diff --git a/fonts/Aurebesh.ttf b/fonts/Aurebesh.ttf
new file mode 100644
index 00000000..82e0cf5b
Binary files /dev/null and b/fonts/Aurebesh.ttf differ
diff --git a/fonts/OpenSans-Bold.ttf b/fonts/OpenSans-Bold.ttf
new file mode 100644
index 00000000..efdd5e84
Binary files /dev/null and b/fonts/OpenSans-Bold.ttf differ
diff --git a/fonts/OpenSans-BoldItalic.ttf b/fonts/OpenSans-BoldItalic.ttf
new file mode 100644
index 00000000..9bf9b4e9
Binary files /dev/null and b/fonts/OpenSans-BoldItalic.ttf differ
diff --git a/fonts/OpenSans-Italic.ttf b/fonts/OpenSans-Italic.ttf
new file mode 100644
index 00000000..11785670
Binary files /dev/null and b/fonts/OpenSans-Italic.ttf differ
diff --git a/gulpfile.js b/gulpfile.js
index 509c8d30..c56d2ae6 100644
--- a/gulpfile.js
+++ b/gulpfile.js
@@ -5,13 +5,28 @@ const less = require('gulp-less');
/* Compile LESS
/* ----------------------------------------- */
-const SW5E_LESS = ["less/*.less"];
+const SW5E_LESS = ["less/**/*.less"];
function compileLESS() {
- return gulp.src("less/sw5e.less")
+ return gulp.src("less/original/sw5e.less")
.pipe(less())
.pipe(gulp.dest("./"))
}
-const css = gulp.series(compileLESS);
+function compileGlobalLess() {
+ return gulp.src("less/update/sw5e-global.less")
+ .pipe(less())
+ .pipe(gulp.dest("./"))
+}
+function compileLightLess() {
+ return gulp.src("less/update/sw5e-light.less")
+ .pipe(less())
+ .pipe(gulp.dest("./"))
+}
+function compileDarkLess() {
+ return gulp.src("less/update/sw5e-dark.less")
+ .pipe(less())
+ .pipe(gulp.dest("./"))
+}
+const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compileDarkLess);
/* ----------------------------------------- */
/* Watch Updates
diff --git a/lang/en.json b/lang/en.json
index 85badefd..cef2c914 100644
--- a/lang/en.json
+++ b/lang/en.json
@@ -263,6 +263,11 @@
"SW5E.FeatureActionRecharge": "Action Recharge",
"SW5E.Flaws": "Flaws",
+"SW5E.EffectCreate": "Create Effect",
+"SW5E.EffectToggle": "Toggle Effect",
+"SW5E.EffectEdit": "Edit Effect",
+"SW5E.EffectDelete": "Delete Effect",
+
"SW5E.ItemTypeArchetype": "Archetype",
"SW5E.ItemTypeBackground": "Background",
"Sw5E.ItemTypeBackgroundPl": "Backgrounds",
@@ -378,6 +383,12 @@
"SW5E.FlagsRemarkableAthleteHint": "Half-Proficiency (rounded-up) to physical Ability Checks and Initiative.",
"SW5E.FlagsCritThreshold": "Critical Hit Threshold",
"SW5E.FlagsCritThresholdHint": "Allow for expanded critical range; for example Improved or Superior Critical",
+"SW5E.FlagsWeaponCritThreshold": "Weapon Critical Hit Threshold",
+"SW5E.FlagsWeaponCritThresholdHint": "An expanded critical hit threshold for weapon attacks.",
+"SW5E.FlagsPowerCritThreshold": "Power Critical Hit Threshold",
+"SW5E.FlagsPowerCritThresholdHint": "An expanded critical hit threshold for power attacks.",
+"SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice",
+"SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.",
"SW5E.Flat": "Flat",
"SW5E.Formula": "Formula",
@@ -628,7 +639,19 @@
"SW5E.RollMode": "Roll Mode",
"SW5E.RollSituationalBonus": "Situational Bonus?",
"SW5E.Save": "Save",
+
+"SW5E.MovementConfig": "Configure Movement Speed",
+"SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.",
+"SW5E.MovementWalk": "Walk",
+"SW5E.MovementBurrow": "Burrow",
+"SW5E.MovementClimb": "Climb",
+"SW5E.MovementHover": "Hover",
+"SW5E.MovementFly": "Fly",
+"SW5E.MovementSwim": "Swim",
