Comms
When a friendly ship hits a ship with a weapon attack, you can expend a superiority die as a reaction to temporarily destabilize the ship’s reactor. Add the number rolled to the damage of the weapon attack and the ship must succeed on a Constitution saving throw or be shocked until the end of its next turn.

\n

Remote Sensors

\n

Power Die Location: Sensors
Whenever you make a Wisdom (Scan) or an Intelligence (Probe) check, you can employ the aid of remote sensors by expending a power die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

\n

Sensor Blast

\n

Power Die Location: Comms
When a friendly ship hits a target with a weapon attack, you can expend one power die as a reaction to attempt to saturate the target’s sensors. You add the power die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your ship until the end of your next turn.

\n

Systems Block

\n

Power Die Location: Comms
When a friendly ship makes an attack roll, you can use your reaction and expend a power die and add it to the attack roll. On a hit, the target’s next attack has disadvantage and it cannot regain shield points until the start of your next turn.

\n

Targeted Strike

\n

Power Die Location: Sensors
When a friendly ship makes an attack against a target, you can use your reaction to expend a power die. You add the power die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

System Disruption

\n

At 2nd rank, as a bonus action while deployed as an operator, you can choose a ship that you can see within 1,000 feet and target its systems for disruption. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Scan) or Intelligence (Probe) check you make to find it.

\n

Additionally, when the ship makes an ability check, attack roll, or saving throw, you can use your reaction to disrupt the ship’s functions. Roll a System Disruption die, which is a d6, and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature twice. You gain another use of this feature at 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.

\n

Your System Disruption die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Improved Interference

\n

Also at 2nd rank, when you use take the Interfere action, you have advantage on the Charisma (Interfere) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Disrupted Defenses

\n

At 3rd rank, the first time the target of your System Disruption takes damage each round, it takes additional damage equal to your System Disruption die. The damage is of the same type dealt by the original attack.

\n

Threat Assessment

\n

Also at 3rd rank, as a bonus action, you can learn certain information about the capabilities of the target of your System Disruption. The GM tells you if the ship is your ship’s equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • An ability score
  • \n
  • Armor Class
  • \n
  • Current total hull and shield points
  • \n
  • Total ship tiers (if any)
  • \n
  • Total deployment ranks (if any)
  • \n
\n

Masterful Interference

\n

At 4th rank, when you take the Interfere action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on all ability checks or attack rolls it makes before the start of your next turn, instead of one.

\n

Haywire

\n

Also at 4th rank, when you target a ship with your System Disruption feature, it must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, while it is the target of your System Disruption feature, the first time it makes an attack roll or a saving throw each round, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Paragon Operator

\n

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die or a System Disruption die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, you regain all expended uses of your System Disruption feature when you finish a short or long rest.

\n

Lastly, when you would make an Interfere, Scan, or Probe check while deployed as an operator, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Overload Systems

\n

Also at 5th rank, you learn how to overload the systems of a ship remotely. As an action, you can attempt to breach the systems of the target of your System Disruption. The ship must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, the target’s flying speed reduced by half, it’s turning speed is doubled, it takes a -2 penalty to AC and Dexterity saving throws, it’s shields no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one attack during its turn.

\n

The ship’s pilot makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends.

\n

Once you’ve use this feature, you must finish a short or long rest before you can use it again.

"},"folder":"H32p1XK09eJcqL89","sort":400000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"8B0449FqtXP02WVs","name":"Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

The trandoshan bounty hunter hides in his assault craft behind a nearby asteroid, patiently awaiting his prey. As it passes along its predetermined course, the trandoshan detonates the seismic charges, disintegrating the ship.

\n

As the gunship moves away from its parent vessel, the zabrak soldier begins scoping out the opposing fleet. As the two forces engage, the gunner chooses his target, engaging his railgun. After its 3-second charge time, a massive blast of energy projects towards his target, vaporizing it instantly.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human runs to her gunning station, hops into the chair, and engages the controls. As her twi'lek pilot maneuvers the ship out of danger, the gunner draws a bead on the offending snubfighter, before unleashing a quick 1-2 volley and detonating them in a fiery blaze.

\n

Whether coming from a military, criminal, or civilian background, all gunners share the same love of precise and effective destruction of their targets.

","description":"

The Gunner

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Gunner Techniques
2ndGunning Style, Improved Critical
3rdDependable Gunner, Brutal Critical
4thGunning Mastery, Protean Gunner
5thParagon Gunner, Maximum Power
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Gunner Techniques

\n

Also at 1st rank, you learn gambits that are fueled by special dice called power dice.

\n

Gambits

\n

You learn two gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack, and you can only use each gambit once per turn.

\n

You learn an additional gambit at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new gambit, you can also replace one gambit you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the gambit.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Gambits

\n

The gambits are presented in alphabetical order.

\n

Crippling Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to cripple it. Add the power die to the attack’s damage roll, and the target ship’s flying speed is reduced by half until the end of their next turn.

\n

Disabling Shot

\n

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn.

\n

Distracting Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to give your allies an opening. You add the power die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.

\n

Explosive Shot

\n

Power Die Location: Weapons
When you reduce a ship to 0 hit points, you can expend one power die and use a bonus action on your turn to make one additional ship attack against a different ship within range. If that attack hits, add the power die to the attack’s damage roll.

\n

Expose Weakness

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend a power die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Feinting Shot

\n

Power Die Location: Weapons
You can expend one power die and use a bonus action on your turn to feint, choosing one ship within your primary weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the power die to the attack’s damage roll.

\n

Penetrating Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to attempt to damage another ship with the same attack. Choose a second ship within 150 feet of and directly behind your initial target. If the original attack roll would hit the second ship, it takes damage equal to the number you roll on your power die. The damage is of the same type dealt by the original attack.

\n

Precision Shot

\n

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. If that attack hits, add the power die to the attack’s damage roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.

\n

Gunning Style

\n

At 2nd rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options, detailed in Chapter 6. You can’t take a Gunning Style option more than once, even if you later get to choose again.

\n

Improved Critical

\n

Also at 2nd rank, your critical hit range with primary and secondary weapons increases by 1, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon that you control, they treat the effect’s damage as if it had rolled the maximum.

\n

Dependable Gunner

\n

Starting at 3rd rank, when you roll for damage with a ship weapon, you can reroll one of the dice, but you must use the new result. You may use this feature a number of times equal to your ranks in gunner. You regain all expended uses when you complete a long rest.

\n

Brutal Critical

\n

Also at 3rd rank, you can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship weapon.

\n

Gunning Mastery

\n

At 4th rank, you master a particular style of gunning. Choose one of the Gunning Mastery options, detailed in Chapter 6. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.

\n

Protean Gunner

\n

Also at 4th rank, you can choose a second Gunning Style option.

\n

Paragon Gunner

\n

At 5th rank, when you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, when you make an attack roll while deployed as a gunner, you can choose to make the roll a critical hit. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Maximum Power

\n

Also at 5th rank, when you hit a ship with a ship attack, you can deal maximum damage with that attack.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"folder":"H32p1XK09eJcqL89","sort":200000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NCOjzgFbOg6DsjSF","name":"Mechanic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Flinching occasionally as a cannon blast slams into the ship,
a Chiss engineer quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on their small vessel. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs over to bypass the fried motivator.

\n

Sweat dripping down her brow, the Togrutan mechanic concentrates as she types furiously, trying a new inverter subroutine to eek out just a bit more power from her ship's main reactor. As the whine from the fusion plant increases just a hair, she bites her lip and looks to the pressure gauge. It's holding. She gets on the comm and shout's to her captain, \"Punch it!\" The ship lurches forward, the engines drawing heavily on the new reserves of power. They were going to make it.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. In the cockpit, the sounds of a muffled explosion can be heard. With a shrill chirp, the droid engine tech whirls into action, rolling towards the source of the explosion. As it enters the engine room, it identifies the source of the explosion, and quickly moves to repair the damage.

\n

While mechanics come from all walks of life, they all share one thing in common; they gather an immense satisfaction from keeping their ship running at peak efficiency.

","description":"

The Mechanic

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, System Boost
2ndQuick Fixer, Ship Technician
3rdDependable Tech, Reroute Power
4thRapid Repairman, Efficient Reroute
5thParagon Tech, Supreme Boost
\n

Venture

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Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

System Boost

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Also at 1st rank, you learn techniques to quickly augment different systems on your ship that are fueled by special dice called tech dice.

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Techniques

\n

You learn two techniques of your choice, which are detailed under “Techniques” below. You can use only one technique per turn, and you can only use each technique once per round.

\n

You learn an additional technique at 2nd, 3rd, 4th and 5th rank in this deployment. Each time you learn a new technique, you can also replace one technique you know with a different one.

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Tech Dice

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Your techniques are represented by your tech die, the starting size of which is a d4. Using your tech die does not expend it.

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Your tech die changes when you reach certain ranks in this deployment. The die becomes a d6 at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

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Creative Thinking

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If you roll a 1 on your tech die, it decreases by one die size until the end of your next turn. This represents you burning through your creativity. For example, if the die is a d6 and you roll a 1, it becomes a d4. If it’s a d4 and you roll a 1, it becomes unusable until the end of your next turn.

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Conversely, if you roll the maximum number on your tech die, it increases by one die size until the end of your next turn, up to a d12. This represents you having a creative break-through. For example, if you roll a 4 on a d4, the die then becomes a d6. If it’s a d12 and you roll a 12, on future rolls until the end of your next turn, you can roll an extra die and choose which die to use.

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Techniques

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The techniques are presented in alphabetical order.

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Comms Boost

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As a bonus action, you can roll a tech die and add it to the next Charisma (Interfere) check your ship makes before the end of your next turn.

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Engine Tuning

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As an action, you can roll your tech die. Take the result of the die and multiply it by 50. The flying speed of your ship increases by this amount until the end of your next turn.

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Power Distribution

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As a bonus action, you can roll your tech die and move that number of power dice from their current location to another location.

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Quiet Electronics

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As a bonus action, you can roll a tech die and add it to the next Dexterity (Stealth) check your ship makes before the end of your next turn.

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Reactor Boost

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As an action, you can roll your tech die. Your reactor immediately produces that many power dice that must be stored immediately based on your ship’s power coupling. For any power dice produced in excess of your ship’s capacity to store, your ship takes that many hull points in damage.

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Additionally, your ship must succeed on a Constitution (Regulation) check (DC = 10 + the number rolled on your tech die) or take hull damage equal to one hull die + your ship’s strength modifier.

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Sensor Boost

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As a bonus action, you can roll a tech die and add it to the next Wisdom (Scan) or Intelligence (Probe) check your ship makes before the end of your next turn.

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Shield Reinforcement

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As a bonus action, you can roll your tech die. Your shields immediately regenerate by the result of the die.

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Weapon Overload

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As a bonus action, you can roll your tech die. The next time a ship weapon deals damage before the end of your next turn, it deals additional damage equal to the result of the die. The damage is of the same type dealt by the original attack.

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Quick Fixer

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At 2nd rank, when you take the Patch action or conduct ship repairs during recharging, you have advantage on the Constitution (Patch) check. If you already have advantage, you can instead reroll one of the dice once.

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Ship Mechanic

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Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

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Dependable Tech

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Starting at 3rd rank, you can regain use of your starting tech die as a reaction. Once you’ve used this feature, you must finish a short or long rest before you can use it again.

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Reroute Power

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Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s power coupling. A power coupling can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system.

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When diverting power to a system, the effects of that system are doubled:

\n
    \n
  • Engines: A ship’s flying speed is doubled.
  • \n
  • Shields: Shields take half damage and shield regeneration rate is doubled.
  • \n
  • Weapons: Weapons deal double damage.
  • \n
\n

When diverting power to a system, power to the other systems is halved:

\n
    \n
  • Engines: A ship’s flying speed is reduced by half.
  • \n
  • Shields: Shields take double damage and shield regeneration rate reduced by half.
  • \n
  • Weapons: Ship weapon damage is reduced by half.
  • \n
\n

Rapid Repairman

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At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

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Efficient Reroute

\n

Also at 4th rank, when you reroute power you only halve power to one other system of your choice.

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Paragon Tech

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As of 5th tier, you are a paragon of your deployment. When you make a Strength (Boost) check or a Constitution (Regulate) check, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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Supreme Boost

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As of 5th rank, you learn to briefly and massively boost your ship’s system. When you use a technique that uses a bonus action, you can use another, different technique that also uses a bonus action this turn. Additionally, instead of rolling your Tech die for these uses, you can choose to take the maximum.

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Once you’ve used this feature, you must finish a short or long rest before you can use it again.

"},"folder":"H32p1XK09eJcqL89","sort":300000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"TuvDqpPYOvnUGIoQ","name":"Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Frantically, the human pilot jukes his x-wing from side-to-side, trying desperately to shake his tail. In a last ditch effort, the pilot hauls back on the yolk, inverting his fighter, before quickly snapping off two proton torpedoes and vaporizing his opponent.

\n

The sullustan maneuvers his B-Wing into position above the Star Destroyer's shield batteries before dropping his payload. As he turns his craft to flee, he takes one last glance over his shoulder, just in time to see the bombs detonate the shield generator in a massive eruption.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The twi'lek pilot immediately takes evasive maneuvers, dodging the incoming volley, before giving her ship's line of fire on the offenders.

\n

Regardless of their choice of career, their origin, and their species, all pilots share one thing in common; the love of flight. They thrive under pressure, be it a dogfight, a bombing run, or smuggler evading the law.

","description":"

The Pilot

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Piloting Procedure
2ndI’ll Try Spinning, Uncanny Dodge
3rdDependable Pilot, Cunning Avoidance
4thThat’s a Good Trick, Evasion
5thParagon Pilot, Pilot Extraordinaire
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Piloting Procedure

\n

Also at 1st rank, you learn tactics that are fueled by special dice called power dice.

\n

Tactics

\n

You learn two tactics of your choice, which are detailed under “Tactics” below. You can use only one tactic per turn, and you can only use each tactic once per round.

\n

You learn an additional tactic at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new tactic, you can also replace one tactic you know with a different one.

\n

Power Dice

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A power die is expended when you use it. Your ship must have a power die at the required system in order to use the tactic.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Tactics

\n

The tactics are presented in alphabetical order.

\n

Attack Pattern Delta

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Power Die Location: Engines
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a power die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.

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Break the Lock

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Power Die Location: Engines
When the ship fails a Strength, Dexterity, or Constitution saving throw, as a reaction, you can expend a power die to attempt to recover. Roll the die and add the result to the saving throw.

\n

Defense Screen

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Power Die Location: Engines
As a bonus action, you can expend a power die and take a defensive formation as long as there is a friendly ship within 100 feet of you. When you do so, your AC increases by the amount rolled on the die until the start of your next turn.

\n

Koiogran Turn

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Power Die Location: Engines
When you are the target of an attack roll, you can expend a power die and attempt to maneuver out of the line of fire. Roll the die, take the result, and multiply it by 50. You immediately move that many feet in a direction of your choice. The orientation of your ship does not change.

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Skim the Surface

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Power Die Location: Engines
As a bonus action, you can expend a power die and attempt to fly through the space of a hostile ship. Roll the die, take the result, and multiply it by 50. Your ship’s flying speed increases by that amount until the end of your turn. Additionally, moving through a hostile ship’s space does not count as hostile terrain this turn.

\n

Snap Roll

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Power Die Location: Engines
When you are hit by a ship attack, you can expend a power die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.

\n

Starship Charge

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Power Die Location: Engines
When you take the Ram action, you can expend a power die to increase the damage. On a failed save, the target ship takes additional kinetic damage equal to the amount rolled on the die + your ship’s Strength modifier. Your ship has resistance to the additional damage dealt by this tactic.

\n

Target Acquired

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Power Die Location: Engines
As a bonus action, you can expend a power die and hone in on a target you can see. The next attack roll made by your ship has advantage, and if the attack hits, add the result of the die to the attack’s damage roll.

\n

I’ll Try Spinning

\n

At 2nd rank, when you use take the Evade action, you can choose to have all attacks against you from a single ship have disadvantage until the beginning of your ship’s next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Uncanny Dodge

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Also at 2nd rank, when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.

\n

Dependable Pilot

\n

Starting at 3rd rank, when you would make a Dexterity (Maneuvering) check while assigned as a pilot, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature a number of times equal to your ranks in piloting. You regain all expended uses when you complete a long rest.

\n

Cunning Avoidance

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Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make a Dexterity (Maneuvering) check, and instead use that value for your AC or saving throw.

\n

That’s a Good Trick

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At 4th rank, you can take a reaction to give disadvantage to an attack declared against your ship.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Evasion

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Also at 4th rank, your instinctive agility lets you dodge out of the way of certain area effects. When your ship is subjected to an effect, such as a proton torpedo or a seismic charge, that allows your ship to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw, and only half damage if it fails.

\n

Paragon Pilot

\n

As of 5th tier, you are a paragon of your deployment. When you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Pilot Extraordinaire

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Also at 5th rank, you are a master at the helm. As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Dexterity (Maneuvering) checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against your ship have disadvantage.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"folder":"H32p1XK09eJcqL89","sort":500000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"goeBsNfPxPVrNanH","name":"Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan defense coordinator quickly orders back-up troopers to his position. He peers through his infrared goggles, filtering out the clouds of smoke, ignoring the shouts of his falling comrades as the enemy advances. He raises his own blaster, yelling with anger as the weapon tears into the opposing force. His ship would not be overtaken from within.

\n

Staggering in time with the rocking ship, the ortolan technician rushes down the hallway, hanging wires obstructing her path. As she dodges and jumps over the impediments, she finally reaches the shield generator. With a quick twist of her hydrospanner and a graceless hit with a hammer, she opens the protective cover and reengages the ship's shields. The familiar hum as they power up brings a smile to her lips.

\n

As the flagship exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. On the bridge, the sounds of a muffled explosion can be heard. With practiced ease, the human shield technician jumps to action, calmly angling deflector shields to catch the salvo. Within seconds, the impacts cease, the energy blasts coruscating off the invisible field.

\n

While damage control technicians come from all walks of life, they all share one thing; they gain immense satisfaction from keeping their ship running.

","description":"

The Technician

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Defense Stratagems
2ndQuick Regen, Ship Technician
3rdDependable Damage Control, Reroute Power
4thRapid Repairman, Last Resort
5thParagon of Defense, Supreme Save
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Defense Stratagems

\n

Also at 1st rank, you learn stratagems that are fueled by special dice called power dice.

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Stratagems

\n

You learn two stratagems of your choice, which are detailed under “Stratagems” below. Many stratagems enhance a defense in some way. You can use only one gambit per attack, and you can only use each stratagem once per turn.

\n

You learn an additional stratagem at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new stratagem, you can also replace one stratagem you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the stratagem.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Stratagems

\n

The stratagems are presented in alphabetical order.

\n

Angle Deflector Shields

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Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to redirect some of the impact. Reduce the damage absorbed by your shields by the amount rolled on the power die plus the ship’s intelligence modifier.

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Brace for Impact

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Power Die Location: Shields
When you are reduced to zero shields, as a reaction, you can expend a power die to instead reduce your shields to one.

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Bring 'Em Back Up!

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Power Die Location: Shields
When you have no shields, as an action, you can expend one power die to use a shield die to bring your shields back online with a value equal to your ship’s regeneration rate plus the amount rolled on the power die.

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Close Blast Doors

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Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to mitigate some of the damage. Reduce the damage done to your hull by the amount rolled on the power die plus the ship’s constitution modifier.

\n

Countermeasures

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Power Die Location: Shields
When you fail a Dexterity Saving throw forced by a Ship weapon, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to dexterity saving throws equal to the amount rolled on the power die. This includes the triggering save.

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I Need More Power!

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Power Die Location: Shields
When you use your action to regenerate your ship’s shields, you can use a bonus action to expend a power die and add its result to the amount regenerated.

\n

Intensify Shields

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Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to AC equal to the amount rolled on the power die. This includes the triggering attack.

\n

Powerful Patch

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Power Die Location: Shields
As an action, you can expend one power die to use a hull dice and recover Hull Points. You gain additional Hull Points equal to the amount rolled on the power die.

\n

Quick Regen

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At 2nd rank, when you take the Boost Shields action, you have advantage on the Strength (Boost) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Ship Technician

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Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

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Dependable Damage Control

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Starting at 3rd rank, when your ship would make a Constitution Saving throw, you can take take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature once before completing a short or long rest.

\n

Reroute Power

\n

Additionally, when your ship’s shields are fully depleted, you can use your reaction to immediately restore a number of shield points equal to your Intelligence modifier. Once you’ve used this feature, you must finish a long rest before you can use it again.

\n

Rapid Repairman

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At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

\n

Last Resort

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Also at 4th rank, when your ship makes a destruction saving throw, it adds its Constitution modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hull Die to regain hull points or Shield Die to regain shield points, the minimum number of points it can regain from the roll equals twice the ship’s constitution modifier (minimum of 2).