+"SW5E.MovementUnits": "Units",
+
"SW5E.SheetClassCharacter": "Default Character Sheet",
+"SW5E.SheetClassCharacterOld": "Old Character Sheet",
"SW5E.SheetClassNPC": "Default NPC Sheet",
"SW5E.SheetClassVehicle": "Default Vehicle Sheet",
"SW5E.SheetClassItem": "Default Item Sheet",
@@ -881,6 +904,7 @@
"SW5E.available": "available",
"SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.",
"SW5E.of": "of",
+"SW5E.per": "per",
"SW5E.power": "power",
"SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.",
"SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing",
@@ -904,5 +928,9 @@
"SETTINGS.5eRestN": "Rest Variant",
"SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)",
"SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)",
-"SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)"
+"SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)",
+"SETTINGS.SWColorL": "Set the color theme of the game",
+"SETTINGS.SWColorN": "Display Theme",
+"SETTINGS.SWColorLight": "Light Theme",
+"SETTINGS.SWColorDark": "Dark Theme"
}
diff --git a/less/actors.less b/less/original/actors.less
similarity index 86%
rename from less/actors.less
rename to less/original/actors.less
index af469f0b..7831bd55 100644
--- a/less/actors.less
+++ b/less/original/actors.less
@@ -90,6 +90,7 @@
.russoOne(14px);
color: @colorOlive;
border-bottom: 1px solid @colorFaint;
+ white-space: nowrap;
}
/* ----------------------------------------- */
@@ -142,6 +143,7 @@
font-family: "Signika", sans-serif;
font-size: 12px;
font-weight: 400;
+ white-space: nowrap;
}
}
}
@@ -413,46 +415,18 @@
}
}
+ // Inventory item lists
.inventory-list {
- list-style: none;
- margin: 0;
padding: 0 5px;
- overflow-y: auto;
- scrollbar-width: thin;
- color: @colorTan;
-
- // Inventory Item
.item {
- line-height: 30px;
- padding: 0 2px; // to align with the header border
- border-bottom: 1px solid @colorFaint;
- &:last-child { border-bottom: none; }
-
- // Item Header Name
.item-name {
cursor: pointer;
- max-height: 30px;
- overflow: hidden;
-
- .item-image {
- flex: 0 0 30px;
- background-size: 30px;
- margin-right: 5px;
- }
-
- h4 {
- margin: 0;
- white-space: nowrap;
- overflow-x: hidden;
- }
-
&.rollable:hover .item-image {
background-image: url("../../icons/svg/d20-grey.svg") !important;
}
&.rollable .item-image:hover {
background-image: url("../../icons/svg/d20-black.svg") !important;
}
-
i.attuned {
color: @colorTan;
}
@@ -474,49 +448,26 @@
flex: 0 0 80px;
text-align: right;
font-size: 11px;
- color: @colorTan;
white-space: nowrap;
}
}
// Inventory Header
.inventory-header {
- margin: 2px 0;
- padding: 0;
- align-items: center;
- background: rgba(0, 0, 0, 0.05);
- border: @borderGroove;
- font-weight: bold;
- line-height: 24px;
-
- h3 {
- margin: 0 -5px 0 0;
- padding-left: 5px;
- .russoOne();
- font-size: 16px;
- }
-
.item-controls a.item-create {
flex: 0 0 100%;
}
}
- // Item names
- .item-name {
- color: @colorDark;
- }
-
// Item Detail Sections
.item-detail {
flex: 0 0 70px;
font-size: 12px;
- color: @colorTan;
text-align: center;
border-right: 1px solid @colorFaint;
word-break: break-word;
white-space: nowrap;
overflow: hidden;
-
&:last-child { border-right: none; }
&.item-action {flex: 0 0 100px}
}
@@ -527,24 +478,9 @@
border-right: 1px solid @colorFaint;
}
- .item-list {
- list-style: none;
- margin: 0;
- padding: 0;
- }
-
// Item Control Buttons
.item-controls {
flex: 0 0 44px;
- .flexrow();
- justify-content: flex-end;
-
- a {
- flex: 0 0 22px;
- font-size: 12px;
- text-align: center;
- color: @colorTan;
- }
}
// Item Dropdown Summary
@@ -553,6 +489,7 @@
font-size: 12px;
line-height: 16px;
padding: 0.25em 0.5em;
+ color: @colorDark;
border-top: 1px solid @colorFaint;
}
}
@@ -693,44 +630,6 @@
// Empty powerbook controls
.powerbook-empty .item-controls { flex: 1; }
- /* ----------------------------------------- */
- /* Active Effects */
- /* ----------------------------------------- */
-
- .effects {
- .effect-name{
- flex: 2;
- align-items: center;
- color: @colorDark;
- h4 { margin: 0; }
- }
-
- .effect-icon {
- flex: 0 0 30px;
- height: 30px;
- margin-right: 5px;
- border: none;
- }
-
- .effect-source,
- .effect-duration {
- text-align: center;
- border-left: 1px solid @colorFaint;
- border-right: 1px solid @colorFaint;
- }
-
- .effect-controls {
- flex: 0 0 60px;
- text-align: right;
- }
-
- .effect {
- align-items: center;
- border-bottom: 1px solid @colorFaint;
- &:last-child { border-bottom: none; }
- }
- }
-
/* ----------------------------------------- */
/* TinyMCE */
/* ----------------------------------------- */
@@ -739,3 +638,18 @@
padding: 0 8px;
}
}
+
+#actor-flags {
+ .window-content {
+ overflow-y: hidden;
+ }
+ form {
+ height: 100%;
+ }
+ .form-body {
+ height: calc(100% - 40px);
+ padding-right: 8px;
+ margin-bottom: 4px;
+ overflow-y: auto;
+ }
+}
\ No newline at end of file
diff --git a/less/apps.less b/less/original/apps.less
similarity index 77%
rename from less/apps.less
rename to less/original/apps.less
index 6963b0ec..d123b6ec 100644
--- a/less/apps.less
+++ b/less/original/apps.less
@@ -362,6 +362,108 @@
padding: 0;
}
}
+
+ /* ----------------------------------------- */
+ /* Items Lists */
+ /* ----------------------------------------- */
+
+ .items-list {
+ list-style: none;
+ margin: 0;
+ padding: 0;
+ overflow-y: auto;
+ scrollbar-width: thin;
+ color: @colorTan;
+
+ // Child lists
+ .item-list {
+ list-style: none;
+ margin: 0;
+ padding: 0;
+ }
+
+ // Individual Item
+ .item {
+ align-items: center;
+ padding: 0 2px; // to align with the header border
+ border-bottom: 1px solid @colorFaint;
+ &:last-child { border-bottom: none; }
+
+ .item-name {
+ color: @colorDark;
+ .item-image {
+ flex: 0 0 30px;
+ height: 30px;
+ background-size: 30px;
+ border: none;
+ margin-right: 5px;
+ }
+ h4 {
+ margin: 0;
+ white-space: nowrap;
+ overflow-x: hidden;
+ }
+ }
+ }
+
+ // Section Header
+ .items-header {
+ height: 28px;
+ margin: 2px 0;
+ padding: 0;
+ align-items: center;
+ background: rgba(0, 0, 0, 0.05);
+ border: @borderGroove;
+ font-weight: bold;
+ > * {
+ font-size: 12px;
+ text-align: center;
+ }
+ .item-name {
+ padding-left: 5px;
+ .modesto();
+ font-size: 16px;
+ }
+ }
+
+ // Item Name
+ .item-name {
+ flex: 2;
+ margin: 0;
+ overflow: hidden;
+ font-size: 13px;
+ text-align: left;
+ align-items: center;
+ }
+
+ // Control Buttons
+ .item-controls {
+ flex: 0 0 60px;
+ justify-content: space-between;
+ a {
+ font-size: 12px;
+ text-align: center;
+ }
+ }
+ }
+
+ /* ----------------------------------------- */
+ /* Active Effects */
+ /* ----------------------------------------- */
+
+ .effects .item {
+ .effect-source,
+ .effect-duration,
+ .effect-controls {
+ text-align: center;