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Paragon of Defense

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As of 5th rank, you are a paragon of your deployment. When you would expend a Power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, when you take the Boost Shields or Patch action, when you would roll to restore hull points or shield points, you can take the maximum instead of rolling. You can use this feature before or after making the roll. Once you’ve used this feature, you must com-plete a short or long rest before you can use it again.

\n

Supreme Save

\n

As of 5th rank, you learn how to quickly isolate massive damage on your ship. As a reaction, when you would otherwise be reduced to zero hull points, you can instead reduce your hull points to one.

\n

Once you’ve used this feature, you must finish a long rest before you can use it again.

"},"folder":"H32p1XK09eJcqL89","sort":600000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"hx1NvLOzuEscPrJf","name":"Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

The Mon Calamari admiral surveys the battlefield, noting the positioning of his outnumbered fleet. With a quick barking of orders, he directs his officers to relay that his fleet should prepare to converge on the opposing capital ship, with the knowledge that if they can disrupt the enemy's plans, their mission is complete.

\n

The Sith Lord maneuvers his interceptor into formation with his apprentices. Communicating through encrypted channels, he directs them to move outward to flank their quarry. As they converge from the sides, the Sith launches a debilitating volley, disrupting his prey's systems and readying the ship for capture.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. As the twi'lek pilot begins evasive maneuvers, the human coordinator immediately jumps to action. He directs his crew towards their stations, while reaching out with the Force. As each of his respective crew members settles into their respective roles, he directs their actions to coincide, leading his team to victory.

\n

Without coordination, many a ship would fall to disorganization and a chaos. It is the job of the coordinator to facilitate communication and teamwork, and to keep his ship, or fleet, productive.

","description":"

The Coordinator

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Coordinating Leadership
2ndInspiring Display, Uplifting Directive
3rdRallying Cry, Masterful Directive
4thCommanding Presence, Contingency Plan
5thParagon Coordinator, Leader Extraordinaire
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Coordinating Leadership

\n

Also at 1st rank, you learn collaborations that are fueled by special dice called power dice.

\n

Collaborations

\n

You learn two collaborations of your choice, which are detailed under “Collaborations” below. You can use only one collaboration per turn, and you can only use each collaboration once per round.

\n

You learn an additional collaboration at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new collaboration, you can also replace one collaboration you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the collaboration.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Collaborations

\n

The collaborations are presented in alphabetical order.

\n

Battle Stations

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Power Die Location: Comms
If you are surprised at the start of combat and aren’t incapacitated, you can expend one power die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to the amount rolled on the power die who can see or hear you to act normally on their first turn.

\n

Bolster

\n

Power Die Location: Comms
On your turn, you can use your action and expend one power die to bolster the resolve of the crew of your or another allied ship. That ship gains temporary hit points equal to the power die roll + your Charisma modifier.

\n

Call for Backup

\n

Power Die Location: Comms
When a ship makes an attack roll against your ship, you can use your reaction and expend a power die and command another willing ally ship within 300 feet of the enemy ship to intercede. A crew member on that allied ship manning a weapon station must use their reaction to do so. The enemy ship is then forced to make an attack on the ally ship instead. If the attack misses, the crew member can immediately make a weapon attack against the enemy ship as a part of that same reaction. Roll the power die, and add the result to the ally’s attack roll.

\n

Head’s Up

\n

Power Die Location: Comms
When you roll initiative and you are not surprised, you can expend a power die and add the number rolled to the initiative of any friendly ship including your own.

\n

Incite

\n

Power Die Location: Comms
On your turn, you can use an action and expend one Power die to bolster the resolve of a crew on your or another allied ship who can see or hear you. The allied ship can add your ship’s Charisma modifier to a number of damage rolls they make until the start of your next turn equal to the number rolled on the die.

\n

Overwhelming Presence

\n

Power Die Location: Comms
As an action, you can make a Charisma (Impress) or Charisma (Menace) skill check and expend one power die to attempt to charm or frighten a humanoid creature who can see and perceive your ship within 600 feet. Add the power die to the roll. The target makes a contested Intelligence (Probe) check. If your check succeeds, the target is charmed by you if you used Impress, or frightened of you if you used Menace, until the end of your next turn.

\n

Steady As She Goes

\n

Power Die Location: Comms
As an action, you can expend one power die to strengthen your allies’ defenses. Roll a power die. Until the end of your next turn, your ship and all allied ships within 500 feet of you when you use this action have a bonus to any saving throws they make equal to the amount rolled.

\n

Watch Out

\n

Power Die Location: Comms
When a friendly ship, including your own, who can see or hear you makes a saving throw, you can use your reaction and expend a power die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Uplifting Directive

\n

At 2nd rank, when you take the Direct action, roll a d20. Note the number on the d20. This becomes your uplifting directive number.

\n

While you have an uplifting directive number, when an ally makes an ability check or attack roll affected by your Direct action, you can replace the result of a d20 roll with the value of the uplifting directive roll. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one uplifting directive roll at a time, and you lose any unused uplifting directive rolls when you complete a short or long rest.

\n

Inspiring Display

\n

Also at 2nd rank, you can inspire others through stirring words. You spend the next minute rallying your allies by giving an inspiring speech. You grant a number of ships up to your proficiency bonus temporary hull points equal to your Charisma modifier. You also grant to a number of crew members up to your proficiency bonus from those ships one Inspiring Display die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Display die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiring Display die is rolled, it is lost. A creature can have only one Inspiring Display die at a time.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Your Inspiring Display die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Rallying Cry

\n

At 3rd rank, as a bonus action, you can extend a rallying cry to those that can hear you. Choose a number of friendly creatures up to twice your Charisma modifier that can see or hear you. Each of those creatures gains an Inspiring Display die that lasts until the end of your next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Masterful Directive

\n

Also at 3rd rank, when you roll your uplifting directive number as a part of the Direct action, you can use your bonus action to increase your uplifting directive number by an amount equal to your proficiency bonus. If this would increase the value of your uplifting directive number to more than 20, it instead becomes 20.

\n

Commanding Presence

\n

At 4th rank, you learn a new way to use your Inspiring Display. While aboard your ship, when a creature that can see or hear you fails an ability check, attack roll, or saving throw, you can use use your reaction to aid that creature provided it did not already have or use an Inspiring Display die this turn. The creature can then roll the die and add it to the result.

\n

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

\n

Contingency Plan

\n

Also at 4th rank, while aboard your ship, you can choose two allies, instead of one, when you take the Direct action.

\n

Paragon Coordinator

\n

As of 5th tier, you are a paragon of your deployment. When you would expend a Power die or an Inspiring Display die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Leader Extraordinaire

\n

You regain all expended uses of your Inspiring Display, Rallying Cry, and Commanding Presence features when you finish a short or long rest.

\n

Additionally, when you roll an Uplifting Directive number, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Finally, when a creature uses an Inspiring Display die, they take the maximum instead of rolling. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

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"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"2Clm8rTqRR7GqnBp","name":"Central Computer, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 4. Additionally, your artificial intelligence gains proficiency in Piloting and can take pilot-only actions if deployed as the pilot.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"2OMrHT03BxJMP7IW","name":"Carbonite Launcher, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

A storm of cryogenic energy encompasses space in a 300-foot-radius sphere centered on a point within 1200 feet. Each ship in the cylinder must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

The storm's area of effect becomes difficult terrain until the end of your next turn.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"2WxwBEDni0YqbIG1","name":"Casino","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers all of the necessary implements, including furniture and customized chips, to run a gambling institution. In order to operate, the casino requires a number of crew members, equal to one-tenth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

A casino can comfortably host a number of guests equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

At the end of each gaming day, the GM can roll a d20 to determine whether and how much the casino makes or loses money. The amount the casino makes or loses depends on the ship's size:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20 RollLargeHugeGargantuan
2015,000 cr150,000 cr1,500,000 cr
16-197,200 cr72,000 cr720,000 cr
12-153,500 cr35,000 cr350,000 cr
8-111,000 cr10,000 cr100,000 cr
4-70 cr0 cr0 cr
2-3-4,800 cr-48,000 cr-480,000 cr
1-9,000 cr-90,000 cr-900,000 cr
\n

These amounts include the wages of the employees.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"377OskezarDUpB8F","name":"Escape Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds escape pods to your ship. Each escape pod comes equipped with emergency rations and supplies that can support four civilians, crew members, or troopers for 1 week, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The quantity of escape pods is equal to one-fourth the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"3GrxxmbUhglcHNar","name":"Data Core, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Data Core, at a cost. Your ship's Intelligence score increases by 1. One ability score other than Intelligence (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"3RMeXwni1xyQbw0J","name":"Flare Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is a equipped with a series of counter-measure flares. When your ship is forced to make a Dexterity saving throw, a crew member can use their reaction to release a flare. When they do so, your ship has advantage on the triggering saving throw. The crew member can choose to use this feature after the roll is made, but before the GM says whether the roll succeeds or fails. If they already have advantage on the saving throw, they can instead reroll one of the dice once.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"3hobQFx1yBtdO6MX","name":"Mechanic's Shop","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with all of the proper equipment to house droids and small constructs, complete with integrated astrotech's tools, a demolitions kit, and a mechanic's kit. While utilizing either of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

  • Demolitions kit: Over the course of a long rest, you can temporarily improve the potency of one grenade or mine. If the chosen explosive is used before the end of your next long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra damage equal to your Intelligence modifier. The damage is of the same type dealt by the chosen explosive.
  • Mechanic's Kit: Whenever you make an Intelligence (Mechanic's Kit) check to make a repair, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least ten minutes repairing it.

Lastly, this suite can house droids and constructs, depending on the ship's size:

  • Small: A Small mechanic's shop can house one Medium droid or construct.
  • Medium: A Medium mechanic's shop can house one Huge droid or construct.
  • Large: A Large mechanic's shop can house one Gargantuan droid or construct.
  • Huge: A Huge mechanic's shop can house 10 Gargantuan droids or constructs.
  • Gargantuan: A Gargantuan mechanic's shop can house 100 Gargantuan droids or constructs.

Alternatively, this suite can house droids of other sizes. A Gargantuan droid takes up the space of two Huge droids, which in turn takes up the place of two Large droids, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"4K5cyQWh4Bv2dWgP","name":"Frame, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Frame, at a cost. Your ship's Constitution score increases by 1. One ability score other than Constitution (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4RfHRs8adL6tbBHi","name":"Electrical Dischargers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action a crew member may cause your ship to emit a burst of electricity. Each ship within 50 feet, other than you, must succeed on a Dexterity saving throw (DC = 8 + prof. bonus + ship's strength modifier) or take 1d6 lightning damage.

This power's damage increases by 1d6 for every tier your ship is above first tier: 2nd tier (2d6), 3rd tier (3d6), 4th tier (4d6), and 5th tier (5d6).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"4gyWfS6apf3osttd","name":"Power Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a back up battery, which can give it renewed energy. When your ship is reduced to 0 hull points but not destroyed outright, a crew member can use their reaction to have it drop to 1 hull point instead. Alternatively, if the ship is making Destruction saving throws, a crew member can use their action to have the ship automatically succeed on a Destruction saving throw.

Once either feature has been used, the power backup can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"4mUhwNPzHBDFSgKd","name":"Luxury Quarters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suit features separate rooms, which come fully furnished, with its own refresher station. When a creature completes a long rest involving this suite, they regain all spent Hit Dice, instead of only half of them, and their exhaustion level is reduced by 2, instead of only 1. This suite features a number of private quarters equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"4nlVzDZe8DJJhWPo","name":"Frame, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4qOvj79tv2XxQfMi","name":"Thrusters, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4rKESBEskTCQuqqP","name":"Slave Circuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a slave circuit in your ship to improve automation. You reduce the minimum crew requirement by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"50FW28s2hpSXm5jr","name":"Power Converter, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Premium Power Converter"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's power converters. Your ship is expertly equipped for Constitution (Regulation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"6WERMowP2JnKaV0U","name":"Transmitters, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Transmitters have reached their maximum potential. Your ship's Charisma score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"6YjuCoVzaVhplvT4","name":"External Docking System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an airlock and couplers designed to attach and connect to one or more ships of a size category smaller as described below. As an action, a crew member can engage or disengage the external docking system. While a ship is coupled to your ship, the ships can share primary systems as appropriate, and creatures can transfer between ships readily. While an external docking system is occupied by at least one ship, your ship's flying speed decreases by 50 feet (to a minimum of 50 feet), its turning speed increases by 50 feet, and its hyperdrive is considered one class greater (to a maximum of Class 20) for determining travel time in hyperspace.

Alternatively, this suite can accommodate multiple ships of smaller size. A Huge ship takes up the space of 10 Large ships, which in turn takes up the place of 10 Medium ships. One Medium ship takes up the space of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"7VXRObiGv5oBMzNn","name":"Resilient Hull","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's hull to make it more adaptive. Your ship is proficiently equipped for Constitution saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"7gFSZKE8qzMNC8Dk","name":"Hyperdrive Slot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a hyperdrive slot on your ship and includes a class 15 hyperdrive.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"7lmBjM4Lol73UE6x","name":"Docking Bay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with an integrated mechanic's kit and has space for all of the necessary equipment to launch, receive, repair, rearm, and house another starship. The size it can house varies depending on the ship's size.

  • Medium: A Medium docking bay can house one Tiny ship.
  • Large: A Large docking bay can house two Medium ships.
  • Huge: A Huge docking bay can house one Large ship.
  • Gargantuan: A Gargantuan docking bay can house one Huge ship.

Alternatively, this suite can house multiple ships of smaller size. A Huge ship takes up the space of 10 Large ships, which in turn takes up the place of 10 Medium ships. One Medium ship takes up the space of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger. Up to two docking bays can be combined to combine their storage capacity.

Over the course of 1 minute, a pilot can launch or dock in the docking bay.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"896UAKVKGxZnCnRq","name":"Astromech Socket","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system adds space for an astromech crew member and allows a single deployed astromech crew member to take the Boost Engines, Boost Shields, and Boost Weapons action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"8EFk1HFrDmOaLrEY","name":"Power Converter, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's power converters. Your ship is proficiently equipped for Constitution (Regulation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"9GRMJmEd2PiwZOyv","name":"Boarding Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds boarding pods to your ship. Boarding pods are designed to be fired at a ship, burrow into the ship's hull, and inject host droids to overcome the target ship. Each boarding pod can support ten Medium or smaller droids. The quantity of boarding pods is equal to one-hundredth of the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Boarding pods are Small size and have a flying speed of 200 feet, a turning speed of 100 feet, an AC of 12, and 10 hull points. Boarding pods do not have weapons, but the pilot can take the Ram action. The DC for the saving throw is 12, and the target has disadvantage. On a failure, the ship takes 2d4 kinetic damage, and the pod burrows into the ship's hull, releasing its contents on the target ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"9NMdRe467tsvS34R","name":"Resilient Processors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's computer to make it more adaptive. Your ship is proficiently equipped for Intelligence saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"AVm6PGi066bIJMeS","name":"Crew Expansion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an additional seating arrangement in your ship. Your ship's maximum crew capacity increases by 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Ab2tsWl9jCQR4BUA","name":"Remote Override, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

Additionally, your starship's maximum crew requirement becomes 2, and can support 2 remote controllers.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Aok9P0HQWl1g1air","name":"Secondary Transponder Code","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification implements a secondary transponder code into your ship's sublight engines. This transponder code can differ from your primary transponder code in terms of ship's owner, designation, make and model, any registered modifications, and the ship's ownership history.

A crew member can switch the ship's transponder code as an action. A creature can determine this transponder code is a fake by making an Intelligence (Technology) check (DC = 8 + your ship's bonus to Charisma (Swindle) checks). On a success, they determine that your transponder code is a fake.

Additionally, your ship is proficiently equipped for Charisma (Swindle) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"AvzD0oALrfWgmqgx","name":"Equipment Room","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds an equipment room, adding 4 modification slots to your base modification capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"B9S1eVkxKdolPW3v","name":"Sensor Array, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"BO95e8sDsYBXYp5R","name":"Mining Laser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a laser used to extract ores and other minerals from objects such as asteroids. Checks made while using the mining laser for determining outcomes of work (for example, using downtime rules from Wretched Hives) are made with advantage. If you already have advantage on the roll, you can instead reroll one of the dice once.

Additionally, a crew member can activate the mining laser as an action in order to make a Strength (Boost) check against a ship that is touching you (for example, a ship that is ramming or being rammed by your ship, or one you are landed on) (DC = the ship's AC). On a success, the adjacent ship takes 1d8 + Strength modifier energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"BYohq8gy1rcc3SiB","name":"SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship gains a SubLight Acceleration Motor (SLAM). As an action, a pilot can activate the SLAM to gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 600 feet on its turn if you SLAM. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 300 feet this turn if you SLAM.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"BsaMIAGtOy4ZRR0t","name":"Data Core, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"C9NxteDU3ujgjvpJ","name":"Self-Destruct Mechanism","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a self-destruct mechanism that can cause immense destruction at the expense of the ship. A crew member can activate the self-destruct mechanism as an action, setting a timer up to 10 minutes in length. When the timer expires, the ship explodes, dealing thermite damage to each enemy within range. The damage is calculated as follows; for each Hull Die the ship has, roll it and add the ship's Strength modifier to the roll.

The range that the self-destruct mechanism impacts varies, depending on the ship's size:

  • Tiny: A Tiny ship deals damage to each ship within 50 feet of it.
  • Small: A Small ship deals damage to each ship within 100 feet of it.
  • Medium: A Medium ship deals damage to each ship within 200 feet of it.
  • Large: A Large ship deals damage to each ship within 400 feet of it.
  • Huge: A Huge ship deals damage to each ship within 1,000 feet of it.
  • Gargantuan: A Gargantuan ship deals damage to each ship within 2,000 feet of it.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"CHUwghAkez6ETMyL","name":"Hydroponics Garden","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite grows plants for either consumption or commerce.

\n

If the Garden is configured for consumption, every day it produces common food in an amount capable of supporting a number of civilians, crew members, or troopers equal to one-tenth the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table.

\n

If the Garden is configured for commerce, at the end of every month (7 weeks of 5 days) it produces plant goods with a market value in Credits of 10 times the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table. In some cases, a GM may determine that this value could be increased if a particularly rare plant good is produced. In such cases, the players may need to procure rare starter material such as seeds or cuttings to start or continue production.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"COVmf2S7nlATl2la","name":"Reactor, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"DQlFYUhnL5pUfnDL","name":"Active Camouflage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Stealth Device"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This system improves the stealth mode function on your ship. While active, your ship no longer has disadvantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners, and no longer has to roll on the [Hyperspace Mishaps](#Hyperspace%20Mishaps) table before entering hyperspace while stealth mode is active.

Additionally, your ship is expertly equipped for Dexterity (Hide) checks. If it is already expertly equipped, it instead gains a bonus equal to half the ship's tier (rounded up).

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"Dc7E9d6Bt0KeaNlc","name":"Reactive Shielding Compensator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add a reactive compensator to your ship's shield generator granting your shields resistance to energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"E2fQEyDuj20CSvHX","name":"Sensor Array, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Sensor Array has reached it's maximum potential. Your ship's Wisdom score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ETdddqryZ0EBUiKk","name":"Ship Slicer, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

As an action, a crew member can dictate a one-word command to a ship you can see within 600 feet. The target must succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or follow the command on its next turn. If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the ability ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Deactivate. The target becomes disabled and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Halt. The target doesn't move and takes no actions.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"FMhoVBYx8RGqqNiB","name":"Reactor, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's reactor has reached it's maximum potential. Your ship's Strength score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"FtAWJsL0RRmXrTm5","name":"Holding Cells","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes a security post and a number of individual holding cells, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table, equipped with both a key and a code lock. Holding cell doors are magnetically sealed to prevent them opening in the event of power failure.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Gf49HqxtlDhmCCEa","name":"Sensor Dampener","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a remote sensor dampener to your ship. As an action, a crew member can attempt to dampen the sensors of a ship they can see within 1,000 feet. The target makes a Wisdom saving throw (DC = 8 + your Charisma (Interfere) bonus. On a failed save, the ship is blinded for 1 minute. As an action on each of the ship's turns, a crew member on the affected ship can repeat this save, ending the effect on a success.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

Additionally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"GzoToFFniZ6aDIF9","name":"Navcomputer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark III"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification greatly improves the navcomputer on your ship. You have a +2 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"H1PmkigBok9ThtyJ","name":"Adaptive Ailerons","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

While you are in atmosphere, this modification reduces your turn speed by 100 feet (min. 50 feet) and grants you a +1 bonus to AC and Dexterity saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"HLafdmoUIoBmLksO","name":"Comms Package, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Comms Package, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships in the same territory as you as long as they are similarly equipped.

Additionally, when your ship sends out communications, those communications can be encrypted, only understandable by recipients with the cipher. A crew member can encrypt communications by making an Intelligence (Slicer Tools) check, setting the decrypt DC. Another crew member can spend 1 minute attempting to decode the encrypted communications by making an Intelligence check against the decrypt DC. On a success, they decrypt the message. On a failure, they do not decrypt your encrypted message, and can't attempt to do so again for one day.