+ border-left: 1px solid @colorFaint;
+ border-right: 1px solid @colorFaint;
+ font-size: 12px;
+ }
+ .effect-controls {
+ border: none;
+ }
+ }
}
diff --git a/less/character.less b/less/original/character.less
similarity index 100%
rename from less/character.less
rename to less/original/character.less
diff --git a/less/chat.less b/less/original/chat.less
similarity index 100%
rename from less/chat.less
rename to less/original/chat.less
diff --git a/less/items.less b/less/original/items.less
similarity index 97%
rename from less/items.less
rename to less/original/items.less
index 54fa791e..239903e9 100644
--- a/less/items.less
+++ b/less/original/items.less
@@ -116,17 +116,17 @@
}
.form-group.uses-per {
+ .form-fields {
+ flex-wrap: nowrap;
+ }
input {
- flex: 1;
+ flex: 0 0 32px;
}
span {
flex: 0 0 16px;
- }
- select {
- flex: 3;
+ margin: 0 4px 0 0;
}
}
-
span.sep {
flex: 0 0 8px;
}
diff --git a/less/npc.less b/less/original/npc.less
similarity index 100%
rename from less/npc.less
rename to less/original/npc.less
diff --git a/less/sw5e.less b/less/original/sw5e.less
similarity index 100%
rename from less/sw5e.less
rename to less/original/sw5e.less
diff --git a/less/variables.less b/less/original/variables.less
similarity index 100%
rename from less/variables.less
rename to less/original/variables.less
diff --git a/less/vehicle.less b/less/original/vehicle.less
similarity index 100%
rename from less/vehicle.less
rename to less/original/vehicle.less
diff --git a/less/update/_variables-dark.less b/less/update/_variables-dark.less
new file mode 100644
index 00000000..97cbfd1c
--- /dev/null
+++ b/less/update/_variables-dark.less
@@ -0,0 +1,146 @@
+//override Primary Red
+@colorRed: #E81111;
+@colorDarkBg: #2b2b2b;
+//Background
+@primaryBackground: linear-gradient(90deg,#626262 0,#4d4d4d 30%,#4d4d4d 70%,#626262);
+
+//Typography
+@headingColor: @colorRed;
+@headerBorderColor: @colorBlue;
+@bodyFontColor: white;
+@linkColor: @colorRed;
+@linkSecondaryColor: @colorPaleGray;
+
+@blockquoteBackground: @colorPaleRed;
+@blockquoteBorder: @colorRed;
+@blockquoteShadow: 0 0 20px rgba(@colorRed, 0.8);
+
+//forms
+@inputBackgroundColor: @colorDarkGray;
+@inputBorderNormal: @colorLightGray;
+@inputBorderHover: @colorGray;
+@inputBorderFocus: @colorRed;
+@inputTextColor: white;
+
+@buttonBackground: @colorRed;
+@buttonTextColor: white;
+@buttonHoverBackground: lighten(@colorRed, 5);
+@buttonSecondaryBackground: @colorLightGray;
+@buttonSecondaryTextColor: white;
+@buttonSecondaryHoverBackground: lighten(@colorLightGray, 5);
+
+//other bits
+@hrColor: @colorBlue;
+@tableTextColor: white;
+@tableHeaderTextColor: @colorPaleGray;
+@tableBackground: @colorGray;
+@tableRowHoverBackground: lighten(@colorLightGray, 10);
+@tableRowBorderColor: @colorLightGray;
+
+//universalColors
+@windowHeaderBackground: @colorDarkBg;
+@windowHeaderLinkColor: @colorRed;
+
+//Sidebar
+@sidebarTabBackground: @windowHeaderBackground;
+@sidebarTabLinkColor: @windowHeaderLinkColor;
+@sidebarTabLinkUnderline: @colorRed;
+
+@chatBackground: @colorDarkGray;
+@chatHeaderColor: @colorRed;
+@chatHeaderBottomBorderColor: @colorBlue;
+@chatNotificationColor: @colorBlue;
+@cardButtonBorder: @colorLightGray;
+@cardFooterBorder: @colorLightBlue;
+@cardFooterSeparator: @colorPaleGray;
+
+@diceFormulaBackground: @colorGray;
+@diceFormualColor: white;