Lastly, your ship is expertly equipped for Charisma (Broadcast) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"Hh0CyoLWJfZTWedW","name":"Central Computer, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's central computer. Your ship can now take bonus actions granted by modifications. Additionally, your ship can now take any standard action except the attack action and pilot-only actions.

Finally, your ship is expertly equipped for Intelligence (Data) checks and gains advantage on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Hir2WB20wyrA4Qbe","name":"Blinding Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals thermite damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit, or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is blinded until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"Hx3L4ZThqS3uYW6t","name":"Recreation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a bar and lounge area, as well as multiples of each gaming set and musical instrument, and can accommodate a number of civilians, crew members, or troopers equal to twice the twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

\n
    \n
  • Gaming set or musical instrument: While playing one of the gaming sets or musical instruments, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for or competed against.
  • \n
\n

Lastly, when a creature completes a long rest involving this suite, they gain advantage on the first ability check or attack roll they make before the start of their next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Hzhx4W4JfDvPXnbU","name":"Ablative Plating Layer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add an ablative coating to your hull, granting your hull resistance to energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IBOdwwIxDdp8zCOM","name":"Frame, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IOvy2IhFk8S7oVNj","name":"Sensor Array, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IYa2asuIJTz4XtHn","name":"Resilient Comms","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's communications systems to make them more adaptive. Your ship is proficiently equipped for Charisma saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IoYVzcgMuyJ8JI45","name":"Hidden Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with hidden storage compartments, which have a capacity equal to half your ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} table on page 55. Finding the hidden storage compartments requires a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check, which is made with disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"JP7bwXHUbOx4IyY6","name":"Scanner, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system augments the native radar scanner on your ship. Your ship gains blindsight out to 1,000 feet.

Additionally, your ship is proficiently equipped for Intelligence (Probe) and Wisdom (Scan) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"JjSlgyN3WQaaKiz8","name":"Laboratory","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a complete biochemist's kit, herbalism kit, and poisoner's kit integrated. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

  • Biochemist's kit: Over the course of a long rest, you can temporarily improve the potency of one medpac. If the medpac is consumed before the end of your next long rest, when a creature uses this medpac, they take the maximum instead of rolling.
  • Herbalism kit: Over the course of a long rest, you can remove one poison or disease from a friendly creature within reach.
  • Poisoner's kit: Over the course of a long rest, you can temporarily improve the potency of one poison. If the poison is used before the end of your next long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra poison damage equal to your Intelligence modifier.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Jr5YKiCA6thwoOCJ","name":"Frame, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Frame has reached it's maximum potential. Your ship's Constitution score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"JwMJdDd8fJEIjTyn","name":"Ejection Pod","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an ejection seat and pod in your ship. When your ship is reduced to 0 hull points but not destroyed outright, you can use your reaction to eject the pod from the ship.

The pod includes emergency rations and supplies that can support one creature for 1 day, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The pod is Tiny size and has a flying speed of 150 feet, a turning speed of 50 feet, an AC of 10, and 5 hull points. The pod includes one unit of fuel.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"JwPUPOP4Brpj2MMw","name":"Electromagnetic Scrambler, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may scramble the targeting protocols of nearby ships. Each ship in a 300-foot-radius sphere centered on a point within 1200 feet must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies up to a minute, until the ability ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

A crew member must use it's bonus action to maintain this ability.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"JzaWLjwY7GXXKYUr","name":"Central Computer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

You ship's central computer has reached its maximum potential. Your artificial intelligence's proficiency bonus increases to 6. Additionally, it gains expertise in Piloting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KWcCCOTTo8UFdxhD","name":"Amphibious Systems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This modification allows your ship and all of its systems (including weapons) to function underwater. Your ship gains a swimming speed equal to half of its normal speed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KibrXkKm3aGV9UlV","name":"Data Core, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KqO60MEqXVwjKFri","name":"Sensor Array, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"LQmThkYygucU0f6y","name":"Resilient Sensors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's sensors to make them more adaptive. Your ship is proficiently equipped for Wisdom saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"LtlcZYsKPVOdBJwk","name":"Alternative Fuel Converter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an alternative fuel converter which allows the conversion of materials to a potential fuel source. Over the course of 10 minutes, a crew member can make a constitution (Regulation) check (DC = 10 or half the number of days since the ship's last refueling, whichever number is higher). On a success, the ship recovers one day's worth of fuel.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"M0o3LpNXhnL8SEsm","name":"Resilient Thruster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's thruster to make it more adaptive. Your ship is proficiently equipped for Dexterity saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"MCf4UdMxbP4S4t0o","name":"Scanner, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Scanner, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the radar scanner on your ship.

Your ship is expertly equipped for Intelligence (Probe) and Wisdom (Scan) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"MMrhnmG2blkL3e4M","name":"Cryogenic Capacitor, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Cryogenic Capacitor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reserve power cells. Your ship is expertly equipped for Strength (Boost) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"MnhP8lE7GpYN93TA","name":"Tractor Beam","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a tractor beam to a ship, which can be used to grasp and guide vessels and debris.

As an action, you can activate the tractor beam, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. Each ship within the firing arc must make a Strength saving throw (DC = 8 + ship tier + the ship's Strength modifier). On a failed save, a ship is tractored. As a bonus action, a player can move a tractored ship 100 feet in any direction. As an action, a pilot of a tractored ship can repeat the saving throw, ending the effect on a success.

The saving throws are made with advantage if the target is larger than you, and with disadvantage if smaller.

If you are attempting to tractor a ship larger than you, fail or success, you can choose to gain the tractored condition and move yourself instead.

You can end the tractor beam at any time (no action required).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"NRUhbz7tNTZFfpeo","name":"Living Quarters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite features separate rooms to house a number of civilians, crew members, or troopers, determined by the ship's size, as well as communal refresher stations (one for every four rooms). Each room comes fully furnished. When a creature completes a long rest involving this suite, their exhaustion level is reduced by 2, instead of only 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"NdTB1pTCUV2Mrqy8","name":"Comms Package, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification augments the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships in the same sector as you as long as they are similarly equipped.

Additionally, your ship is proficiently equipped for Charisma (Broadcast) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"NhFPpQ8PHyA7d5Bf","name":"Vault","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a vault, which has a capacity equal to half your ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} table on page 55. The vault is equipped with both a key and a code lock, and is magnetically sealed to prevent it opening in the event of power failure. The vault can be accessed with a DC 25 Intelligence (Security Kit) check. When the vault is accessed, an alarm sounds in the Bridge and Security Suite (if it exists). If a player rolls a 30 or higher on the Intelligence (Security Kit) check to unlock the vault, or has the key or code, the alarm can be bypassed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"NmeTEWrdUDF7RVJx","name":"Turret Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Fixed Hardpoint"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The Turret Hardpoint is a modification to a Fixed Hardpoint that grants an improved firing arc. The weapon attached to the chosen fixed hardpoint now has an unlimited firing arc in addition to its limited arc, as described in chapter 9. This hardpoint also installs a dedicated gunner station at or about the hardpoint. Attacks made utilizing the unlimited firing arc can only be made by a crew member deployed at the dedicated gunner station of the weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"NsPNIyPJB6vNW4hi","name":"Threat Tracker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You equip your ship with a specialized defensive computer system. When you would make a Dexterity saving throw, you

can instead make a Wisdom saving throw. You can use this feature a number of times equal to your ship's

Wisdom modifier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"OGRw0vYpO6oiva5M","name":"Transmitters, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"OLL6PDMXsLlTnJek","name":"Armory","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with an amount of simple and martial blasters and vibroweapons, as well as light, medium, and heavy armor and shields, to outfit a force equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. Additionally, it comes with a number of firing ranges to accommodate a number of troopers equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Ob7WgDyrwnPU62MQ","name":"Thrusters, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Thrusters have reached it's maximum potential. Your ship's Dexterity score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"OrlQHcI2E4VP7gqe","name":"Cryogenic Capacitor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install high-efficiency reserve power cells giving your ship the ability to better meet peak power demands. Your ship is proficiently equipped for Strength (Boost) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"P2gZumGzDl0eQ3fy","name":"Storage Compartment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite increases the cargo capacity on your ship by its base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} on page 55.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"P43GTMZJ97K6b8rk","name":"Invulnerability Drive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship is equipped with an experimental device which can render it immune to all damage. As an action, a crew member can activate the drive. Once activated, the drive lasts for 1d4 rounds, granting the following benefits:

  • Your ship is immune to all damage.
  • Your ship's flying speed is reduced by half.
  • Your ship's turning speed is doubled.

A crew member can end this effect at any time, no action required. When the effect ends, the crew member must make a Destruction saving throw. On a failure, the ship suffers 1 level of [System Damage](#System%20Damage).

Once this feature has been used, it can't be used again until the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"P7ykvfuXq6zCwRnQ","name":"Navcomputer, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the navcomputer on your ship. Your ship is expertly equipped for Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"PAPCj7dsWyVBzwVo","name":"Buzz Droid Cloud","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may scatter a large number of Buzz Droids across space in a 200-foot radius sphere centered on a point within 1500 feet. These Buzz Droids tear apart the hull of any ship that encounters them. The area becomes difficult terrain for the duration. When a ship moves into or within the area, it takes 2d4 kinetic damage directly to the hull for every 50 feet it travels.

The Buzz Droids are nearly invisible in the darkness of space. Any creature or ship that can't see the area at the time the area is created must make a Wisdom (Scan) check (DC 15) to notice the Buzz Droids before entering the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship is refitted.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"PDqitTZ4C5dgB9Rr","name":"Explosive Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When a ship fails a saving throw against the chosen weapon and another ship is within 50 feet of it, the second ship must also make the saving throw. On a failed save, the second ship takes damage equal to your ship's Strength modifier. The damage is of the same type dealt by the original attack.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"PI8IrRhoEIF7O3Zf","name":"Reactor, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"PbvGBsPYkv84OUKe","name":"Ship Slicer, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

Choose a Small or smaller ship you can see. The target must make an Intelligence (DC = 8 + prof. bonus + ship's charisma modifier) saving throw. On a failed save, it is disabled until the start of your next turn. Each time the ship takes damage or is the target of a hostile power or ability while disabled in this way, it can repeat this saving throw, ending the effect on a success.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Pd0sEF20lQlgBqB8","name":"Inertial Dampeners","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This system lessens the transfer of external impacts into the ship's interior. When you are forced to make a Concentration check due to damage, impacts, or explosions exterior to the ship, you have advantage.

Additionally, when you take the Evade action, skill checks and attack rolls made by your ship or anyone on it do not suffer from disadvantage from the evasion. Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Peaahgd1s3Y5ZWE8","name":"Transmitters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Transmitters, at a cost. Your ship's Charisma score increases by 1. One ability score other than Charisma (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"QZdhTsA8dH8d6hLv","name":"Ionizing Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals energy damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is ionized until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"Ql4JV9fxBghEdHVn","name":"Full Salvo Protocol","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon Slave Array"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

Hardpoints having an additional limited or unlimited arc can now be fired remotely without suffering any disadvantage imposed by being remote from the dedicated gunner station.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"R694gjJ1ItlMlHH3","name":"Data Core, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ROJWhxXIyZ7rAKXL","name":"Ship Slicer, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may upload a computer virus that stalls a ship. Roll 7d6; if the ship's remaining hull points are less than the total, the ship is stalled for one minute or until the ship takes damage,.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"S2ZaGImPmkWRa7N6","name":"Shield Bleedthrough","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship's reactor is overhauled to give temporary boosts to your ship's weapon batteries. When your ship hits another ship with a primary or secondary weapon attack while it still has shield points, a crew member can use their reaction to cause some of the damage to bleed through. The damage the ship's shields take is reduced by an amount equal to your ship's Strength modifier. The ship's hull then takes this much damage. This damage is of the same type as the weapon's damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"S6hfOFjHoMMWbvT7","name":"Tibana Gas Projector, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member can shoot a thin sheet of flames from the ship. Each ship in a 150-foot cone must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's constitution modifier). A ship takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"TIakSCO93mkS3Yvs","name":"Power Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

As an action, a crew member may make a ship weapon attack with the power harpoon. The harpoon's range is 400/1600 ft. On a hit, the target is harpooned, connecting your ship to the target by a 1,600 foot cable.

At any time as a free action, if the connected objects are closer than 1600 feet, a crew member on your ship can choose whether the cable is slack or taught. When the cable is taught, any movement by one object away from the other, tows the other object. When the cable is taught, movement by the first object away from the other object is considered movement through difficult terrain if the first object is within one size category of the other object. An object two or more size categories smaller than the other object cannot move away from the other object when the cable is taught.

If the objects are 1600 feet apart, the cable is always taught.

While connected by the cable, a crew member can use a bonus action to reel, pulling your ship towards the target (if larger than your ship), or the target to-wards your ship (if the same size or smaller than your ship) by 200 feet. At any time, a crew member on your ship can release the cable (no action required).

As an action, a crew member of a harpooned ship can attempt to remove the harpoon. To do so, the ship must succeed on a Strength (boost) check contested by your Strength (boost) or Dexterity (maneuver) check.

Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"TfPhFlV7VEFe9W5Y","name":"Ship Slicer, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may cause a ship that you can see within 600 feet to succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or be incapacitated for up to a minute, until the ability ends. At the end of each of its turns, the ship can make another Intelligence saving throw. On a success, the power ends on the target.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Tt5GVwK05lU1s8C3","name":"Supercharger Station","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a number of separate unique stations equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When a techcaster completes a long rest involving this suite, as long as they have their techcasting focus, they gain temporary tech points equal to their tech power maximum power level + their Intelligence modifier (minimum of one). When you would spend a tech point while you have temporary tech points, the temporary tech points are spent first. All temporary tech points are lost at the end of your next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"UK3mMCtg63OMIr9s","name":"Advanced SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"SLAM"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship's SubLight Acceleration Motor (SLAM) has been enhanced, granting more utility. When a pilot takes the Dash action, the increase now equals twice your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 900 feet on its turn if you dash. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 450 feet this turn if you dash.

This action still affects your entire ship: any skill check or attack roll made by your ship or anyone on it has disadvantage.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":"","condition":""},"actionType":"","target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"duration":{"value":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"V1eMLUl6MEKKT5SY","name":"Droid Brain, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's droid brain has reached its maximum potential. Your droid brain's proficiency bonus increases to 6. Additionally, it gains a rank in a Deployment of your choice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"VObTH7byKqPYLlrj","name":"Transmitters, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"VXhsESFxzTv0MP4b","name":"Absorptive Shielding","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add an absorbtive capacitor to your shield generator, granting your shields resistance to kinetic damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"W4CCvtAAmx4OC21B","name":"Shock Absorbers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship has been modified to withstand sudden impacts, and to be more effective at ramming. Your ship has resistance to kinetic damage caused by ramming.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"WPPoNVwcxaj6u9Bv","name":"Thrusters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"WhUqAtiBqBrTQoh4","name":"Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's plating. Your ship's Armor Class is now 14 + Dexterity modifier (maximum of +2) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"WrOIpd3HGfhSclSX","name":"Central Computer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 5. Additionally, when your artificial intelligence takes the Interfere action, it has advantage on the Intelligence (Interfere) check.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Wzf1sZU4bcewRZwa","name":"Shocking Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals kinetic damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is shocked until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"XHkoaKBkRZpc6F88","name":"Improved Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Countermeasures"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification enhances your ship's countermeasures, allowing it to quickly clear lingering effects. As an action, a crew member can activate this feature, ending the blinded, ionized, shocked, stalled, and stunned conditions.

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is expertly equipped for Wisdom saving throws. If it was already expertly equipped, the ship can now add half its Constitution modifier (rounded down) to its Wisdom saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"XOztlHGNYPona2Yp","name":"Navcomputer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a navcomputer slot on your ship and includes a basic navcomputer. Your ship is proficiently equipped for Intelligence (Astrogation) checks. A crew member can use their bonus action to make their Intelligence (Astrogation) check, rather than their action. Your ship can still only make one check per round.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"XUX3PVyQPsEQQZPp","name":"Interdiction Drive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

You install an interdiction drive on your ship, which can be activated to impede ships around it. As an action, a crew member can engage the interdiction drive. Each ship within 100 feet of your ship must make a Strength saving throw (DC = 8 + the crew members's proficiency bonus + the ship's Strength modifier). On a failed save, a ship's flying speed is reduced by 100 feet and its turning speed is increased by 50 feet until the end of your ship's next turn.

If a ship is two or more sizes larger than your ship, it has advantage on the saving throw. If it is two or more sizes smaller, it instead has disadvantage.

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"XivFNk2hYbVpJ2LJ","name":"Remote Override, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

This modification allows the ship it is installed in to be remotely controlled from anywhere in the system by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"XoI65gAyu88yeLfi","name":"Scanner, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Scanner, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification massively improves the radar scanner on your ship. Your ship gains truesight out to 1,000 feet.

Your ship has advantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"YQUxNxj9A1P1FC2K","name":"Reactor, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YZlQuS4Urq5hqphv","name":"Data Core, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Data Core has reached it's maximum potential. Your ship's Intelligence score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YcqRq0GNxIugcbBX","name":"Plating, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's plating. Your ship's Armor Class is now 17 + Dexterity modifier (maximum of +0) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YvuhPSZZ746TD8Tg","name":"Droid Brain, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's droid brain. If your ship is Small or Medium, the number of actions it can take each turn increases:

  • Small: A Small ship can take a number of actions equal to half its proficiency bonus (rounded up).
  • Medium: A Medium ship can take a number of actions equal to its proficiency bonus.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YxKJZZqc4dGDFQhP","name":"Electromagnetic Scrambler, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may choose up to three ships that you can see within 300 feet to make Wisdom saving throws (DC = 8 + prof. bonus + ship's charisma modifier). The first time each turn a target that fails this saving throw makes an attack roll or a saving throw for up to a minute until the ability ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"ZQ9JukTVtBchjN8u","name":"Thrusters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's thrusters, at a cost. Your ship's Dexterity score increases by 1. One ability score other than Dexterity (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ZeCNLOuziz3UU1BI","name":"Feedback Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship's shield is enhanced to reflect damage to would-be attackers. As a reaction to the ship being hit with a primary or secondary weapon, a crew member can use their reaction to deal damage to the attacking ship. The damage depends on your ship's size: 1d4 for a Tiny ship, 1d6 for a Small ship, 1d8 for a Medium ship, 1d10 for a Large ship, 1d12 for a Huge ship, or 1d20 for a Gargantuan ship. The damage is of the same type dealt by the original attack.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"ZiUbcHuemInKki4R","name":"Tibana Gas Projector, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member can dump a load of tibana gas in a 100-foot cube within 600 feet. For the duration, it is difficult terrain.

When the gas appears, each ship in its area must succeed on a Dexterity saving throw (DC = 8 + prof. bonus + ship's constitution modifier) or become ionized. A ship that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

The gas is flammable. Any 50 foot square of the gas exposed to fire burns away in one round. Each ship that enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Zz8oodhXvn7l9XMu","name":"Communications Suppressor, Protoype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Communications Suppressor, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This modification improves the communications suppressor by adding a decrypter. Your crew has advantage on Intelligence checks to decrypt messages.

Additionally, your ship is expertly equipped for Charisma (Interfere) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"aSXtsSxKtBbloWYx","name":"EMP Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a reusable EMP device to disable nearby electronics. As an action, a crew member can activate the device. Each ship, within 100 feet must make a Constitution saving throw (DC = 8 + the crew member's proficiency bonus + the ship's Strength modifier). On a failed save, a ship is stunned for 1 minute. As an action on each of the ship's turns, a crew member can have the ship repeat the saving throw, ending the effect on a success. You ship automatically fails the initial saving throw, but has advantage on subsequent saving throws against this effect.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"aVFfSfkKueISUKQm","name":"Gauss Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you roll a 1 or 2 on a damage die with the chosen weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"aq3G0ttWFx2ifr5f","name":"Security Suite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a full base of security for your ship, including secured storage, a brig, and a compact armory.

\n
    \n
  • The secured storage can hold an amount equal to one-tenth the ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} on page 79. The secured storage is equipped with both a key and a code lock, and is magnetically sealed to prevent it opening in the event of power failure. The secured storage can be accessed with a DC 20 Intelligence (Security Kit) check.
  • \n
  • The brig can host a number of prisoners equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.
  • \n
  • The armory comes equipped with an amount of simple blasters and vibroweapons, as well as light armor and shields, to outfit a force equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.
  • \n
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"bXKJ23YuPt7XJwZO","name":"Weapon Slave Array","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger; Fixed Hardpoint"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

A weapon slave array is attached to a hardpoint and used to fire the weapon from the cockpit or other crew station rather than from a dedicated gunner station at the hardpoint. A crew member deployed remote from a dedicated gunner station can now fire this weapon and utilize the additional limited or unlimited arc at disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"bjjdkfw6xZwD4A8V","name":"Remote Control Console","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes the proper equipment necessary for a crew member to take remote control of another ship from the safety of their own ship. A number of crew members can be deployed at a time in remote ships from this suite equal to one quarter of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. The distance at which this suite can connect to remote ships is limited by the communications of the ship this suite is installed in.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"cKIMaA2tK6a2eWRT","name":"Kennel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with all of the proper equipment to house beasts. When making Animal Handling checks on your ship, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, this suite can house a number of medium beasts equal to half of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house beasts of other sizes. A Huge beast takes up the space of two Large beasts, which in turn takes up the place of two Medium beasts, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"dAHe6Wmk5LYFyvd7","name":"Remote Override, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

Your starship's maximum crew requirement becomes 3, and can support 3 remote controllers.

Additionally, your ship can be remotely controlled from anywhere in the sector by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"dJcTZQo0ys42giYo","name":"Damage Control System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You install a damage control system on your ship. A crew member can take the Patch action as a bonus action. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is proficiently equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"dUwolCVDYga5Koy4","name":"Pinpointing Addition, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Secondary weapon; Pinpointing Addition"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"1"},"description":{"value":"

The weapon's close range returns to its normal close range.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"dg2Jxd2PMPr37HKc","name":"Nano-Droid Distributor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a nano-droid distributor that allows it to repair other ships. When a crew member takes the Patch action, they can instead repair another ship within 100 feet. You spend and roll one of your ship's Hull Dice, and the target ship regains that many hull points.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"dwWN5V6gFD8OGgXg","name":"Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's plating. Your ship's Armor Class is now 12 + Dexterity modifier + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"dzdPTs2HjnIGhyZa","name":"Transmitters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"e1RSrGCk8bkEWrba","name":"Extra Fuel Tank","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This tank adds fuel capacity to your ship equal to half of your ship's normal fuel capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"eUkpKJUFgjXjDP8z","name":"Transmitters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"eWCtdkMu6zUHxqSU","name":"Investigation Suite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes an integrated disguise kit, forgery kit, security kit, and slicer's kit. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you have advantage on ability checks you make with them. If you already have advantage on the ability check, you can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"f1n93igQVbL7dBYB","name":"Reactive Plating Layer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add a reactive layer to your ship's hull granting your hull resistance to kinetic damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fAILDHuTbkVlWrdj","name":"Central Computer, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 3. Additionally, your ship can now take reactions granted by modifications and can take the attack action with ship weapons. It is still limited to one action per turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fDSBIOgEC1JyY3T3","name":"Medbay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with first aid supplies to support a number of civilians, crew members, or troopers, determined by the ship's size.

Additionally, this suite comes equipped as follows, depending on the ship's size:

  • Small: One biobed.
  • Medium: Two biobeds.
  • Large: 10 biobeds and four bacta tanks.
  • Huge: 100 biobeds and 40 bacta tanks.
  • Gargantuan: 100 biobeds and 400 bacta tanks.

For every one hour spent in a bacta tank or biobed, a creature's exhaustion level is reduced by 1, and it can roll a Hit Die to recovery hit points without expending the die.

Additionally, if a creature has been dead for less than 1 hour before being put in a bacta tank. It can be revitalized over a 6-hour period. At the end of the 6 hours, the creature recovers 1 hit point, all mortal wounds close, and the creature can now recover hit points and reduce exhaustion as described above. The revitalized creature takes a -4 penalty to all ability checks, attack rolls, and saving throws. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears. This feature has no effect on droids or constructs. Once this feature has been used, it can't be used again until the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"fXJYhMhNL172I2O3","name":"Droid Brain, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or smaller"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a droid brain that can singularly control your starship. Your starship's maximum and minimum crew requirement become 0, and your starship cannot benefit from features that would increase or decrease it's crew capacity. The droid brain controls all aspects of the ship, instead. The droid brain has a proficiency bonus of +2, and proficiency in Piloting. In combat, the droid brain rolls its own initiative, to which it gains no bonus.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fhO6bF8DimzM82zw","name":"Broadside Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Two Fixed Hardpoints"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The Broadside Hardpoint is a modification to two Fixed Hardpoints that grants an additional limited firing arc to each hardpoint, as described in chapter 9. The hardpoints must share at least 1 limited firing arc, and the two firing arcs of a hardpoint need not be adjacent. This modification installs a dedicated gunner station for each hardpoint. Attacks made utilizing the additional limited firing arc can only be made by a crew member deployed at the dedicated gunner station of the weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"fhhLlK8C69jhniTv","name":"Plating, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install armor plating. Your ship's Armor Class is now 11 + Dexterity modifier + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fz4RoQpPk4NVhkmE","name":"Remote Override, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

The ship no longer suffers from disadvantage on attack rolls and ability checks while being remote controlled.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"gcvyxsQxEGtAB4zO","name":"Navcomputer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark IV"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This modification massively improves the navcomputer on your ship. You have a +3 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"gwH143Rt48TqS1Ps","name":"Fixed Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

A fixed hardpoint is used to mount a primary, secondary, tertiary, or quaternary weapon. A weapon mounted on a fixed hardpoint has a limited firing arc, as described in chapter 9 and can be fired from any crew station.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"h101yxfjp2NrczM1","name":"Droid Brain, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's droid brain. Your droid brain's proficiency bonus increases to 3. Additionally, your ship's droid brain has advantage on initiative rolls.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"hKC1MALcSPXqzPqD","name":"Droid Brain, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's droid brain. Your droid brain's proficiency bonus increases to 4. Additionally, it gains a rank in a Deployment of your choice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"hU3DRksAgX1IrnKs","name":"Shocking Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Boarding Harpoon"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

Your ship's harpoon has been modified, allowing it to conduct bursts of energy into the harpooned ship. A harpooned ship has disadvantage on the contested Strength (Boost) check to remove the harpoon. Additionally, as an action on each of their turns, a crew member can deal pulse damage to a harpooned ship. The damage is equal to one of your ship's Shield Dice + your ship's Strength modifier.

Finally, when your ship makes a Strength (Ram) check, it can reroll one of the dice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"i2Z1B7bX7xrJIBqC","name":"Frame, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"i3g2QxJpw5Xs7iQH","name":"Carbonite Launcher, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member may cause a wave of cold energy to spread out from your ship. Each ship in a 150-foot cone must make a Constitution saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). On a failed save, a ship takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"iBW7FadgLhaKsULk","name":"Interrogation Chamber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes all of the necessary implements and apparatuses necessary to interrogate, or even torture, a number of prisoners equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When interrogating a prisoner, the interrogator has advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. If they spend at least an hour interrogating a prisoner, the prisoner has disadvantage on Charisma (Deception) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"iEUuuidd0RIfUJW7","name":"Resilient Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's reactor to make it more adaptive. Your ship is proficiently equipped for Strength saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"j9KSLPXEb3Htpddi","name":"Boarding Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Hardened Prow"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship has been further modified with a massive grappling harpoon, through which creatures can pass. Your ship is expertly equipped for Strength (Ram) checks.

Additionally, when a deployed pilot takes the Ram action, on a hit, they become harpooned. While harpooned, the target ship's flying speed is reduced to 0, and your ship's flying speed is reduced by half. Your ship's pilot can release the harpooned ship at any time (no action required). The harpooned ship is automatically released if your ship becomes disabled, or if it is forcefully moved more than 100 feet away from your ship.

Removing the Harpoon. A harpooned ship's pilot can use its action to make a contested Strength (Boost) check, ending the effect on a success.

Moving a Harpooned Ship. When your ship moves, it can drag the harpooned ship with it, unless the ship is larger than your ship.

Boarding a Harpooned Ship. While the ship is harpooned, up to six creatures of Medium size or smaller can move through the gap onto the harpooned ship each round.

Recovering the Harpoon. Recovering and reinstalling the harpoon takes 1 minute.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"jCpnhkKLfpX13kAC","name":"Emergency Generator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an emergency generator to recharge shields. When your ship is reduced to 0 shield points but not destroyed outright, a crew member can use their reaction to have it drop to 1 shield point instead. Alternatively, if the ship has 0 shield points, a crew member can use their action to restore shield points equal to twice the ship's strength modifier.

Once either feature has been used, the power backup can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"jTvNNZNqdEmLekSq","name":"Escape Pods, Hyperspace Capable","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"2"},"description":{"value":"

This suite adds escape pods to your ship. Each escape pod comes equipped with a Class 15 hyperdrive, emergency rations and supplies that can support four civilians, crew members, or troopers for 1 week, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The quantity of escape pods is equal to one-fourth the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"jvzh9IjanOFusy2c","name":"Remote Override, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small or smaller"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a remote override that can allow your ship to be controlled from afar, provided the controller has access to a console and transmitter to control the ship from. If proper credentials are not supplied, a successful Intelligence (Slicer Kit) check (DC = 10 + the ship's Tier + the ship's Intelligence Modifier) is required to control the ship. If the ship is currently controlled by another party, the check is made with disadvantage.

Your ship's maximum and minimum crew requirement become 1: the remote controller. Your starship cannot benefit from features that would increase or decrease its crew capacity. The controller instead controls all aspects of the ship, as if they were deployed inside of it.

The starship has disadvantage on attack rolls and ability checks while being remote controlled.

This ship can be controlled remotely from a distance of 10,000 feet.

Lastly, if an effect would suppress communications for the ship, it cannot be controlled remotely for the duration of that suppression.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"jyn2IjSbKTdqcTCI","name":"Droid Brain, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's droid brain. Your droid brain's proficiency bonus increases to 5. Additionally, your droid brain has expertise in Piloting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"k81N2qizzLdaHCk1","name":"Shield Disruptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a shield disruptor to a ship, which is used to interfere with another ship's shield. As an action, a crew member can activate the shield disruptor and choose a ship they can see within 1,000 feet. You make a Charisma (Interfere) check contested by the target's Constitution (Regulate) check. On a failed save, the ship's shield capacity and shield regeneration rate are reduced by half for 1 minute. If the ship's current shield points would exceed the new shield capacity, they are reduced accordingly. At the start of each of the target ship's turns, a crew member can use an action to repeat the saving throw, ending the effect on a success.

If a ship is targeted by a larger ship, it has disadvantage on the saving throw. If targeted by a smaller ship, it instead has advantage.

You can end the shield disruptor at any time (no action required).

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"kIOJxbUqrfJiCzNS","name":"Carbonite Launcher, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may cause an explosion of cold energy to erupt from a point it chooses within 900 feet. Each ship in a 50-foot-radius sphere centered on that point must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). On a failed save, a ship takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a ship takes half as much damage and isn't slowed.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"kUnEuzg9el3MrYTa","name":"Electronic Baffle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

When your ship would become ionized, shocked, or stunned, a crew member can use their reaction to roll one hull die and suffer damage to the hull equal to the amount rolled in order to ignore the triggering condition.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"kgaz4R1WWw26K7Fp","name":"Sensor Array, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Sensor Array, at a cost. Your ship's Wisdom score increases by 1. One ability score other than Wisdom (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"lSTrb5mm1Cx0ZWsD","name":"Meditation Chamber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a number of separate unique chambers equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When a forcecaster completes a long rest involving this suite, they gain temporary force points equal to their force power maximum power level + their Wisdom or Charisma modifier (their choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"letwasbz0VTIpY0Q","name":"S-Foils","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or smaller; Primary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"1"},"description":{"value":"

Your primary weapons are mounted to Strike Foils giving your ship variable operational capacities. As a bonus action, a crew member can switch between two modes:

  • Locked: Your ship's speed increases by 50 feet and your primary weapons suffer a -2 penalty to attack rolls.
  • Unlocked: Your ship's primary weapons gain a +1 bonus to attack rolls.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"lySy74aLvIk7kWOl","name":"Data Core, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"mPnPvv3tTyQimg0h","name":"Automated Protocols","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Damage Control System"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

You upgrade your damage control system. A crew member can take the Patch action as a reaction. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting. Additionally, you can add your ship's intelligence modifier (minimum of +1) to whenever you roll hull dice to regain hull points.

Finally, your ship is expertly equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"nIEXgLLWL2AfL1la","name":"Mess Hall","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a combined kitchen and dining area, complete with a chef's kit, that can accommodate a number of civilians, crew members, or troopers equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. While utilizing this tool, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, when a creature completes a long rest involving this suite, they regain two additional Hit Dice and have advantage on Constitution saving throws against disease for the next 24 hours.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"nS8gTHr1doVZmxQr","name":"Anti-Boarding System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

An anti-boarding system is a robust series of blast doors, cameras, and hidden turrets, reinforcing each portal throughout the ship, as well as directly outside each ship entrance. These features are controllable from the cockpit or in the Security Suite (if it exists) by a crew member. The anti-boarding system comes with its own power backup in case of main system failure.

The reinforced doors can be bypassed with a DC 20 Intelligence (Security Kit) check.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"nZQyYQjEiDbxX8B0","name":"Reactor, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"nj0NPearMzvUqECS","name":"Command Center","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite creates a separate command center designed to give a comprehensive view of the area surrounding the ship. When a crew member deployed in a command center takes the Direct action, they can target an additional ally. This ability can only be used once per ship turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"nuBAQSZYIuLODy5J","name":"Communications Suppressor, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Communications Suppressor, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This modification massively improves the suppressor on your ship. When a crew member attempts to decrypt a message, they have advantage on the roll.

Additionally, when a crew member attempts to suppress or decrypt, if they already have advantage on the roll, they can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oDCfrWVKXWD9lkvp","name":"Pinpointing Addition","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The ranges of the chosen weapon of your choice increase by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"oQB0u4Zab08z5qtI","name":"Cloaking Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Active Camouflage"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This system massively improves the stealth mode function on your ship, becoming a true cloaking device. While active, your ship is invisible. Additionally, when your ship makes a Dexterity (Hide) check while your cloaking device is active, it has advantage on the roll. If your ship already has advantage on the ability check, you can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oUbIRZMJ8bh9BRcz","name":"Navcomputer, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark II"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This modification further improves the navcomputer on your ship. You have a +1 bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oad5WuVDQ205kNzL","name":"Thrusters, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"oie2WIjNeQ48HydG","name":"Communications Suppressor, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a device designed to suppress the communications of a planet, space station, or starship within 1 mile of your ship. As an action, a crew member can attempt suppress the target's communications by forcing them to succeed at a Wisdom saving throw (DC equal to 8 + your Charisma (Interfere) bonus). On a failure, the target's communications are suppressed, preventing any communication to or from external sources. On a success, they become immune to this feature for one day.

Additionally, your ship is proficiently equipped for Charisma (Interfere) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"p0VcVSyegCgoXOjE","name":"Carbonite Launcher, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, your ship can create a cloud of icy fog in a 200-foot-radius sphere centered on a point within 1200 feet. The sphere extends around objects, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each ship that enters the area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for one minute or until it's dispersed.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"p5aubs14a9d4AsLz","name":"Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a series of countermeasures to the ship, granting it a more active approach to ward off effects. Once per round, when your ship is forced to make a saving throw against an effect that would cause it to be blinded, ionized, shocked, stalled, or stunned, a crew member can use their reaction to add the ship's Wisdom modifier to the roll (minimum of +1).

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"p7gji5QWLzqJujYU","name":"Comms Package, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Comms Package, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification massively improves the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships anywhere in the known galaxy as long as they are similarly equipped.

Additionally, crew members have advantage on checks to encrypt a message. If they already have advantage on the roll, they can instead reroll one of the dice once.

Finally, your ship has advantage on Charisma (Broadcast) checks. If they already have advantage on the roll, they can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"pAOSDIs0SUM6BFgT","name":"Reactor, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's reactor, at a cost. Your ship's Strength score increases by 1. One ability score other than Strength (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"pGoY2bfqHabcJTBS","name":"Carbonite Launcher, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

As an action, a crew member may generate an explosion of cryogenic energy in a 600-foot-radius sphere centered on a point you can see within 2500 feet. Each ship in the affected area must make a Constitution saving throw (DC = 8 + prof. bonus + ship's iwisdom modifier). On a failed save, the ship takes 8d6 + 20 cold damage and is stunned for 1 minute as it is encased in carbonite. On a successful save, the ship takes half damage and is stunned until the end of its next turn.

As an action, a crew member of a stunned ship can make a Strength check (DC = 8 + prof. bonus + ship's wisdom modifier), ending this effect on itself on a success.

A ship reduced to 0 hit points by this power explodes instantly, as its hull shatters into frozen chunks.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"pLkrFwwonWuFCJJa","name":"Improved Emergency Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This system augments your ship's primary system emergency backup. This back up can now continue running the starship, provided there is adequate fuel, for 7 days.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"pUdVRdx2nT7leViB","name":"Sensor Array, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"q8LMmCHW0V19SgRS","name":"Super-Heavy Ion Cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a weapon designed to disable enemy ships without damaging them through use of a specialized ion cannon that delivers a powerful electromagnetic burst. A crew member can fire the super-heavy ion cannon at a target as an action, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. The target must make a Constitution saving throw (DC = 8 + the crew member's proficiency bonus + the ship's Strength modifier). On a failed save, a ship is stunned for 1 minute. As an action on each of the ship's turns, a crew member can repeat the saving throw, ending the effect on a success.

If a ship is targeted by a ship two or more sizes larger than them, it has disadvantage on the initial saving throw. If targeted by a ship two or more sizes smaller, it instead has advantage.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"qDyDybnuwfGynFfm","name":"Stunning Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals ion damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon, or when the target ship rolls a 1 on the saving throw to avoid the weapon's effects, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is stunned until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"qLI4jRg1OGqonGRN","name":"Tributary Beam","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger "},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"3"},"description":{"value":"

This modification upgrades the Super-Heavy Turbolaser Battery, Capital Railgun, or Superweapon on your starship. The weapon deals an additional 1d10 damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"qtPyFj6l26QTFlwF","name":"Docking Bay, Rapid Launch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger; Docking Bay"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite has space for all of the necessary equipment to launch and house other starships. The amount it can house varies depending on the ship's size.

  • Large: A Large rapid launch bay can house five small ships.
  • Huge: A Huge rapid launch bay can house five Medium ships.
  • Gargantuan: A Gargantuan rapid launch bay can house five Large ships.

Alternatively, this suite can house multiple ships of smaller size. A Large ship takes up the space of 10 Medium ships, which in turn takes up the place of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger.

A pilot present in their ship can launch their ship from the rapid launch bay as an action. A launched ship cannot be received by a rapid launch bay, and must instead be received in a docking bay of the same ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"rgFrD37Cvf9tXTDQ","name":"Central Computer, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a central computer, complete with artificial intelligence, in your ship. Your ship gains the ability to take one action of its own on it's turn. It can take any action granted by a modification. The artificial intelligence has a proficiency bonus of +2.

Additionally, your ship is proficiently equipped for Intelligence (Data) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"sPNXoBRLtrK5cc1w","name":"Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's plating. Your ship's Armor Class is now 15 + Dexterity modifier (maximum of +2) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"slKTOnbHt9rjfZVF","name":"Fuel Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This large fuel tank is able to store additional fuel portions in your starship. The tank stores fuel units equal to 5 times your ship's normal fuel capacity. These units can be used to fuel your own starship, or they can be transfered to other ships.

Fuel can be transferred to ships of other size. A Gargantuan fuel unit takes up the space of 10 Huge units, which in turn takes up the space of 10 Large units, which takes the space of 10 Medium units. One Medium ship takes up the space of two Small units, which in turn takes up the space of two Tiny units.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"toZifUoYqJsUgs2X","name":"Electromagnetic Scrambler, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

You emit an electromagnetic pulse, potentially shutting down all ships besides your own within 1200 feet. Ships within range must succeed on a Wisdom (DC = 8 + prof. bonus + ship's charisma modifier) or become disabled up to a minute or until the power ends.

A crew member must use it's bonus action to maintain this ability.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"u9B24muWWZbYnFVE","name":"Slave Pens","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room, equipped with both a key and a code lock, that can house a number of prisoners equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. Slave pen doors are magnetically sealed to prevent them opening in the event of power failure. When a creature completes a long rest involving this suite, their exhaustion level is not reduced. Additionally, for each week spent in this suite, creatures suffer 1 level of exhaustion.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"uNkf0DvWDCBoCAj1","name":"Transportation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room, or series of rooms, typically located near the cockpit, featuring a number of seats and individual storage, as well as communal refresher stations (one for every 16 seats), to transport a number of civilians, crew members, or troopers equal to four times the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"uhD1S3jZnDgDWGqw","name":"Ship Slicer, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

As an action, a crew member can choose one ship you can see within 600 feet and attempt to remotely override its controls. The target must make an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or ships that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the ship is charmed by you for the duration.

While the ship is charmed, you have a wireless link with it as long as the two of you are within the same system. Via your ship, you can use this link to issue commands to the ship while you are conscious (using a bonus action), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that ship,' 'Move over there,' or 'Fly casual.' If the ship completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the ship takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the ship to use a reaction, but this requires you to use your own reaction as well. For every action, bonus action, or reaction you make the ship use, you must spend an equivalent action.