+@diceTotalBackground: @colorPaleRed;
+@diceTotalBorder: @colorRed;
+@diceTotalShadow: @colorRed;
+@diceSuccessColor: @colorGreen;
+@diceFailureColor: @colorRed;
+@diceCriticalBackground: @colorPaleGreen;
+@diceCriticalColor: @colorGreen;
+@diceFumbleBackground: @colorPaleRed;
+@diceFumbleColor: @colorRed;
+
+@altRowBackground: @colorGray;
+
+@combatRoundColor: @colorRed;
+@combatRoundBorder: @colorBlue;
+@combatCombatantControlColor: @colorPaleGray;
+@combatCombatantControlColorActive: @colorRed;
+@combatActiveCombatantColor: @colorBlue;
+@combatTokenResourceColor: white;
+@combatTokenResouceBorder: @colorLightGray;
+@combatControlsBorder: @colorBlue;
+
+@folderSearchIconColor: @colorBlue;
+@folderSubdirectoryBackground: @colorDarkBg;
+@folderSubdirectoryBorder: @colorLightGray;
+@directoryListItemBorder: @colorBlue;
+@folderHeaderBackground: @colorDarkBg;
+@folderHeaderColor: white;
+@folderIconColor: @colorBlue;
+
+@entityBackgroundColor: @colorDarkBg;
+@entityNameColor: @colorBlack;
+
+@sceneBorderColor: @colorBlue;
+@sceneBackgroundColor: @colorDarkBg;
+
+@playlistBackgroundColor: @colorDarkBg;
+@playlistHeaderBorder: @colorBlue;
+@playlistSoundColor: @colorBlack;
+
+@compendiumEntityBackground: @colorDarkBg;
+@compendiumStatusIcon: @colorLightGray;
+
+@foundryNavBgColor: rgba(@colorLightBlue, 0.4);
+@foundryNavTextColor: white;
+@foundryNavBorderColor: @colorBlue;
+@foundryNavBgColorGM: @colorBlue;
+@foundryNavBorderColorGM: @colorPaleBlue;
+@foundryNavSceneLinkColor: white;
+@foundryNavActiveBgColor: rgba(@colorRed, 0.6);
+@foundryNavActiveBorderColor: lighten(@colorRed, 20);
+@foundryNavActiveGlow: darken(@colorRed, 20);
+@foundryNavContextShadow: darken(@colorBlue, 20);
+@foundryNavContextBorderColor: @colorBlue;
+
+@foundryPlayersArrowColor: @colorLightGray;
+
+@actorPanelBgColor: white;
+@actorNameColor: @colorRed;
+@actorXPBarBorder: @colorGray;
+@actorXPBarBackground: @colorPaleBlue;
+@actorXPBarColor: @colorBlue;
+@actorProficiencyTextColor: @colorGray;
+@actorAttributeInputColor: @colorGray;
+@actorSeparatorColor: @colorLightGray;
+@actorAttributeButtonBorder: @colorPaleGray;
+@actorAttributeButtonBorderHover: @colorRed;
+@actorNavigationTabsColor: @colorGray;
+@actorNavigationTabsActiveColor: @colorRed;
+@actorNavigationTabsHoverBgColor: rgba(@colorGray, 0.1);
+@actorNavigationTabsActiveHoverBgColor: rgba(@colorRed, 0.1);
+@actorFilterBorderColor: @colorLightGray;
+@actorFilterHoverColor: @colorRed;
+@actorFilterActiveColor: @colorRed;
+@actorGroupListHeaderBgColor: lighten(@colorPaleGray, 10);
+@actorGroupListTitleBorderColor: @colorBlue;
+@actorGroupListColumnBorderColor: @colorPaleGray;
+@actorGroupListAltRowColor: lighten(@colorPaleGray, 10);
+@actorItemRollableD20Color: @colorGray;
+@actorItemRollableD20HoverColor: @colorRed;
+@actorItemControlToggleColor: @colorLightGray;
+@actorAbilityScoreColor: @colorGray;
+@actorAbilityBorderColor: @colorPaleGray;
+@actorSkillsAltRowColor: lighten(@colorPaleGray, 10);
+@actorEncumbranceLabelBackground: @colorPaleGray;
+@actorEncumbranceTextColor: @colorBlack;
+@actorEncumbranceBorderColor: @colorBlack;
+@actorEncumbranceBarBgColor: @colorPaleBlue;
+@actorEncumbranceBarColor: @colorBlue;
\ No newline at end of file
diff --git a/less/update/_variables-light.less b/less/update/_variables-light.less
new file mode 100644
index 00000000..8a9e849d
--- /dev/null