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"vK0tGQB0RVp5I19z","name":"Remote Override, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

This modification allows the ship it is installed in to be remotely controlled from anywhere in the known galaxy by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"vjfblL7yeZCzZeWp","name":"Electromagnetic Scrambler, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

You choose one ship you can see within 1200 feet and scramble its ability to differentiate targets. The target must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all ships it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"vqejyZ4GstpgXZie","name":"Plating, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's plating has reached it's maximum potential. Your ship's Armor Class is now 18 + Dexterity modifier (maximum of +0) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"vzxTSX239SWuOy2A","name":"Electromagnetic Scrambler, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member can cause a ship you can see within 300 feet to become shrouded with electronic interference and holographic illusions. The target must succeed on a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier), or it takes 1d6 lightning damage and moves 50 feet in a random direction if it can move and its speed is at least 50 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move.

This power's damage increases by 1d6 for every tier your ship is above first tier: 2nd tier (2d6), 3rd tier (3d6), 4th tier (4d6), and 5th tier (5d6).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"wSPtKKS4IycBAred","name":"Barracks","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring a number of beds and individual storage, as well as communal refresher stations (one for every eight beds), to house a number of civilians, crew members, or troopers equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"wq4a59Gtv1AkDjHq","name":"Gravity Well Projector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is modified with a gravity well projector that prevents ships from jumping to hyperspace, and even pulls ships from hyperspace, through use of an interdiction field. A crew member can activate or deactivate the gravity well projector as an action, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. While active, this ship and ships of the same size or smaller that enter or start their turn within the gravity well projector's firing arc can't activate their hyperdrives.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"y14WuCAFzY9lFJNq","name":"Hardened Prow","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship has been modified to to be more effective at ramming. When a deployed pilot takes the Ram action, and the target fails the saving throw, the damage dealt is increased by an amount equal to two of your ship's Hull Dice.

Additionally, your ship is proficiently equipped for Strength (Ram) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"y7g0XxKnxDFpi5oa","name":"Workshop","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a number of crafting stations that can accomodate up to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. The crafting stations are equipped with each set of artisan's tools integrated. While crafting at the crafting station, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, while crafting at a crafting station, the total market value you can craft per day increases by an amount of credits equal to 5 x your character level. If you add double your proficiency bonus to checks you make with them, the market value increases by 10 x your character level.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"yFYZPDFifO8qaPZU","name":"Surge Protector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You augment your ship's preventative measures in order to mitigate damage to its systems. When refitting is conducted on your ship, its [System Damage](#System%20Damage) level is reduced by 2, instead of only 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"yJAVDLFmZxxQWKJr","name":"Expanded Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The reload value of the chosen weapon increases by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"ySGqfdHlfEjNJRqm","name":"Thrusters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"yh8IEDYYTpfNDjan","name":"Flight Computer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system allows one crew member to take the Dash, Evade, or Regenerate Shield action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"ykVyFNPfXA0BsOIM","name":"Droid Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring tightly-packed racks suitable for storing and housing a number of Medium droids equal to four times the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house droids of other sizes. A Huge droid takes up the space of two Large droids, which in turn takes up the place of two Medium droids, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"z6dpj9B2yJRZe6tD","name":"Stealth Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a stealth device to your ship. This device effectively counteracts or negates the use of scanners, both for and against your ship. A crew member can activate or deactivate a stealth mode as an action. While active, your ship has advantage on Dexterty (Hide) checks that rely on scanners, but your ship has disadvantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

Additionally, if you try to enter hyperspace while the cloaking device is active, you must roll on the [Hyperspace Mishaps](#Hyperspace%20Mishaps) table on page 76.

Finally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"zwMwgi8Ea13EY0uB","name":"Direct Controller","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

You have installed a dedicated gunner station at or about the hardpoint. A crew member deployed at this station can use their Dexterity modifier instead of the ship's Wisdom modifier for the attack rolls or save DCs of the chosen weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} diff --git a/packs/packs/starshipweapons.db b/packs/packs/starshipweapons.db new file mode 100644 index 00000000..e3c2f23b --- /dev/null +++ b/packs/packs/starshipweapons.db @@ -0,0 +1,89 @@ +{"_id":"0MT7KylGglybwBbB","name":"Plasburst laser cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 600/2400), burst 12, overheat 12","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":600,"long":2400,"units":"ft"},"uses":{"value":12,"max":"12","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary (starship)","weaponSize":"Small","properties":{"amm":false,"aut":false,"bur":true,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":true,"pic":false,"pow":true,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"0mfxOy6sLopTK2CU","name":"Double laser cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 800/3200), overheat 8","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4500,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":800,"long":3200,"units":"ft"},"uses":{"value":8,"max":"8","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary (starship)","weaponSize":"Small","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":true,"pic":false,"pow":true,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"10lMSP7PaFCJVB2k","name":"Pulse laser cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 500/2000), keen 1, piercing 1, overheat 20","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":2500,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":500,"long":2000,"units":"ft"},"uses":{"value":20,"max":"20","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary (starship)","weaponSize":"Small","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":true,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":true,"pic":true,"pow":true,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"3gDSsr54eM9q4wir","name":"Concussion Missile","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"

(Range 600/2400), auto, burst 1, explosive, rapid 1

\n

75 (150) lb

\n

2d8 (4d8) energy

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":75,"price":750,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":600,"long":2400,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":true,"bur":true,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":true,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":true,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.oE4xFoZc4W16JNim"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} 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15 (30) lb

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When a bomblet detonates, each ship within 50 [100] feet must make a Dexterity saving throw (DC 15). A ship takes 1d10 [2d10] energy damage on a failed save, or half as much on a successful one.

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When a pulse bomb detonates, each ship within 200 [400] feet must make a Constitution saving throw (DC 15). A ship takes 2d10 [4d10] ion damage on a failed save, or half as much on a successful one. Additionally, on a failed save, it is ionized for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success. Ships larger than you have advantage on their saving throw.

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150 (300) lb

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4d10 (8d10) energy

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\n

70 (140) lb

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85 (170) lb

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A Flechette torpedo detonates at a point within range, creating a 200 (400) foot cube of difficult terrain. Any ship entering or starting their turn in this area must succeed at a Dexterity saving throw (DC 15) or take 1d8 [2d8] kinetic damage.

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\n

70 (140) lb

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10 (20) lb

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\n

95 (190) lb

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10d4 (20d4) kinetic

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30 (60) lb

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When a glop bomb detonates, each ship within 50 [100] feet must make a Dexterity saving throw (DC 15). On a failed save, a ship is blinded for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success. Ships larger than you have advantage on their saving throw.

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\n

50 (100) lb

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85 (170) lb

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On a failed saving throw, the missile deploys pistoeka sabotage or \"buzz\" droids on the target. At the end of each of the target ship's turns, the target ship gains one level of system damage. As an action on each of their turns, a crew member can have the ship attempt their choice of a dexterity or constitution saving throw (DC 15), ending the effect on a success.

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When a proton bomb detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 4d10 [8d10] energy damage on a failed save, or half as much on a successful one.

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When a seismic charge detonates, each ship within 150 [300] feet must make a Dexterity saving throw (DC 15). A ship takes 1d10 [2d10] kinetic damage on a failed save, or half as much on a successful one.

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125 (250) lb

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Rather than exploding on contact, proximity mines detonate any time a ship comes within range of it. When a proximity mine detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 2d10 [4d10] fire damage on a failed save, or half as much on a successful one.

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\n

70 (140) lb

\n

2d10 (4d10) ion

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":70,"price":700,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":1000,"long":4000,"units":"ft"},"uses":{"value":1,"max":"!","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d10","ion"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":true,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.2MMSbsx1SjNCyoeW"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"xx0sUZBtNm8bO8vb","name":"Torpedo launcher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Ammunition reload 4","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":6900,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"ammo","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":null,"critical":null,"damage":{"parts":[["0d0 + @mod",""]],"versatile":""},"formula":null,"save":null,"armor":null,"hp":null,"weaponType":"tertiary (starship)","weaponSize":"Small","properties":{"amm":true,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":true,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"zlDaujHDxGcLggMw","name":"Thermite cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 1200/4800), constitution 17, melt, overheat 2","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":6300,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":1200,"long":4800,"units":"ft"},"uses":{"value":2,"max":"2","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary (starship)","weaponSize":"Small","properties":{"amm":false,"aut":false,"bur":false,"con":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":true,"mig":false,"ovr":true,"pic":false,"pow":true,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} diff --git a/packs/packs/ventures.db b/packs/packs/ventures.db new file mode 100644 index 00000000..d753c3f7 --- /dev/null +++ b/packs/packs/ventures.db @@ -0,0 +1,61 @@ +{"_id":"0scqI7Y5e2VsEjgU","name":"Legendary Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Master Spacecasting venture

When casting a force or tech power while aboard your ship and in space that affects an area, the area's dimensions are instead multiplied by 1,000.

"},"prerequisites":["Master Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"2Irn12psV0MHffd4","name":"Pilot in Training","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Dexterity (Maneuver) check while deployed as a pilot, you can add your proficiency bonus to checks you make if you do not already do so.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"2PyiTCJJuJyFIqF6","name":"Gunning Stylist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 3rd rank

You adopt a particular style of gunning as your specialty. Choose one of the gunning style options options, detailed later in this chapter. You can't take a gunning style option more than once, even if you later get to choose again. You can select this venture multiple times.

"},"prerequisites":["3rd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"30OjHPm2Xh2hV1bw","name":"Dual Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take Dual Role, choose a secondary deployment. When you advance a rank in your primary deployment, you may select a maneuver from your secondary deployment instead of your primary deployment.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"3Vmv4bRSE2q12dkQ","name":"Combustive Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to cause the target to take fire damage equal to your techcasting ability modifier at the start of your next turn.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"3fHlNmzGAt2OkCte","name":"Storming Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"You can use your immense strength to steady primary weapons with the burst, rapid, or saturate features. When you make an attack roll with a primary ship weapon having at least one of these features while on a Medium or smaller ship, you can use your Strength modifier, instead of the ship's Intelligence modifier, for the attack rolls or setting the DC for the targets' saves.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"5ocdFyhyQPBqjj9J","name":"Reckless Ramming","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in berserker

When you take the Ram action, you can throw aside all concern for defense to attack with fierce desperation. The target has disadvantage on the Dexterity (Maneuver) check, and you deal additional damage equal to your rage damage bonus. The first attack roll made against your ship before the start of your next turn has advantage.

"},"prerequisites":["at least 2 levels in berserker"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"68gm4jJt2g2an572","name":"Perceptive Techie","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Wisdom (Scan) or Intelligence (Probe) check while aboard your ship, you may use your Wisdom modifier instead of your ship's Ability modifier.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"6AtbJ4PKePAUc4M0","name":"Multi-Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Dual Roles venture

When you advance a rank in your primary deployment, you may select a maneuver from any deployment instead of your primary deployment.

"},"prerequisites":[" Dual Roles venture "],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"9L2LihZWReZzksed","name":"Recurrent Repairs","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in mechanic

When you succeed on a Constitution (Patch) check as a part of a Patch action you take, you have advantage on the next Constitution (Patch) check you take as a part of the Patch action you take before the end of your next turn.

"},"prerequisites":["at least 3 ranks in mechanic"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"A6I7VApYuQI0p8LE","name":"Legendary Multitasking","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank, Split Focused venture

When operating a ship, you gain a second action you can take with the ship.

"},"prerequisites":["5th rank, Split Focused venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"A7wMSHk58PwFvoeL","name":"Gunner Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 2nd rank

You have gunner training that allows you to perform special combat gambits. You learn two gambits of your choice from among those available to the gunner deployment.

"},"prerequisites":["2nd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"B21ZmA0ZJG5xYsDM","name":"Weapon Enhancement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast 3rd level tech powers

An unenhanced ship weapon on your ship becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced ship weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

"},"prerequisites":["The ability to cast 3rd level tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Do4ZGW8VensNJzoU","name":"Resourceful Disruption","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in operator

Once per round, when you roll a power die as part of an operator's disruption, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in operator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ECGFElbSJoH7YoWh","name":"Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers

When casting a force or tech power while aboard your ship and in space, the power's range is multiplied by 2. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["The ability to cast force or tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"EjFWpOkDM9DDrWMO","name":"Keen Eye","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 4th rank

When you take the Search action and succeed on a Wisdom (Scan) or Intelligence (Probe) check aided by your ship's scanners, you can learn certain information about a target if you are aware of them. The GM tells you if the ship is your ship's equal, superior, or inferior in regard to one of the following characteristics of your choice:

  • Any one Ability Score
  • Armor Class
  • Current total hull and shield points
  • Current Shield die type and number, and shield regeneration rate
  • Total ship tiers (if any)
  • Total deployment ranks (if any)

"},"prerequisites":["4th rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ErMXwjzLHB7aWYVT","name":"Hot Wire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you would make a Constitution (Patch) check while aboard your ship, you can instead make an Intelligence (Mechanic's Kit) check.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"FGQRhvmHD3GLtjbx","name":"Rime Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to make the target gain 1 slowed level until the end of its turn as the hull is coated in frigid carbonite.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"GYBpaH88JnqON5a6","name":"Force-Empowered Blasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in guardian

Once per turn, when you deal damage with a ship weapon, you can spend 1 force point to deal an additional 1d8 damage to the target. The damage is the same type as the weapon's damage.

"},"prerequisites":["at least 2 levels in guardian"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"H6qXSuLUO0Yxpl80","name":"Resourceful Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in mechanic

Once per round, when you use your System Boost feature, you can roll the tech die twice and take either result.

"},"prerequisites":["at least 1 rank in mechanic"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"IYISdGaTflGHxJSY","name":"Space Explorer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in scout

While deployed, parts of your Skilled Explorer class feature extend to your ship:

  • Your ship is not slowed by difficult terrain.
  • Your ship can't get lost by unenhanced means.
  • Your ship can move stealthily at a normal pace.

"},"prerequisites":["at least 1 level in scout"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"IgzI7pPKUTkzKjwt","name":"Gunning Master","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank

You master a particular style of gunning. Choose one of the gunning mastery options options, detailed later in this chapter. You can't take a gunning mastery option more than once, even if you later get to choose again. You can select this venture multiple times.

"},"prerequisites":["5th rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ItEBs8d4m8E9Iyry","name":"Cunning Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take the Interfere action and fail the contest, you can use your bonus action to repeat the check against the same target.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"JH5YHT1JawypbHGD","name":"Multitasker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When operating a ship, you gain a second reaction you can take with the ship.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"JREOCyLjoDkCyCoX","name":"Furious Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in berserker

While raging and firing a primary wapon, you can take a penalty to your attack roll up to your rage damage bonus, adding twice the amount to the damage roll on a hit.

"},"prerequisites":["at least 1 level in berserker"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Ks8TffMcgBcJFPSm","name":"Slippery Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in operative

Your quick thinking and agility allow you to act and move your ship quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

"},"prerequisites":["at least 2 levels in operative"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"LD0uyH5xj6zREyWY","name":"Force-Empowered Accuracy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in consular

Once per turn, when you miss with a ship attack, or when a target succeeds on the saving throw against a ship weapon, you can spend 1 force point to reroll the die. You must use the new roll.

"},"prerequisites":["at least 2 levels in consular"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"N9WaiwtgA6nRulAw","name":"Pilot Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 2nd rank

You have pilot training that allows you to perform special combat tactics. You learn two tactics of your choice from among those available to the pilot deployment.

"},"prerequisites":["2nd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Nr2aqIzrnxbTAq5O","name":"Explosive Gambits","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in gunner

Once per turn, when you roll the maximum on a gambit die, you can roll an additional die and add it to the roll.

"},"prerequisites":["at least 3 ranks in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"OTC9779u1CU4M3wW","name":"Experienced Slicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in operator

When setting your Operator's Disruptions save DC and whenever a Disruption uses your ship's Charisma modifier, you may add half your Intelligence modifier.

"},"prerequisites":[" at least 1 rank in operator* "],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"PErA9WrdfMk8H3Wq","name":"Greater Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Improved Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 100. You cannot target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Improved Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"PTAgOkWW8iF5TnkW","name":"Calculating Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make an attack roll with a secondary ship weapon, you can use your Intelligence modifier, instead of the ship's Intelligence modifier, for the attack rolls.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"RQIMrS2H0LlwpYbR","name":"Dogfighter Superiority","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in fighter

When you expend a die granted by your Deployment, roll the die as normal, but you can instead subtract it from your pool of superiority dice.

"},"prerequisites":["at least 2 levels in fighter"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"TbgfiuUrcqaQ56vA","name":"Intuitive Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force powers

When you determine the save DC for a tertiary ship weapon while on a Medium or smaller ship, you can add half your Wisdom or Charisma modifier (your choice) to the save DC.

"},"prerequisites":["The ability to cast force powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"TkdGlKE4PQJmJ5f9","name":"Counterslicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you are the target of the Interfere action and are forced to make a Wisdom (Scan) check, if you succeed on the contest, you have advantage on the next Charisma (Interfere) check you make before the end of your next turn.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"UOxpXRC2MCCx8DYP","name":"Resourceful Gambits","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in gunner

Once per round, when you roll a power die used for a gunner's gambit, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"UcE2oiQHyVRWzn00","name":"Scanner Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take the Search action, you have advantage on Wisdom (Scan) and Intelligence (Probe) checks that rely on the scanner.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"VHtQNIaz75e9MEHQ","name":"Precision Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make an attack roll with a primary ship weapon while on a Medium or smaller ship, you can use your Dexterity modifier, instead of the ship's Intelligence modifier, for the attack rolls.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Ws9tdDqC5rdi8S8L","name":"Resourceful Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in technician

Once per round, when you roll a power die as part of a technician's stratagem, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in technician"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"WtrQOrZ6YT4fcHSa","name":"Infuse Ship Weapon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in engineer

Ship weapons become valid targets for your Infuse Item class feature.

"},"prerequisites":["at least 2 levels in engineer"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"XCfImlUdBzvW8UGp","name":"Shrewd Interrogator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Wisdom (Insight) or Charisma (Deception) check while aboard your ship, you may use your Intelligence modifier instead of your Wisdom or Charisma modifier.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"XNhgOjpzpcETVVAx","name":"Natural Slicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"Whenever you make a Charisma (Interfere) check, you may instead make an Intelligence (Slicer Tools) check.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"cdJIX7FymQXYn5TZ","name":"Targeting Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to mark the target only visible to you. The next attack roll you make against the ship before the end of your next turn can’t suffer from disadvantage.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"dhvjTcuHf2Np6DcZ","name":"Analytical Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in scholar

When an ally makes an ability check or attack roll affected by your Direct action, and they are also the target of your Critical Analysis class feature, they can also roll a d6 and add it to the ability check or attack roll.

"},"prerequisites":["at least 1 level in scholar"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"drTe0erGKuBdZvd8","name":"Jack of All Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank, Multi-Roles venture

Over a long rest you may switch out a number of maneuvers you know up to your intelligence modifier (minimum of 1) for an equal number of maneuvers from other deployments.

"},"prerequisites":[" 5th rank, Multi-Roles venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"e1cGetXnR5RVzkDf","name":"Force Piloting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force powers

When you make a Dexterity (Manuever) check while aboard your ship, you may add half (round up) your Wisdom or Charisma modifier (your choice), to your result. Additionally, you can add half (round up) your Wisdom or Charisma modifier (your choice) to your ship's AC while deployed as the pilot.

"},"prerequisites":["The ability to cast force powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"e9gE2Mr9Hu48qP2F","name":"Weapon Overheat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast 2nd level tech powers

As a bonus action, you may spend three tech points to empower a ship weapon on your ship. For the duration, you can cool the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

"},"prerequisites":["The ability to cast 2nd level tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"f4x0mJvFucA7oyaP","name":"Split Focused","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Multitasker venture

When operating a ship, you gain a second bonus action you can take with the ship.

"},"prerequisites":["Multitasker venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"fEI7hwGbDzBDfdke","name":"Persistent Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in operator

When you take the Interfere action and succeed on the contest, the target has disadvantage on the next Charisma (Interfere) check before the end of your next turn.

"},"prerequisites":["at least 3 ranks in operator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"g3nhoUfyGnuFstUg","name":"Tactical Superiority","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in scholar

When you expend a power die, roll the die as normal, but you can instead subtract it from your pool of superiority dice.

"},"prerequisites":["at least 2 levels in scholar"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"jNoh3rqIqdTo9IX1","name":"Strong Alone, Stronger Together","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in coordinator

When you take the Direct action, you have advantage on the next ability check or saving throw you make before the start of your next turn.

"},"prerequisites":["at least 3 ranks in coordinator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ks1XMj0qAeKZX3cr","name":"Master Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Greater Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 1,000. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Greater Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"l1eQtSgsUMMQef25","name":"Improved Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 10. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"nJeEMiSReNAG8rSr","name":"Diamond Deployment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 14 levels in monk

While deployed, when your ship fails a saving throw, you can spend 1 focus point to reroll the die.

"},"prerequisites":["at least 14 levels in monk"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"p9RR1JJzHxqI04SP","name":"Resourceful Display","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in coordinator

Once per round, when you, or an ally with your Inspiring Display die, roll an Inspiring Display, they can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in coordinator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"q9BXIUW2jbMIoDvU","name":"Resourceful Tactics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in pilot

Once per round, when you roll a power die as part of a pilot's tactic, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in pilot"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"r0as3L57tmg0kcdM","name":"Sneak Firing","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in operative

Once per turn, you can deal an extra 1d6 damage to one ship you hit with a ship attack if you have advantage on the attack roll. You can select this venture multiple times.

"},"prerequisites":["at least 1 level in operative"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"rSOjOPxD49soIMaM","name":"Indomitable Starship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 9 levels in fighter

While deployed, when your ship fails a saving throw, you can use your Indomitable class feature to reroll the die.

"},"prerequisites":["at least 9 levels in fighter"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"uWRzpIJBC4QBFfg3","name":"Thread the Needle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in pilot

When you take the Evade action, you can gain the benefits of Evade against only a single target in order to avoid the penalty of disadvantage on any skill check or attack roll made by your ship or anyone on it.

"},"prerequisites":["at least 3 ranks in pilot"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"yprQDRJWb5DhdTtC","name":"Flurry of Fire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in monk

Immediately after you take the Fire action you can spend 1 focus point to make an additional attack as a bonus action. This additional attack must be made with a primary weapon.

"},"prerequisites":["at least 2 levels in monk"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"zTgZVw4RFiAZDYoc","name":"Force-Empowered Shooting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in sentinel

When you take the Fire action, you can spend 1 force point and use your bonus action to make an additional attack. This additional attack must be made with a primary weapon.

"},"prerequisites":["at least 2 levels in sentinel"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} diff --git a/sw5e.css b/sw5e.css index 556d0642..221c8c04 100644 --- a/sw5e.css +++ b/sw5e.css @@ -426,6 +426,7 @@ list-style: none; margin: 0; padding: 0; + display: block; } .sw5e.sheet .items-list .item-name { flex: 2; @@ -1823,6 +1824,9 @@ .sw5e.sheet.actor.character .biography { max-width: calc(100% - 180px); } +.sw5e.sheet.actor.character .content{ + display: block; +} /* ----------------------------------------- */ /* Basic Structure */ /* ----------------------------------------- */ diff --git a/sw5e.js b/sw5e.js index 1983130b..66ec9325 100644 --- a/sw5e.js +++ b/sw5e.js @@ -1,5 +1,5 @@ /** - * The Star Wars 5th Edition game system for Foundry Virtual Tabletop + * The SW5E game system for Foundry Virtual Tabletop * Author: Kakeman89 * Software License: GNU GPLv3 * Content License: https://media.wizards.com/2016/downloads/SW5E/SRD-OGL_V5.1.pdf @@ -25,6 +25,7 @@ import AbilityUseDialog from "./module/apps/ability-use-dialog.js"; import ActorSheetFlags from "./module/apps/actor-flags.js"; import ActorSheet5eCharacter from "./module/actor/sheets/oldSheets/character.js"; import ActorSheet5eNPC from "./module/actor/sheets/oldSheets/npc.js"; +import ActorSheet5eStarship from "./module/actor/sheets/newSheet/starship.js"; import ActorSheet5eVehicle from "./module/actor/sheets/oldSheets/vehicle.js"; import ActorSheet5eCharacterNew from "./module/actor/sheets/newSheet/character.js"; import ActorSheet5eNPCNew from "./module/actor/sheets/newSheet/npc.js"; @@ -123,6 +124,11 @@ Hooks.once("init", function() { makeDefault: false, label: "SW5E.SheetClassNPCOld" }); + Actors.registerSheet("sw5e", ActorSheet5eStarship, { + types: ["starship"], + makeDefault: true, + label: "SW5E.SheetClassStarship" + }); Actors.registerSheet('sw5e', ActorSheet5eVehicle, { types: ['vehicle'], makeDefault: true, @@ -130,7 +136,7 @@ Hooks.once("init", function() { }); Items.unregisterSheet("core", ItemSheet); Items.registerSheet("sw5e", ItemSheet5e, { - types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform'], + types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starshipmod', 'venture'], makeDefault: true, label: "SW5E.SheetClassItem" }); diff --git a/system.json b/system.json index 73f84617..a8b73022 100644 --- a/system.json +++ b/system.json @@ -49,7 +49,19 @@ "label": "Conditions", "path": "./packs/packs/conditions.db", "entity": "JournalEntry" - }, + }, + { + "name": "deployments", + "label": "Deployments", + "path": "./packs/packs/deployments.db", + "entity": "Item" + }, + { + "name": "deploymentfeatures", + "label": "Deployment Features", + "path": "./packs/packs/deploymentfeatures.db", + "entity": "Item" + }, { "name": "enhanceditems", "label": "Enhanced Items", @@ -110,18 +122,48 @@ "path": "./packs/packs/speciestraits.db", "entity": "Item" }, - { - "name": "tables", - "label": "Tables", - "path": "./packs/packs/tables.db", - "entity": "RollTable" + { + "name": "starshiparmor", + "label": "Starship Armor", + "path": "./packs/packs/starshiparmor.db", + "entity": "Item" + }, + { + "name": "starshipequipment", + "label": "Starship Equipment", + "path": "./packs/packs/starshipequipment.db", + "entity": "Item" + }, + { + "name": "starshipmodifications", + "label": "Starship Modifications", + "path": "./packs/packs/starshipmodifications.db", + "entity": "Item" + }, + { + "name": "starshipweapons", + "label": "Starship Weapons", + "path": "./packs/packs/starshipweapons.db", + "entity": "Item" + }, + { + "name": "tables", + "label": "Tables", + "path": "./packs/packs/tables.db", + "entity": "RollTable" }, { "name": "techpowers", "label": "Tech Powers", "path": "./packs/packs/techpowers.db", "entity": "Item" - }, + }, + { + "name": "ventures", + "label": "Ventures", + "path": "./packs/packs/ventures.db", + "entity": "Item" + }, { "name": "weapons", "label": "Weapons", diff --git a/template.json b/template.json index 685e65df..0e86199c 100644 --- a/template.json +++ b/template.json @@ -1,6 +1,6 @@ { "Actor": { - "types": ["character", "npc", "vehicle"], + "types": ["character", "npc", "starship", "vehicle"], "templates": { "common": { "abilities": { @@ -37,8 +37,8 @@ "value": 10, "min": 0, "max": 10, - "temp": null, - "tempmax": null + "temp": 0, + "tempmax": 0 }, "init": { "value": 0, @@ -103,8 +103,8 @@ "value": 0, "min": 0, "max": 0, - "temp": null, - "tempmax": null + "temp": 0, + "tempmax": 0 }, "level": 0 }, @@ -117,8 +117,8 @@ "value": 0, "min": 0, "max": 0, - "temp": null, - "tempmax": null + "temp": 0, + "tempmax": 0 }, "level": 0 } @@ -403,6 +403,87 @@ } } }, + "starship": { + "templates": ["common"], + "attributes": { + "hp": { + "value": 10, + "max": 10, + "formula": "", + "temp": 0, + "tempmax": 0 + }, + "sp": { + "formula": "" + } + }, + "details": { + "tier": 0, + "role": "", + "source": "" + }, + "skills": { + "ast": { + "value": 0, + "ability": "int" + }, + "bst": { + "value": 0, + "ability": "str" + }, + "dat": { + "value": 0, + "ability": "int" + }, + "hid": { + "value": 0, + "ability": "dex" + }, + "imp": { + "value": 0, + "ability": "cha" + }, + "int": { + "value": 0, + "ability": "cha" + }, + "man": { + "value": 0, + "ability": "dex" + }, + "men": { + "value": 0, + "ability": "cha" + }, + "pat": { + "value": 0, + "ability": "con" + }, + "prb": { + "value": 0, + "ability": "int" + }, + "ram": { + "value": 0, + "ability": "str" + }, + "reg": { + "value": 0, + "ability": "con" + }, + "scn": { + "value": 0, + "ability": "wis" + }, + "swn": { + "value": 0, + "ability": "cha" + } + }, + "traits": { + "size": "med" + } + }, "vehicle": { "templates": ["common"], "abilities": { @@ -460,7 +541,7 @@ } }, "Item": { - "types": ["weapon", "equipment", "consumable", "tool", "loot", "class", "power", "feat", "species", "backpack", "archetype", "classfeature", "background", "fightingstyle", "fightingmastery", "lightsaberform"], + "types": ["archetype", "background", "backpack", "class", "classfeature", "consumable", "deployment", "deploymentfeature", "equipment", "feat", "fightingmastery", "fightingstyle", "lightsaberform", "loot", "power", "species", "starshipmod", "tool", "venture", "weapon"], "templates": { "archetypeDescription": { "className": "", @@ -567,6 +648,15 @@ }, "traits": "" }, + "ventureDescription": { + "description": { + "value": "" + }, + "prerequisites": [""], + "source": { + "value": "" + } + }, "physicalItem": { "quantity": 1, "weight": 0, @@ -685,6 +775,9 @@ "lightsaberform": { "templates": ["lightsaberformDescription"] }, + "venture": { + "templates": ["ventureDescription"] + }, "consumable": { "templates": ["itemDescription", "physicalItem", "activatedEffect", "action"], "consumableType": "potion", @@ -754,6 +847,9 @@ "formula": null } }, + "starshipmod": { + "templates": ["itemDescription"] + }, "weapon": { "templates": ["itemDescription", "physicalItem" ,"activatedEffect", "action", "mountable"], "weaponType": "simpleVW", diff --git a/templates/actors/newActor/parts/swalt-features.html b/templates/actors/newActor/parts/swalt-features.html index dd17c75f..79065c42 100644 --- a/templates/actors/newActor/parts/swalt-features.html +++ b/templates/actors/newActor/parts/swalt-features.html @@ -19,8 +19,12 @@ {{#if ../owner}}
- {{localize "SW5E.Add"}} - + {{localize "SW5E.Add"}} +   + + {{localize "SW5E.Collapse"}} + {{/if}} {{#if section.hasActions}} @@ -30,7 +34,7 @@ -
    +
      {{#each section.items as |item iid|}}
    1. @@ -57,11 +61,18 @@
      {{else if section.isClass}} -
      - {{item.data.archetype}} +
      HD: + +
      - Level {{item.data.levels}} + Level {{item.data.levels}}       +
      {{/if}} diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html new file mode 100644 index 00000000..542aceb3 --- /dev/null +++ b/templates/actors/newActor/starship.html @@ -0,0 +1,169 @@ +
      + + {{!-- Starship Sheet Header --}} +
      + +

      + +

      +
      +
      + {{ localize "SW5E.StarshipTier" }} + +
      + +
      +
      + + {{lookup config.actorSizes data.traits.size}} + + + +
      +
      + {{!-- ARMOR CLASS --}} +
      +

      {{ localize "SW5E.ArmorClass" }}

      +
      + +
      +
      + {{ localize "SW5E.Proficiency" }} + {{numberFormat data.attributes.prof decimals=0 sign=true}} +
      +
      + + {{!-- HIT POINTS --}} +
      +

      {{ localize "SW5E.HullPoints" }}

      +
      + + / + +
      +
      + +
      +
      + + {{!-- SHIELD POINTS --}} +
      +

      {{ localize "SW5E.ShieldPoints" }}

      +
      + + / + +
      +
      + +
      +
      + +
      +

      {{ localize "SW5E.Movement" }} + +

      +
      + {{movement.primary}} +
      +
      + {{movement.special}} +
      +
      +
      + +
      + + {{!-- NPC Sheet Navigation --}} + + + {{!-- NPC Sheet Body --}} +
      +
      +
      + {{!-- Ability Scores --}} +
      +

      {{localize "SW5E.AbilityScores" }}

      +
        + {{#each data.abilities as |ability id|}} +
      1. +

        {{ability.label}}

        + +
        + {{numberFormat ability.mod decimals=0 sign=true}} + + + {{numberFormat ability.save decimals=0 sign=true}} +
        +
      2. + {{/each}} +
      +
      + {{!-- Skills --}} +
      +

      {{localize "SW5E.Skills"}}

      +
        + {{#each CONFIG.starshipSkills as |skill s|}} +
      1. + + + {{skill.label}} + {{skill.ability}} + {{numberFormat skill.total decimals=0 sign=true}} + {{!-- --}} + {{!-- ({{skill.passive}}) --}} +
      2. + {{/each}} +
      +
      +
      +
      + +
      + +
      +
      +
      + {{!-- Features Tab --}} +
      + {{> "systems/sw5e/templates/actors/newActor/parts/swalt-features.html" sections=features}} +
      + + {{!-- Effects Tab --}} +
      + {{> "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html"}} +
      + +
      +
      \ No newline at end of file diff --git a/templates/items/deployment.html b/templates/items/deployment.html new file mode 100644 index 00000000..5b1a92f7 --- /dev/null +++ b/templates/items/deployment.html @@ -0,0 +1,123 @@ +
      + + {{!-- Item Sheet Header --}} +
      + + +
      +

      + +

      + +
      +

      {{itemType}}

      + {{itemStatus}} +
      + +
        +
      • + +
      • +
      +
      +
      + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
      + + {{!-- Description Tab --}} +
      + {{editor content=data.flavorText target="data.flavorText" button=true owner=owner editable=editable}} +
      + + {{!-- Details Tab --}} +
      + {{!-- Class Levels Table and Features --}} + + {{editor content=data.description target="data.description" button=true owner=owner editable=editable}} +
      + + +
      +
      diff --git a/templates/items/deploymentfeature.html b/templates/items/deploymentfeature.html new file mode 100644 index 00000000..7d5bf7c3 --- /dev/null +++ b/templates/items/deploymentfeature.html @@ -0,0 +1,80 @@ +
      + + {{!-- Item Sheet Header --}} +
      + + +
      +

      + +

      + +
      +

      {{itemType}}

      + {{itemStatus}} +
      + +
        +
      • + +
      • +
      • + +
      • +
      • + +
      • +
      +
      +
      + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
      + + {{!-- Description Tab --}} + {{> "systems/sw5e/templates/items/parts/item-description.html"}} + + {{!-- Details Tab --}} +
      + +

      {{ localize "SW5E.FeatureUsage" }}

      + + {{!-- Item Activation Template --}} + {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + + {{!-- Recharge Requirement --}} + {{#if data.activation.type}} +
      + +
      + {{ localize "SW5E.FeatureRechargeOn" }} + + +
      +
      + {{/if}} + +

      {{ localize "SW5E.FeatureAttack" }}

      + + {{!-- Item Action Template --}} + {{> "systems/sw5e/templates/items/parts/item-action.html"}} +
      + + {{!-- Effects Tab --}} +
      + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
      + +
      +
      diff --git a/templates/items/equipment.html b/templates/items/equipment.html index 6f89948f..9850d7d0 100644 --- a/templates/items/equipment.html +++ b/templates/items/equipment.html @@ -91,6 +91,38 @@ {{/each}}
      + {{!-- Starship Armor and Shield Properties --}} +
      + +
      + +
      + {{ localize "SW5E.CapacityMultiplier" }} +    + {{ localize "SW5E.HPperHD" }} +    + {{ localize "SW5E.RegenerationRateCoefficient" }} +    +
      + + {{!-- Starship Equipment Properties --}} +
      + +
      + +
      + {{ localize "SW5E.CentStorageCapacity" }} +    + {{ localize "SW5E.SysStorageCapacity" }} +    + {{ localize "SW5E.FuelCostsMod" }} +    + {{ localize "SW5E.PowerDiceRecovery" }} +    + {{ localize "SW5E.HyperdriveClass" }} +    +
      + {{!-- Armor Class --}}
      diff --git a/templates/items/parts/item-description.html b/templates/items/parts/item-description.html index 61b5b931..43a0d8bb 100644 --- a/templates/items/parts/item-description.html +++ b/templates/items/parts/item-description.html @@ -16,6 +16,12 @@
      + +
      + + + {{data.weaponSize}} +
      {{/if}}
        diff --git a/templates/items/starshipmod.html b/templates/items/starshipmod.html new file mode 100644 index 00000000..1f096fb0 --- /dev/null +++ b/templates/items/starshipmod.html @@ -0,0 +1,85 @@ +
        + + {{!-- Item Sheet Header --}} +
        + + +
        +

        + +

        + +
        +

        {{itemType}}

        + {{itemStatus}} +
        + +
          +
        • + System: {{data.system.value}} +
        • +
        • + Grade: {{data.grade.value}} +
        • +
        • + Base Cost: {{data.basecost.value}} cr +
        • +
        +
          +
        • + Prerequisites: {{data.prerequisites.value}} +
        • +
        +
        +
        + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
        + + {{!-- Description Tab --}} + {{> "systems/sw5e/templates/items/parts/item-description.html"}} + + {{!-- Details Tab --}} +
        + +

        {{ localize "SW5E.FeatureUsage" }}

        + + {{!-- Item Activation Template --}} + {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + + {{!-- Recharge Requirement --}} + {{#if data.activation.type}} +
        + +
        + {{ localize "SW5E.FeatureRechargeOn" }} + + +
        +
        + {{/if}} + +

        {{ localize "SW5E.FeatureAttack" }}

        + + {{!-- Item Action Template --}} + {{> "systems/sw5e/templates/items/parts/item-action.html"}} +
        + + {{!-- Effects Tab --}} +
        + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
        + +
        +
        diff --git a/templates/items/venture.html b/templates/items/venture.html new file mode 100644 index 00000000..0da21baa --- /dev/null +++ b/templates/items/venture.html @@ -0,0 +1,47 @@ +
        + + {{!-- Item Sheet Header --}} +
        + + +
        +

        + +

        + +
        +

        {{itemType}}

        +
        + +
          +
        • + +
        • +
        +
        +
        + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
        + + {{!-- Description Tab --}} +
        +