+++ b/less/update/_variables-light.less
@@ -0,0 +1,143 @@
+//Background
+@primaryBackground: linear-gradient(90deg,#afc6d6 0,#d6d6d6 30%,#d6d6d6 70%,#afc6d6);// linear-gradient(90deg, @colorPaleBlue 0%, @colorPaleGray 30%, @colorPaleGray 70%, @colorPaleBlue);
+
+//Typography
+@headingColor: @colorRed;
+@headerBorderColor: @colorBlue;
+@bodyFontColor: @colorBlack;
+@linkColor: @colorRed;
+@linkSecondaryColor: @colorGray;
+
+@blockquoteBackground: @colorPaleBlue;
+@blockquoteBorder: @colorBlue;
+@blockquoteShadow: 0 0 20px rgba(@colorBlue, 0.8);
+
+//forms
+@inputBackgroundColor: white;
+@inputBorderNormal: @colorLightGray;
+@inputBorderHover: @colorGray;
+@inputBorderFocus: @colorRed;
+@inputTextColor: @colorBlack;
+
+@buttonBackground: @colorRed;
+@buttonTextColor: white;
+@buttonHoverBackground: lighten(@colorRed, 5);
+@buttonSecondaryBackground: @colorPaleGray;
+@buttonSecondaryTextColor: @colorBlack;
+@buttonSecondaryHoverBackground: lighten(@colorPaleGray, 5);
+
+//other bits
+@hrColor: @colorBlue;
+@tableTextColor: @colorBlack;
+@tableHeaderTextColor: @colorLightGray;
+@tableBackground: white;
+@tableRowHoverBackground: lighten(@colorPaleGray, 10);
+@tableRowBorderColor: @colorPaleGray;
+
+//universalColors
+@windowHeaderBackground: white;
+@windowHeaderLinkColor: @colorRed;
+
+//Sidebar
+@sidebarTabBackground: @windowHeaderBackground;
+@sidebarTabLinkColor: @windowHeaderLinkColor;
+@sidebarTabLinkUnderline: @colorRed;
+
+@chatBackground: white;
+@chatHeaderColor: @colorRed;
+@chatHeaderBottomBorderColor: @colorBlue;
+@chatNotificationColor: @colorBlue;
+@cardButtonBorder: @colorLightGray;
+@cardFooterBorder: @colorLightBlue;
+@cardFooterSeparator: @colorPaleGray;
+
+@diceFormulaBackground: @colorPaleGray;
+@diceFormualColor: @colorBlack;
+@diceTotalBackground: @colorPaleBlue;
+@diceTotalBorder: @colorBlue;
+@diceTotalShadow: @colorBlue;
+@diceSuccessColor: @colorGreen;
+@diceFailureColor: @colorRed;
+@diceCriticalBackground: @colorPaleGreen;
+@diceCriticalColor: @colorGreen;
+@diceFumbleBackground: @colorPaleRed;
+@diceFumbleColor: @colorRed;
+
+@altRowBackground: @colorPaleBlue;
+
+@combatRoundColor: @colorRed;
+@combatRoundBorder: @colorBlue;
+@combatCombatantControlColor: @colorLightGray;
+@combatCombatantControlColorActive: @colorDarkGray;
+@combatActiveCombatantColor: @colorBlue;
+@combatTokenResourceColor: @colorGray;
+@combatTokenResouceBorder: @colorLightGray;
+@combatControlsBorder: @colorBlue;
+
+@folderSearchIconColor: @colorBlue;
+@folderSubdirectoryBackground: white;
+@folderSubdirectoryBorder: @colorBlack;
+@directoryListItemBorder: @colorBlue;
+@folderHeaderBackground: white;
+@folderHeaderColor: @colorBlack;
+@folderIconColor: @colorBlue;
+
+@entityBackgroundColor: white;
+@entityNameColor: @colorBlack;
+
+@sceneBorderColor: @colorBlue;
+@sceneBackgroundColor: white;
+
+@playlistBackgroundColor: white;
+@playlistHeaderBorder: @colorBlue;
+@playlistSoundColor: @colorBlack;
+
+@compendiumEntityBackground: white;
+@compendiumStatusIcon: @colorLightGray;
+
+@foundryNavBgColor: rgba(@colorLightBlue, 0.4);
+@foundryNavTextColor: white;
+@foundryNavBorderColor: @colorBlue;
+@foundryNavBgColorGM: @colorBlue;
+@foundryNavBorderColorGM: @colorPaleBlue;
+@foundryNavSceneLinkColor: white;
+@foundryNavActiveBgColor: rgba(@colorRed, 0.6);
+@foundryNavActiveBorderColor: lighten(@colorRed, 20);