        {{item.name}}

        + {{editor content=data.description.value target="data.description.value" button=true editable=editable}} + +
        + + {{!-- Effects Tab --}} +
        + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
        + +
        +
        diff --git a/templates/items/weapon.html b/templates/items/weapon.html index c83e41c4..cd696c2b 100644 --- a/templates/items/weapon.html +++ b/templates/items/weapon.html @@ -15,7 +15,7 @@
          -
        • +
        • {{lookup config.weaponTypes data.weaponType }}
        • @@ -56,7 +56,20 @@ {{/select}} - + + {{!-- Starship Weapon Size --}} + + {{#unless isMountable}}
          From 1ad1e6976f49741e91febea06c6fa94452894d89 Mon Sep 17 00:00:00 2001 From: professorbunbury Date: Tue, 6 Apr 2021 20:07:18 +0000 Subject: [PATCH 10/13] Regenerate css --- sw5e.css | 4 ---- 1 file changed, 4 deletions(-) diff --git a/sw5e.css b/sw5e.css index 221c8c04..556d0642 100644 --- a/sw5e.css +++ b/sw5e.css @@ -426,7 +426,6 @@ list-style: none; margin: 0; padding: 0; - display: block; } .sw5e.sheet .items-list .item-name { flex: 2; @@ -1824,9 +1823,6 @@ .sw5e.sheet.actor.character .biography { max-width: calc(100% - 180px); } -.sw5e.sheet.actor.character .content{ - display: block; -} /* ----------------------------------------- */ /* Basic Structure */ /* ----------------------------------------- */ From f393670528203c04cb2019a8557bdd68a0760f24 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Wed, 7 Apr 2021 14:10:56 -0400 Subject: [PATCH 11/13] SotG Update #1.1 (Quick Fixes) ^ Updates entity.js and starship.js to fix drag-and-drop and NaN errors and prepare for Starship Features. ^ Updates en.json, config.js, sw5e.js, and template.json to prepare for Starship Features. --- lang/en.json | 6 ++++++ module/actor/entity.js | 4 ++-- module/actor/sheets/newSheet/starship.js | 10 +++++++--- module/config.js | 4 +++- sw5e.js | 2 +- template.json | 7 ++++++- 6 files changed, 25 insertions(+), 8 deletions(-) diff --git a/lang/en.json b/lang/en.json index 7e450f48..b195c39e 100644 --- a/lang/en.json +++ b/lang/en.json @@ -19,7 +19,10 @@ "ITEM.TypeLoot": "Loot", "ITEM.TypePower": "Power", "ITEM.TypeSpecies": "Species", + "ITEM.TypeStarshipfeature": "Starship Feature", + "ITEM.TypeStarshipfeaturePl": "Starship Features", "ITEM.TypeStarshipmod": "Starship Modification", + "ITEM.TypeStarshipmodPl": "Starship Modifications", "ITEM.TypeTool": "Tool", "ITEM.TypeVenture": "Venture", "ITEM.TypeWeapon": "Weapon", @@ -830,6 +833,7 @@ "SW5E.Reaction": "Reaction", "SW5E.ReactionPl": "Reactions", "SW5E.Recharge": "Recharge", + "SW5E.Refitting": "Refitting", "SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient", "SW5E.RequiredMaterials": "Required Materials", "SW5E.Requirements": "Requirements", @@ -927,6 +931,8 @@ "SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties", "SW5E.StarshipEquipment": "Starship Equipment", "SW5E.StarshipEquipmentProps": "Starship Equipment Properties", + "SW5E.StarshipfeaturePl": "Starship Features", + "SW5E.StarshipmodPl": "Starship Modifications", "SW5E.StarshipSkillAst": "Astrogation", "SW5E.StarshipSkillBst": "Boost", "SW5E.StarshipSkillDat": "Data", diff --git a/module/actor/entity.js b/module/actor/entity.js index 145e8b59..f23d2240 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -317,7 +317,7 @@ export default class Actor5e extends Actor { const data = actorData.data; // Proficiency - data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4); + data.attributes.prof = Math.floor((Math.max(data.details.tier, 1) + 7) / 4); } @@ -382,7 +382,7 @@ export default class Actor5e extends Actor { * @private */ _computePowercastingProgression (actorData) { - if (actorData.type === 'vehicle') return; + if (actorData.type === 'vehicle' || actorData.type === 'starship') return; const powers = actorData.data.powers; const isNPC = actorData.type === 'npc'; diff --git a/module/actor/sheets/newSheet/starship.js b/module/actor/sheets/newSheet/starship.js index 77d58b33..d137ab27 100644 --- a/module/actor/sheets/newSheet/starship.js +++ b/module/actor/sheets/newSheet/starship.js @@ -38,7 +38,8 @@ export default class ActorSheet5eStarship extends ActorSheet5e { weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}}, - starshipmods: { label: game.i18n.localize("SW5E.ItemTypeStarshipModPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } + starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} }, + starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } }; // Start by classifying items into groups for rendering @@ -70,10 +71,13 @@ export default class ActorSheet5eStarship extends ActorSheet5e { else if ( item.type === "feat" ) { if ( item.data.activation.type ) features.actions.items.push(item); else features.passive.items.push(item); - } + } + else if ( item.type === "starshipfeature" ) { + features.starshipfeatures.items.push(item); + } else if ( item.type === "starshipmod" ) { features.starshipmods.items.push(item); - } + } else features.equipment.items.push(item); } diff --git a/module/config.js b/module/config.js index d697b6b8..14464286 100644 --- a/module/config.js +++ b/module/config.js @@ -224,7 +224,9 @@ SW5E.limitedUsePeriods = { "sr": "SW5E.ShortRest", "lr": "SW5E.LongRest", "day": "SW5E.Day", - "charges": "SW5E.Charges" + "charges": "SW5E.Charges", + "recharge": "SW5E.Recharge", + "refitting": "SW5E.Refitting" }; diff --git a/sw5e.js b/sw5e.js index 66ec9325..3d54b6e9 100644 --- a/sw5e.js +++ b/sw5e.js @@ -136,7 +136,7 @@ Hooks.once("init", function() { }); Items.unregisterSheet("core", ItemSheet); Items.registerSheet("sw5e", ItemSheet5e, { - types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starshipmod', 'venture'], + types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starshipfeature', 'starshipmod', 'venture'], makeDefault: true, label: "SW5E.SheetClassItem" }); diff --git a/template.json b/template.json index 0e86199c..49679290 100644 --- a/template.json +++ b/template.json @@ -541,7 +541,7 @@ } }, "Item": { - "types": ["archetype", "background", "backpack", "class", "classfeature", "consumable", "deployment", "deploymentfeature", "equipment", "feat", "fightingmastery", "fightingstyle", "lightsaberform", "loot", "power", "species", "starshipmod", "tool", "venture", "weapon"], + "types": ["archetype", "background", "backpack", "class", "classfeature", "consumable", "deployment", "deploymentfeature", "equipment", "feat", "fightingmastery", "fightingstyle", "lightsaberform", "loot", "power", "species", "starshipfeature", "starshipmod", "tool", "venture", "weapon"], "templates": { "archetypeDescription": { "className": "", @@ -846,6 +846,11 @@ "mode": "none", "formula": null } + }, + "starshipfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "size": "med", + "tier": 0 }, "starshipmod": { "templates": ["itemDescription"] From e711ff0f7c8d2969f129daec2a99e54b00048694 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 8 Apr 2021 12:48:33 -0400 Subject: [PATCH 12/13] "My Dudes" Update: 4/8/2021 + Adds Anomid and associated artwork to Species compendium. + Adds Vintian and associated artwork to Species compendium. --- packs/Icons/Species/Anomid.webp | Bin 0 -> 5336 bytes packs/Icons/Species/Vintian.webp | Bin 0 -> 8542 bytes packs/packs/species.db | 2 ++ templates/actors/newActor/starship.html | 2 +- 4 files changed, 3 insertions(+), 1 deletion(-) create mode 100644 packs/Icons/Species/Anomid.webp create mode 100644 packs/Icons/Species/Vintian.webp diff --git a/packs/Icons/Species/Anomid.webp b/packs/Icons/Species/Anomid.webp new file mode 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          While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

          \n

          Society and Culture

          \n

          Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

          \n

          Names

          \n

          Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

          \n

            Male Names. Alustair, Claustro, Tenebris, Varsiin

          \n

            Female Names. Lhantra, Soliel, Stroika, Zavtra

          \n

            Surnames. Gauss, Neura, Tume, Vecherom

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

          Age. Defel reach adulthood in their early teens and live less than a century.

          Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

          Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

          Speed. Your base walking speed is 25 feet.

          Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

          Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

          Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

          Miners. You have proficiency in scavenging kits.

          Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

          Sneaky. You are proficient in the Stealth skill.

          Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

          Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

          Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

          "},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp","effects":[{"_id":"avJjg9zlYNomK9Uw","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Defel","mode":5,"priority":5},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"defel","mode":0,"priority":0},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"scav","mode":0,"priority":0},{"key":"flags.sw5e.undersized","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Defel.webp","label":"Defel","tint":"","transfer":true}]} {"_id":"WiqF460WAeTi36ai","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

          Society and Culture

          While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

          Names

          Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

            Male Names. Aidus, Charnagus, Karok, Veran

            Female Names. Amaran, Kassien, Silas, Sraja, Vol

            Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

          Age. Rattataki reach adulthood in their late teens and live less than a century.

          Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

          Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

          Speed. Your base walking speed is 35 feet.

          Acrobatic. You have proficiency in Acrobatics.

          Intimidating. You have proficiency in Intimidation.

          Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

          Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

          Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

          "},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp","effects":[{"_id":"1peB1cOJ8IYxY5Cw","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rattataki","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"35","mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rattataki","mode":0,"priority":0},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rattataki.webp","label":"Rattataki","tint":"","transfer":true}]} {"name":"Patrolian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          \n

          Patrolians are fish-like in appearance, being covered in pale, pastel-colored scales and possession numerous fins on their long limbs and face, as well as a notable dorsal fin which often required modified clothing to accommodate.

          \n

          Thanks to their gills, patrolians are perfectly comfortable breathing underwater as well as on land, and their physiology is also notoriously resistant to electric shocks—both likely throwbacks to evolution on their native homeworld of Patrolia.

          \n

          Society and Culture

          \n

          Patrolians are a notably innovative and resourceful species, and many of their number have found their way into roles of the construction, maintenance and sale of technology.

          \n

          Unfortunately, patrolians tend to pursue these businesses in a shady manner, and most tend to operate such ventures in the criminal underworld, working as bounty hunters, thieves, fences, slicers and other such technically-demanding criminal roles.

          \n

          This inclination towards crime stems from their homeworld, which is perpetually stalled in a state of economic decay due to wartime. With the advent of multiple wars fought in the system, different armies continuing to see the aquatic world as a strategic bulwark in the region. Because of this, patrolians have to find work not only off-world, but typically in fields not falling under governmental purview. Unfortunately, criminal activities being a common path.

          \n

          Names

          \n

          Patrolian names are usually multisyllabic and sing-songy with lots of open vowels and few fricatives. Patrolians are not known to use family names or other surnames.

          \n

            Male Names. Dalladu, Feddi, Nogagai, Teconica

          \n

            Female Names. Kakeda, Machibido, Rinimma, Talla

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Charisma score increases by 1.

          \n

          Age. Patrolians reach adulthood in their late teens and live less than a century.

          \n

          Alignment. Patrolians' greedy, scheming nature causes them to tend toward the dark side, though there are exceptions.

          \n

          Size. Patrolians typically stand just over 3 feet tall and generally weigh about 40 lbs. Regardless of your position in that range, your size is Small.

          \n

          Speed. Your base walking speed is 25 feet.

          \n

          Amphibious. You can breathe air and water.

          \n

          Conniving. You have proficiency in Deception or Stealth (your choice).

          \n

          Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

          \n

          Electrical Resistance. Patrolians are notably capable of shrugging off electrocutions. You have resistance to lightning damage.

          \n

          Specialist. You have proficiency in one specialist's kit of your choice.

          \n

          Swim. You have a swimming speed of 25 feet.

          \n

          Technician. You are proficient in the Technology skill.

          \n

          Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

          \n

          Languages. You can speak, read, and write Galactic Basic and Patrolian. Patrolian is a high-energy language, consisting mostly of gurgles and skittish vocalizations. Patrolian, even when spoken on land, sounds like it's being spoken underwater.

          "},"skinColorOptions":{"value":"Blue-purple to green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light to dark red"},"distinctions":{"value":"Fin-like limbs, pastel-colored scales"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Patrolia"},"slanguage":{"value":"Patrolian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.KH43IZr4IqeUM3lL"}},"img":"systems/sw5e/packs/Icons/Species/Patrolian.webp","effects":[{"_id":"6ONrHdnvLzAAXP1o","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":true}},"changes":[{"key":"data.details.species","value":"Patrolian","mode":5,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":20},{"key":"data.attributes.movement.swim","value":25,"mode":5,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":0,"priority":20},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Patrolian","mode":0,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Patrolian.webp","label":"Patrolian","tint":"","transfer":true}],"_id":"WnAnY4autRdFaf29"} +{"_id":"WqN3AGl9GleyIUUj","name":"Vintian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          \n

          Vintians have flinty, flaky surfaces. To some species, vintians resemble rocks or boulders. Despite tending to stand still for long periods of time, Vintians are capable of independent movement. Vintians rest by recrystalyzing.

          \n

          Vintians have an incredibly strong grip, which limits their manual dexterity. Additionally, due to their home planet's proximity to its sun, causing perpetual daylight, vintians have a preternatural fear of the dark.

          \n

          While vintians have no need for armor, they like to decorate themselves, be it with clothing, paint, or even moss.

          \n

          Society and Culture

          \n

          Vintians participate in commercial spaceflight operations and some are capable navigators. At least one vintian was known to frequent bars and clubs and was considered to have a \"wild-man\" personality. However vintians can also be quite stoic.

          \n

          Despite their appearance, vintians are actually quite malleable, personality-wise. They differ greatly from each other, though most vintians share a great appreciation for humor.

          \n

          Vintian society has a rotational governing body. Each vintian is obligated to spend a century serving in public office, beginning no sooner than their hundredth birthday, and they can't leave their home planet until they’ve completed their service.

          \n

          Names

          \n

          Vintian names vary drastically, though they do not differentiate by gender. Vintians don't use surnames, as they believe they are one family.

          \n

            Names. Anerohl, Bahlbhoa, Geode, Gorge, Dwaagn, Eerohde, Hahrde, Peht, Peeturh, Stixn, Stoahne

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

          \n

          Age. Vintians reach adulthood at age 10 and can live for millennia.

          \n

          Alignment. Vintians' stoic and solid nature causes them to tend toward lawful alignments, though there are exceptions.

          \n

          Size. Vintians typically stand 5 to 6 feet tall and generally weigh about 1,400 lbs. Regardless of your position in that range, your size is Medium.

          \n

          Speed. Your base walking speed is 30 feet.

          \n

          Type. Your creature type is both object and humanoid.

          \n

          Camouflage. Due to your rock-like appearance, while not moving, you have advantage on Dexterity (Stealth) checks.

          \n

          Heavy. You have resistance to damage caused by falling. Additionally, if you land on a creature after falling from greater than 10 feet, you are instead immune to the damage caused by falling.

          \n

          Geologist. You have proficiency in your choice of archaeologist kit or scavenging kit. Additionally, while outdoors, you can accurately tell the current weather.

          \n

          Naturally Charismatic. You are proficient in the Persuasion and Deception skills.

          \n

          Solid. You have disadvantage on ability checks and saving throws that would grapple or restrain you, and you have advantage on ability checks and saving throws that would forcefully move you.

          \n

          Languages. You can speak, read, and write Galactic Basic and Vintesh. Vintesh is a complex language that can only by spoken by those without a mouth.

          "},"skinColorOptions":{"value":"Black, blue, gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"None"},"colorScheme":{"value":""},"distinctions":{"value":"Indistinguishable appendages and facial features, rock-like appearance"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"1000 lb."},"weightRollMod":{"value":"x(2d50) lb."},"homeworld":{"value":"Vint"},"slanguage":{"value":"Vintesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"AFD"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.bLLcshN8uclCQ9dC"}},"img":"systems/sw5e/packs/Icons/Species/Vintian.webp","effects":[{"_id":"8q5Jxe9HgYLaFKMI","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Vintian","mode":5,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"data.skills.per.value","value":1,"mode":4,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Vintesh","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Vintian.webp","label":"Vintian","tint":"","transfer":true}]} {"_id":"ZQLTY2fbr8hXdWOM","name":"Togorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          The Togorian people are a feline warrior species native to the planet Togoria. They are large, heavy-framed bipeds, with retractable claws on their hands and feet. Female Togorians grow up to 7 feet tall, while adult males can reach up to 9 feet. They're covered in gray-white, black, brown, or orange fur, often with colorful spots or stripes.

          Society and Culture

          Togorians have a unique cultural division between their sexes. They evolved as nomadic hunters of creatures like the bist and etelo, surviving on the wilderness as apex predators. As time went on, a rift in their society developed between the two sexes. Males were drawn to continue their lifestyle as nomads and hunters for their people, while females tended to prefer remaining in permanent camps and contributed the vast majority of their species technological developments. This division has continued into modern times, with males continuing their nomadic traditions and females frequently preferring to stay in villages and cities. Males visit their mates for about a month each year, but otherwise the sexes live completely separate lives. Whether in spite of this separation of the sexes, or because of it, Togorians are typically monogamous and devoted to their chosen mates.

          Names

          Togorian names tend to be short and primal-sounding. Female names tend to include softer consonants and more vowels, while male names are typically harsher. Togorians do not use surnames.

            Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr

            Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

          Age. Togorian reach adulthood in their late teens and live less than a century.

          Alignment. Togorians' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

          Size. Togorians tower over almost all other species, with smaller females standing upwards of 7 feet tall and weighing 250 lbs., while males can easily reach 8 feet tall and weigh around 350 lbs. Regardless of your position in that range, your size is Medium.

          Speed. Your base walking speed is 30 feet.

          Claws. Togorians have retractable claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

          Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

          Stealthy Hunter. You have proficiency in the Survival and Stealth skills.

          Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

          Languages. You can speak, read, and write Galactic Basic and Togorese. Togorese is characterized by its deep, resonating growls.

          "},"skinColorOptions":{"value":"Black, brown, or white"},"hairColorOptions":{"value":"Black, brown, orange, or white"},"eyeColorOptions":{"value":"Brown, green, orange, or yellow"},"distinctions":{"value":"Large frame, retractable claws, striped fur, rigid honor code"},"heightAverage":{"value":"6'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Togoria"},"slanguage":{"value":"Togorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togorian","mode":"=","targetSpecific":false,"id":1,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":" med","mode":"=","targetSpecific":false,"id":4,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"togorese","mode":"+","targetSpecific":false,"id":9,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Togorian.webp","effects":[{"_id":"AwKbuyAocEAz5vyD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Togorian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togorese","mode":0,"priority":0},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togorian.webp","label":"Togorian","tint":"","transfer":true}]} {"_id":"a1f8nLgf8Le37uQ1","name":"Toydarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          A mammalian species of winged, stout bodied humanoids, the Toydarians have stubby facial tusks which protruded from their lower jaw and framed a short pudgy trunk. While their stubby legs can support their body weight, Toydarians' primary mode of locomotion was their use of the wings on their upper back. Though their wings can beat as fast as ten times a second, the effort burned up large amounts of energy, causing the species to need to replenish itself often through regularly eating mass quantities of food. In order to fuel this hyperactive metabolism, Toydarians eat concentrated foods and egg-seeds. Most of the bloodiest wars in their history were fought over food supplies.

          Society and Culture

          Despite being ruled by the Hutts, the Toydarian people are able to govern themselves free of major outside intervention through the establishment of a feudal monarchy. A ruling king sits on the planet's throne, allowing vassals to form allegiances and have minor disputes to solve their own problems. The king makes sure to keep his vassals happy and to have their allegiance, but will occasionally encourage infighting to reveal the true character of the vassals and weed out treachery. \r\n\r\nToydarians are known as shrewd businessmen.

          Names

          Toydarian names are fairly simple and guttural, but a few harsher elements can be found here and there. Male names are generally shorter than female names. Female names always end in a vowel.

            Male Names. Dod, Nesteddo, Tul, Zloomroo

            Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu

            Surnames. Daab, Faabb, Kepo, Mitra, Vulba","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

          Age. Toydarians reach adulthood at 10 and live less than a century.

          Alignment. Toydarians' greedy nature causes them to tend toward chaotic balanced, though there are exceptions.

          Size. Toydarians average 4 feet tall and weigh less than 50 lbs. Regardless of your position in that range, your size is Small.

          Speed. Your base walking speed is 25 feet.

          Business Savvy. A common trait of all Toydarians is their shrewd business sense and their ability to haggle any deal. A loyal and proud people, these traits could be off-putting to outsiders, as many Toydarians in the galaxy were seen as crooks or slimy businessmen, but this was not always the case. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

          Closed Mind. Toydarian brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

          Flight. You have a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

          Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

          Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

          Languages. You can speak, read, and write Galactic Basic, Huttese, and Toydarian.

          "},"skinColorOptions":{"value":"Blue, green, grey, or pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or green"},"distinctions":{"value":"Two wings, facial tusks, snout, three fingers and toes on appendages"},"heightAverage":{"value":"3'3\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Toydaria"},"slanguage":{"value":"Toydarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Toydarian","mode":"=","targetSpecific":false,"id":1,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.fly","value":"25","mode":"+","targetSpecific":false,"id":6,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":8,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"toydarian","mode":"+","targetSpecific":false,"id":9,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Toydarian.webp","effects":[{"_id":"uswPAoIbJ2GUTyBM","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Toydarian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.attributes.movement.fly","value":25,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"toydarian","mode":0,"priority":0},{"key":"flags.sw5e.businessSavvy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Toydarian.webp","label":"Toydarian","tint":"","transfer":true}]} {"_id":"aKKprEtOyd2GOSnY","name":"Thisspiasian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          Thisspiasians are easily recognized by their abundant beards and their long tails, which often reach over six feet. These tails are very strong and are commonly used to carry large objects. When meditating or at rest, a thisspiasian will coil their tail beneath their torso, reducing their height by several feet. They also possess four arms, with the upper set being stronger and larger. Each of their four hands have five fingers, and each finger is tipped with a long, sturdy claw. It is thought unsophisticated or unseemly by upper-class thisspiasians to have the bottom two visible in public, so they are generally hidden from sight via larger garments, with the smaller limbs sometimes even bound to their bodies. Thisspiasians need very little sleep to function normally, resting for only two hours a day, with brief meditative moments scattered throughout the day to refocus.

          Society and Culture

          Thisspiasian culture is one of proud warriors who keep their emotions well-concealed and their rages checked. Many outsiders see only a thisspiasian's outward facade of tranquility, and to most being it seems as if thisspiasians existed in a sea of calm. This is far from the truth, however, as they are in truth a very passionate species below the surface. A thisspiasian who doesn't meditate as often as they should will often be prone to otherwise atypical emotional outbursts.\r\n\r\nThisspias is ruled by a hereditary leader called the Blood Monarch. Due to their seemingly archaic ruling structure, thisspiasians are often considered out-of-touch.

          Names

          Thisspiasian names typically are composed of two similar sounding syllables. Surnames are familial.

            First Names. Annak, Effed, Emmet, Gorro, Koto

            Surnames. Albarn, Braibel, Kirsingr, Raledurn","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

          Age. Thisspiasians reach adulthood in their 20s and often live more than a century.

          Alignment. Thisspiasians' emotional composure causes them to tend toward lawful alignments, though there are exceptions.

          Size. Thisspiasians typically stand 5 to 6 and a half feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.

          Speed. Your base walking speed is 30 feet.

          Claws. Thisspiasians have long claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

          Cultured. You have proficiency in the Lore skill.

          Four-Armed. Thisspiasians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

          Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

          Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

          Trance. Thisspiasians only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

          Languages. You can speak, read, and write Galactic Basic and Thisspiasian. Thisspiasian is a complex language characterized by its interlocking sentences and heavy use of sibilants.

          "},"skinColorOptions":{"value":"Pale to green"},"hairColorOptions":{"value":"Black, blond, brown, grey, or white (with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Four arms, serpentine, large beards"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Thisspias"},"slanguage":{"value":"Thisspiasian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Thisspiasian","mode":"=","targetSpecific":false,"id":1,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"thisspiasian","mode":"+","targetSpecific":false,"id":8,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","effects":[{"_id":"4WoMle31KAvAHxvk","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Thisspiasian","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"thisspiasian","mode":0,"priority":0},{"key":"flags.sw5e.inscrutable","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","label":"Thisspiasian","tint":"","transfer":true}]} @@ -76,6 +77,7 @@ {"_id":"gQ5G5yg1NHtbJbQs","name":"Wookiee","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          Wookiees are a tall species of furry giants from the planet Kashyyyk, who can grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden, brown, or red.

          Society and Culture

          Wookiees greatly value honor and loyalty. Therefore, their notion of \"family\" encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life debt: when a wookiee's life was saved by someone else, regardless of the species, they would frequently devote themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming an \"honor family.\"

          Names

          Wookiee names are diverse; some names are simple and short while others are long and complicated. The majority of names often have softer big sounds and more melodic tones to them. Since offworlders have trouble using wookiees' real names, they often adopt simpler nicknames to go by.

            Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk

            Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

          Age. Wookiees reach adulthood at about 40 and can live to be 400.

          Alignment. Wookiees tend toward the light side, though there are exceptions.

          Size. Wookiees tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.

          Speed. Your base walking speed is 30 feet.

          Claws. Wookiees have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

          Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

          Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

          Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

          Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

          Languages. You can speak, read, and write Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

          "},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"Different shades of black, brown, and white in varying combinations"},"eyeColorOptions":{"value":"Blue, green, yellow, golden, brown, or red"},"distinctions":{"value":"Tall, hair covered, retractable climbing claws, long life spans"},"heightAverage":{"value":"6'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"190 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Kashyyyk"},"slanguage":{"value":"Shyriiwook"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Wookiee","mode":"=","targetSpecific":false,"id":1,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[]},{"modSpecKey":"data.attributes.movement.climb","value":"30","mode":"=","targetSpecific":false,"id":8,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"shyriiwook","mode":"+","targetSpecific":false,"id":10,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Wookiee.webp","effects":[{"_id":"KUCISI8H3Sy2dc98","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Wookiee","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.attributes.movement.climb","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shyriiwook","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Wookiee.webp","label":"Wookiee","tint":"","transfer":true}]} {"_id":"h22jjiRta31Irn11","name":"Neimoidian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          Neimoidians are distant genetic relatives of the duros and retain many similarities to them, including basic form, noseless faces, and green-blue skin (though neimoidians tend to be grayer). Their eyes also have pupils that split horizontally, and they are distinguished by small lumps on their foreheads and down-turned mouths. Instead of noses, they have olfactory glands underneath their eyes. These genetic differences are attributed to the distinct features of their homeworld, Neimoidia, including its gravity, which is markedly heavier than duro.

          Society and Culture

          Neimoidians spend their formative years as puny grubs in the communal hives of Neimoidia, until the age of seven standard years. They are knowingly neglected by being given limited amounts of food. This way, the weaker individuals are weeded out, while the most acquisitive grubs hoard more food than they can eat by themselves. Neimoidian education ensures the survival of the greediest. Neimoidians place tremendous value on wealth and material possessions, and would go to great lengths to gain money and power. This has resulted in a stereotype of neimoidians being greedy and cowardly. While not all neimoidians are easily intimidated, many prefer to avoid direct combat.

          Names

          Neimoidian names are usually short and easy to pronounce, to make them more memorable to other species that approach them as consumers. Their surnames are familial.

            Male Names. Lok, Gap, Krinit, Mar, Nute

            Female Names. Bu, Fia, Feza, Vissi

            Surnames. Dod, How, Kethe, Preelli, Tuuk ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

          Age. Neimoidians reach adulthood in their 20s and live about 150 years.

          Alignment. Neimoidians' greedy nature causes them to tend toward the dark side, though there are exceptions.

          Size. Neimoidians typically stand around 6 feet tall and generally weigh about 135 lbs. Regardless of your position in that range, your size is Medium.

          Speed. Your base walking speed is 30 feet.

          Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

          Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

          Smooth Talker. You have proficiency in Deception and Persuasion.

          Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

          Languages. You can speak, read, and write Galactic Basic and Pak Pak. Pak Pak is often considered an elegant-sounding language by those who hear it. It consists of husky sighs and guttural ululations.

          "},"skinColorOptions":{"value":"Green-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Dark red or pink"},"distinctions":{"value":"Horizontal pupils, noseless"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Neimoidia"},"slanguage":{"value":"Pak Pak"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neimoidian","mode":"=","targetSpecific":false,"id":1,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"pakpak","mode":"+","targetSpecific":false,"id":10,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","effects":[{"_id":"E7qqfFWMBQ7OcQ4y","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Neimoidian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.skills.per.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pakpak","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","label":"Neimoidian","tint":"","transfer":true}]} {"_id":"hTJhnm9SSNsqtTxO","name":"Droid, Class I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
          \n

          Players as Droids

          \n

          Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

          \n
          \n

          Appearance

          \n

          Class I droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although some are smaller. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

          \n

          Utility

          \n

          Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

          \n

          Medical droids, also known as meddroids, med droids, medical units or surgical droids are a type of droid designed to heal living beings, and are the most commonly found Class I droids.

          \n

          Names

          \n

          Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

          \n

          Occasionally, noteworthy droids will earn monikers based on their accomplishments.

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom or Charisma score increases by 1.

          \n

          Age. Droids don’t age, though they require maintenance to retain functionality.

          \n

          Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

          \n

          Size. Class I droids stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

          \n

          Speed. Your base walking speed is 25 feet.

          \n

          Type. Your creature type is droid.

          \n

          Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

          \n

          Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

          \n

          Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

          \n

          Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

          \n

          Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You cannot use force powers or take levels in forcecasting classes.

          \n

          Knowledge Protocol. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

          \n

          Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

          \n

          Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

          \n

          Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

          "},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":",,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Test,,Test"},"colorScheme":{"value":"Typically metallic"},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"droidDistinctions":{"value":"Human-like size, slow speed, specialized knowledge"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","effects":[{"_id":"dVONims27SY8Qug3","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class I","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","label":"Droid, Class I","tint":"","transfer":true}]} +{"_id":"i5ms7ftfdnGUb58M","name":"Anomid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          \n

          Anomids are a species of humanoids with translucent, purple-hued skin that is smooth but wrinkles with age. They have large, slender hands with six fingers on each: two end fingers, two center fingers and two thumbs, with a sharp claw on each. The fingers are paired in twos and slightly spaced apart from the others. The eyes of the anomids are solid, with no visible irises or pupils and have been seen in varying shades of yellow or blue. The anomids have pointed, fin-like ears that protrude from the sides of their heads. Anomid hair is often long and well kept, and is always found in shades of black, gray or white.

          \n

          Society and Culture

          \n

          Anomids almost always wear elaborate masks which cover most of their faces. These are not breath masks, but vocalizer units. Since anomids have no vocal cords, they rely on these vocalizer masks to communicate with other species. These masks are often elaborately customized to reflect an anomid's social status, family origin, or profession. Among themselves, anomids communicate using an elaborate sign language. Anomid sign language requires six-fingered hands, which makes it difficult for Humans or Human-programmed protocol droids to use.

          \n

          Anomid civilization has a long history of pacifism and technical achievement. In fact, most Anomids are pacifists—historians believe that no major wars have ever been fought in the Yablari system.

          \n

          Names

          \n

          Anomid names are usually one or two syllables long, featuring hard consonants. Female names are often softer, with a greater flow to them. Surnames are familial.

          \n

            Male Names. Arkis, Jarak, Magris, Vell

          \n

            Female Names. Apharis, Eralie, Siphanie, Ulaniye

          \n

            Surnames. Dekan, Krest, Narroc, Quill, Wode

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

          \n

          Age. Anomids reach adulthood in their late teens and live a little under a century.

          \n

          Alignment. Anomids' pacifistic culture causes them to tend toward light alignments, though there are exceptions.

          \n

          Size. Anomids typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

          \n

          Speed. Your base walking speed is 30 feet.

          \n

          Agricultural Exports. Whenever you make an Intelligence (Nature) or Intelligence (Technology) check related to food, agriculture, or agricultural technology, you are considered to have expertise in the skill.

          \n

          Tech Dabbler. You know the minor hologram at-will tech power. When you reach 3rd level, you learn and can cast the repair droid tech power once per long rest. When you reach 5th level, you learn and can cast the hold droid tech power once per long rest. Your techcasting ability is Intelligence. You do not require use of a wristpad for these powers.

          \n

          Tech Resistance. Growing up around technology leaves an impact on anomids. You have advantage on Dexterity and Intelligence saving throws against tech powers.

          \n

          Tech Savant. You have proficiency in the Technology skill.

          \n

          Vocalizer. Anomids have no vocal cords and rely on a vocalizer to communicate with other species. If your vocalizer is removed or destroyed, you cannot speak.

          \n

          Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

          \n

          Languages. You can speak, read, and write Galactic Basic through the use of your vocalizer. You can also use Anomid Sign Language, which is an elaborate language requiring six-fingered hands.

          "},"skinColorOptions":{"value":"Translucent violet to light purple"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Opalescent; yellow or blue"},"distinctions":{"value":"No vocal cords, six-fingered hands"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Yablari"},"slanguage":{"value":"Anomid Sign Language"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Anomid","mode":"=","targetSpecific":false,"id":1,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Anomid Sign Language","mode":"+","targetSpecific":false,"id":8,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[]}]},"core":{"sourceId":"Item.ZIgo0jnj2jRQuMZx"}},"img":"systems/sw5e/packs/Icons/Species/Anomid.webp","effects":[{"_id":"r8Bt9PJq9d3VlL46","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Anomid","mode":5,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"flags.sw5e.techResistance","value":"1","mode":0,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Anomid Sign Language","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anomid.webp","label":"Anomid","tint":"","transfer":true}]} {"_id":"jJRFIwQIMpPX8b2D","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

          Society and Culture

          The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

          Names

          Mon calamari names generally have a melodic feel.

            Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

            Female Names. Afwa, Lel, Mhirim, Ri, Theya

            Surnames. Dualda, Gradi, Tua, Valec, Winab

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

          \n

          Age. Mon calamari reach adulthood in their late teens and live less than a century.

          \n

          Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

          \n

          Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

          \n

          Speed. Your base walking speed is 30 feet.

          \n

          Amphibious. You can breathe air and water.

          \n

          Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

          \n

          Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

          \n

          Musical. You have proficiency in one musical instrument of your choice.

          \n

          Swim. You have a swimming speed of 30 feet.

          \n

          Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

          "},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","effects":[{"_id":"N9qNmjh0vP0dzWIA","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Mon Calamari","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"data.attributes.movement.swim","value":30,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"moncal","mode":0,"priority":0},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","label":"Mon Calamari","tint":"","transfer":true}]} {"_id":"jMh5K7Xk1YYOn2GZ","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

          Society and Culture

          Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

          The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

          Names

          Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

            Male Names. Bilvu, Mnak, Penk, Plin, Vih

            Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

            Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

          \n

          Age. Jawas are considered adults when they make their first sale and live less than a century.

          \n

          Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

          \n

          Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

          \n

          Speed. Your base walking speed is 25 feet.

          \n

          Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

          \n

          Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

          \n

          Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

          \n

          Thieves. You have proficiency in Sleight of Hand.

          \n

          Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

          \n

          Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

          \n

          Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

          "},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp","effects":[{"_id":"7xmo1x6YCPktrmG7","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Jawa","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.slt.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"jawaese","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":0,"priority":20},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Jawa.webp","label":"Jawa","tint":"","transfer":true}]} {"_id":"je9KqAzjS8sBqUSB","name":"Kel Dor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

          Biology and Appearance

          Due to Dorin having an atmosphere composed of helium and a gas unique to their world, the kel dors are forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. Without their protective goggles, kel dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.

          The kel dors also have heightened reflexes, a result of the extrasensory organs in their heads. They are typically quick and wise.

          Society and Culture

          Kel dor are noted for their simple approach to justice, and they typically see moral issues in black and white. On the one hand, the kel dors are noted for their hospitality; they would never turn away a stranger in need. Yet, kel dors are not averse to taking the law into their own hands and have no compunctions about putting to death a thief who was merely stealing to feed himself.

          Kel dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in kel dor culture. They often serve as advisers to rich and powerful kel dor families. Wars and disasters have been averted simply by the insight of a Baran Do Sage.

          Names

          Kel dor names are based on sound generated by Dorin's unique atmosphere. Surnames are based on ancient family trades.

            Male Names. Bil, I'zers, Nullo, Taciss, Zaln

            Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza

            Surnames. Andugai, Borak, Haimnech, Vitchess

          ","chat":"","unidentified":""},"traits":{"value":"

          Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

          Age. Kel dor reach adulthood in their late teens and live less than a century.

          Alignment. Kel dors' structured nature causes them to tend toward lawful balanced, though there are exceptions.

          Size. Kel dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

          Speed. Your base walking speed is 30 feet.

          Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

          Foreign Biology. You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

          Life in the Void. You can survive for one hour within the vacuum of space. You have resistance to Necrotic damage.

          Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

          Languages. You can speak, read, and write Galactic Basic and Kel Dor.

          "},"skinColorOptions":{"value":"Orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, silver"},"distinctions":{"value":"Rebreathers to survive in oxygen environments"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Dorin"},"slanguage":{"value":"Kel Dor"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kel Dor","mode":"=","targetSpecific":false,"id":1,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"keldor","mode":"+","targetSpecific":false,"id":10,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","effects":[{"_id":"vtxUoVv6RYKs79hH","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Kel Dor","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"keldor","mode":0,"priority":0},{"key":"flags.sw5e.foreignBiology","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","label":"Kel Dor","tint":"","transfer":true}]} diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html index 542aceb3..7a8fcd01 100644 --- a/templates/actors/newActor/starship.html +++ b/templates/actors/newActor/starship.html @@ -9,7 +9,7 @@
          {{ localize "SW5E.StarshipTier" }} - +
          From fa7b03109fa9ad23c89d00e166df27f1c86471de Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Tue, 13 Apr 2021 23:01:03 -0400 Subject: [PATCH 13/13] Add Skills to Starships Added skills to the starship sheets and made them rollable. Sorry about the direct commit to Develop, but I forgot to branch it off... --- module/actor/entity.js | 2 +- module/actor/sheets/newSheet/base.js | 14 +- module/actor/sheets/newSheet/starship.js | 4 +- module/actor/sheets/oldSheets/base.js | 1 + sw5e.js | 4 +- template.json | 158 +++++++++++------------ templates/actors/newActor/starship.html | 2 +- 7 files changed, 95 insertions(+), 90 deletions(-) diff --git a/module/actor/entity.js b/module/actor/entity.js index f23d2240..441dc87d 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -860,7 +860,7 @@ export default class Actor5e extends Actor { const rollData = mergeObject(options, { parts: parts, data: data, - title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId]}), + title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId] || CONFIG.SW5E.starshipSkills[skillId]}), halflingLucky: this.getFlag("sw5e", "halflingLucky"), reliableTalent: reliableTalent, messageData: {"flags.sw5e.roll": {type: "skill", skillId }} diff --git a/module/actor/sheets/newSheet/base.js b/module/actor/sheets/newSheet/base.js index fc74cc8d..2575dad9 100644 --- a/module/actor/sheets/newSheet/base.js +++ b/module/actor/sheets/newSheet/base.js @@ -67,7 +67,7 @@ export default class ActorSheet5e extends ActorSheet { cssClass: isOwner ? "editable" : "locked", isCharacter: this.entity.data.type === "character", isNPC: this.entity.data.type === "npc", - isStarship: this.entity.data.type === "starship", + isStarship: this.entity.data.type === "starship", isVehicle: this.entity.data.type === 'vehicle', config: CONFIG.SW5E, }; @@ -96,7 +96,11 @@ export default class ActorSheet5e extends ActorSheet { skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability]; skl.icon = this._getProficiencyIcon(skl.value); skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; - skl.label = CONFIG.SW5E.skills[s]; + if (data.actor.type === "starship") { + skl.label = CONFIG.SW5E.starshipSkills[s]; + }else{ + skl.label = CONFIG.SW5E.skills[s]; + } } } @@ -409,11 +413,11 @@ export default class ActorSheet5e extends ActorSheet { html.find('.item-create').click(this._onItemCreate.bind(this)); html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this)); - html.find('.item-collapse').click(this._onItemCollapse.bind(this)); + html.find('.item-collapse').click(this._onItemCollapse.bind(this)); html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); - html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this)); - html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this)); + html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this)); + html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this)); // Active Effect management html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); diff --git a/module/actor/sheets/newSheet/starship.js b/module/actor/sheets/newSheet/starship.js index d137ab27..d0a65076 100644 --- a/module/actor/sheets/newSheet/starship.js +++ b/module/actor/sheets/newSheet/starship.js @@ -38,8 +38,8 @@ export default class ActorSheet5eStarship extends ActorSheet5e { weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}}, - starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} }, - starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } + starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} }, + starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } }; // Start by classifying items into groups for rendering diff --git a/module/actor/sheets/oldSheets/base.js b/module/actor/sheets/oldSheets/base.js index c97dd95a..aaabc84e 100644 --- a/module/actor/sheets/oldSheets/base.js +++ b/module/actor/sheets/oldSheets/base.js @@ -65,6 +65,7 @@ export default class ActorSheet5e extends ActorSheet { cssClass: isOwner ? "editable" : "locked", isCharacter: this.entity.data.type === "character", isNPC: this.entity.data.type === "npc", + isStarship: this.entity.data.type === "starship", isVehicle: this.entity.data.type === 'vehicle', config: CONFIG.SW5E, }; diff --git a/sw5e.js b/sw5e.js index 3d54b6e9..74ee37bc 100644 --- a/sw5e.js +++ b/sw5e.js @@ -161,8 +161,8 @@ Hooks.once("setup", function() { "armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes", "damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages", "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", - "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes", - "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponTypes" + "starshipSkills", "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes", + "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponTypes", "weaponSizes" ]; // Exclude some from sorting where the default order matters diff --git a/template.json b/template.json index 49679290..995ee36d 100644 --- a/template.json +++ b/template.json @@ -404,86 +404,86 @@ } }, "starship": { - "templates": ["common"], - "attributes": { - "hp": { - "value": 10, - "max": 10, - "formula": "", - "temp": 0, - "tempmax": 0 - }, - "sp": { - "formula": "" - } - }, - "details": { - "tier": 0, - "role": "", - "source": "" - }, - "skills": { - "ast": { - "value": 0, - "ability": "int" - }, - "bst": { - "value": 0, - "ability": "str" - }, - "dat": { - "value": 0, - "ability": "int" + "templates": ["common"], + "attributes": { + "hp": { + "value": 10, + "max": 10, + "formula": "", + "temp": 0, + "tempmax": 0 + }, + "sp": { + "formula": "" + } }, - "hid": { - "value": 0, - "ability": "dex" - }, - "imp": { - "value": 0, - "ability": "cha" - }, - "int": { - "value": 0, - "ability": "cha" - }, - "man": { - "value": 0, - "ability": "dex" - }, - "men": { - "value": 0, - "ability": "cha" - }, - "pat": { - "value": 0, - "ability": "con" - }, - "prb": { - "value": 0, - "ability": "int" - }, - "ram": { - "value": 0, - "ability": "str" - }, - "reg": { - "value": 0, - "ability": "con" - }, - "scn": { - "value": 0, - "ability": "wis" - }, - "swn": { - "value": 0, - "ability": "cha" - } - }, - "traits": { - "size": "med" - } - }, + "details": { + "tier": 0, + "role": "", + "source": "" + }, + "skills": { + "ast": { + "value": 0, + "ability": "int" + }, + "bst": { + "value": 0, + "ability": "str" + }, + "dat": { + "value": 0, + "ability": "int" + }, + "hid": { + "value": 0, + "ability": "dex" + }, + "imp": { + "value": 0, + "ability": "cha" + }, + "int": { + "value": 0, + "ability": "cha" + }, + "man": { + "value": 0, + "ability": "dex" + }, + "men": { + "value": 0, + "ability": "cha" + }, + "pat": { + "value": 0, + "ability": "con" + }, + "prb": { + "value": 0, + "ability": "int" + }, + "ram": { + "value": 0, + "ability": "str" + }, + "reg": { + "value": 0, + "ability": "con" + }, + "scn": { + "value": 0, + "ability": "wis" + }, + "swn": { + "value": 0, + "ability": "cha" + } + }, + "traits": { + "size": "med" + } + }, "vehicle": { "templates": ["common"], "abilities": { diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html index 7a8fcd01..2caf38a0 100644 --- a/templates/actors/newActor/starship.html +++ b/templates/actors/newActor/starship.html @@ -123,7 +123,7 @@

          {{localize "SW5E.Skills"}}

            - {{#each CONFIG.starshipSkills as |skill s|}} + {{#each data.skills as |skill s|}}

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