+@foundryNavActiveGlow: darken(@colorRed, 20);
+@foundryNavContextShadow: darken(@colorBlue, 20);
+@foundryNavContextBorderColor: @colorBlue;
+
+@foundryPlayersArrowColor: @colorLightGray;
+
+@actorPanelBgColor: white;
+@actorNameColor: @colorRed;
+@actorXPBarBorder: @colorGray;
+@actorXPBarBackground: @colorPaleBlue;
+@actorXPBarColor: @colorBlue;
+@actorProficiencyTextColor: @colorGray;
+@actorAttributeInputColor: @colorGray;
+@actorSeparatorColor: @colorLightGray;
+@actorAttributeButtonBorder: @colorPaleGray;
+@actorAttributeButtonBorderHover: @colorRed;
+@actorNavigationTabsColor: @colorGray;
+@actorNavigationTabsActiveColor: @colorRed;
+@actorNavigationTabsHoverBgColor: rgba(@colorGray, 0.1);
+@actorNavigationTabsActiveHoverBgColor: rgba(@colorRed, 0.1);
+@actorFilterBorderColor: @colorLightGray;
+@actorFilterHoverColor: @colorRed;
+@actorFilterActiveColor: @colorRed;
+@actorGroupListHeaderBgColor: lighten(@colorPaleGray, 10);
+@actorGroupListTitleBorderColor: @colorBlue;
+@actorGroupListColumnBorderColor: @colorPaleGray;
+@actorGroupListAltRowColor: lighten(@colorPaleGray, 10);
+@actorItemRollableD20Color: @colorGray;
+@actorItemRollableD20HoverColor: @colorRed;
+@actorItemControlToggleColor: @colorLightGray;
+@actorAbilityScoreColor: @colorGray;
+@actorAbilityBorderColor: @colorPaleGray;
+@actorSkillsAltRowColor: lighten(@colorPaleGray, 10);
+@actorEncumbranceLabelBackground: @colorPaleGray;
+@actorEncumbranceTextColor: @colorBlack;
+@actorEncumbranceBorderColor: @colorBlack;
+@actorEncumbranceBarBgColor: @colorPaleBlue;
+@actorEncumbranceBarColor: @colorBlue;
\ No newline at end of file
diff --git a/less/update/_variables.less b/less/update/_variables.less
new file mode 100644
index 00000000..61855f1d
--- /dev/null
+++ b/less/update/_variables.less
@@ -0,0 +1,67 @@
+
+/* ----------------------------------------- */
+/* Fonts */
+/* ----------------------------------------- */
+.russoOne(@size: 20px) {
+ font-family: 'Russo One';
+ font-size: @size;
+ font-weight: 400;
+ letter-spacing: 0.5px;
+}
+
+.openSans(@size: 13px, @weight: 400) {
+ font-family: 'Open Sans';
+ font-size: @size;
+ font-weight: @weight;
+}
+.fontAwesome() {
+ font-family: "Font Awesome 5 Free";
+ -webkit-font-smoothing: antialiased;
+ display: inline-block;
+ font-style: normal;
+ font-variant: normal;
+ text-rendering: auto;
+ font-weight: 900;
+}
+
+/* ----------------------------------------- */
+/* Sheet Styles */
+/* ----------------------------------------- */
+
+@colorDark: #191813;
+@colorFaint: #c9c7b8;
+@colorBeige: #b5b3a4;
+@colorTan: #7a7971;
+@colorOlive: #4b4a44;
+@colorCrimson: #44191A;
+@borderGroove: 2px groove #eeede0;
+//@sheetBackground: url("ui/parchment.jpg") repeat;
+
+
+//SW5e Colors
+@colorBlack: #1C1C1C;
+@colorDarkGray: #363636;
+@colorGray: #4f4f4f;
+@colorLightGray: #828282;
+@colorPaleGray: #D6D6D6;
+@colorRed: #c40f0f;
+@colorPaleRed: #FBF4F4;
+@colorLightRed: #F6E1E1;
+@colorBlue: #0d99cc;
+@colorLightBlue: #7ed6f7;
+@colorPaleBlue: #afc6d6;
+@colorGreen: #0dce0d;
+@colorPaleGreen: #bcdcbe;
+
+@sheetBackground: linear-gradient(90deg, @colorPaleBlue 0%, @colorPaleGray 30%, @colorPaleGray 70%, @colorPaleBlue);
+
+
+.dropShadow1(){
+ box-shadow: 0 2px 2px 0 rgba(0,0,0,0.14), 0 3px 1px -2px rgba(0,0,0,0.12), 0 1px 5px 0 rgba(0,0,0,0.2);
+}
+.dropShadow2() {
+ box-shadow: 0 4px 5px 0 rgba(0,0,0,0.14), 0 1px 10px 0 rgba(0,0,0,0.12), 0 2px 4px -1px rgba(0,0,0,0.3);
+}
+.dropShadow3() {
+ box-shadow: 0 8px 17px 2px rgba(0,0,0,0.14), 0 3px 14px 2px rgba(0,0,0,0.12), 0 5px 5px -3px rgba(0,0,0,0.2);
+}
\ No newline at end of file
diff --git a/less/update/components/actor-global.less b/less/update/components/actor-global.less
new file mode 100644
index 00000000..878877bd
--- /dev/null
+++ b/less/update/components/actor-global.less
@@ -0,0 +1,994 @@
+
+.panel {
+ padding: 8px;
+ border-radius: 4px;
+ .dropShadow1();
+}
+.sw5e.sheet.actor.character {
+ min-width: 780px;
+ min-height: 720px;
+}
+.sw5e.sheet .window-content {
+ .openSans(12px);
+
+ input,
+ select {
+ height: 24px;
+ line-height: 20px;
+ padding: 1px 4px;
+ &:hover {
+ box-shadow: none;
+ }
+ &:focus {
+ box-shadow: none;
+ }
+ }
+
+ button {
+ cursor: pointer;
+ &:hover,
+ &:focus {
+ box-shadow: none;
+ }
+ }
+}
+
+.sw5e.sheet.actor {
+ input, select, textarea {
+ border-color: transparent;
+ background: none;
+
+ }
+ .swalt-sheet {
+ display: grid;
+ grid-template-rows: 182px 36px auto;
+
+ section>h1 {
+ .russoOne(17px);
+ text-align: left;
+ margin-bottom: 4px;
+ }
+
+ header {
+ display: grid;
+ grid-template-rows: 1fr 26px auto;
+ grid-template-columns: 128px 1fr;
+ column-gap: 8px;
+ row-gap: 8px;
+
+ img {
+ grid-column-start: 1;
+ grid-row-start: 1;
+ grid-row-end: 4;
+ }
+
+ h1.character-name {
+ grid-row: 1;
+ grid-column: 2;
+ margin: 0;
+ border: none;
+ align-self: center;
+ height: auto;
+
+ .russoOne(32px);
+ text-transform: uppercase;
+ height: auto;
+
+ input[type="text"] {
+ .russoOne(32px);
+ text-transform: uppercase;
+ height: auto;
+ border: none;
+ background: none;
+ &:focus {
+ text-transform: none;
+ }
+ }
+ }
+
+ .level-experience {
+ grid-row: 1;
+ grid-column: 3;
+
+ .charlevel {
+ .russoOne(17px);
+ text-align: right;
+ }
+
+ .experience {
+ .russoOne(17px);
+ text-align: right;
+ line-height: 26px;
+ input {
+ display: inline-block;
+ width: 120px;
+ text-align: right;
+ }
+ }
+
+ .xpbar {
+ height: 8px;
+
+ .bar {
+ display: block;
+ height: 100%;
+ }
+ }
+ }
+
+ .summary {
+ grid-column-start: 2;
+ grid-row-start: 2;
+ grid-column-end: 4;
+ display: grid;
+ grid-template-rows: 1fr;
+ grid-template-columns: repeat(4, 1fr);
+
+ input,
+ .proficiency {
+ display: inline;
+ height: auto;
+ .russoOne(17px);
+ line-height: 24px;
+ }
+
+ .proficiency {
+ line-height: 26px;
+ }
+ }
+
+ .attributes {
+ grid-column-start: 2;
+ grid-row-start: 3;
+ grid-column-end: 4;
+ display: grid;
+ grid-template-columns: repeat(5, 1fr);
+ column-gap: 12px;
+
+ h1 {
+ text-align: center;
+ }
+
+ .attribute-value,
+ .attribute-value input {
+ .russoOne(22px);
+ text-align: center;
+ line-height: 1;
+
+ }
+
+ .attribute-value {
+
+ &.multiple {
+ display: grid;
+ grid-template-columns: auto 14px auto;
+
+ input {
+ width: 100%;
+ }
+ }
+
+ input {
+ display: inline-block;
+ }
+
+ .value-number {
+ display: inline-block;
+ text-align: right;
+
+ padding: 0px 3px;
+
+ &:last-child {
+ text-align: left;
+ }
+ }
+
+ span.value-number {
+ padding: 1px 4px;
+ }
+
+ .initiative {
+ padding: 1px 4px;
+ display: block;
+ }
+ }
+
+ footer {
+
+
+ button {
+ background: none;
+ padding: 1px 3px;
+ font-size: inherit;
+ line-height: inherit;
+ display: inline-block;
+ width: auto;
+
+ &:hover {
+ font-weight: 400;
+ }
+ }
+
+ &.hit-points,
+ &.hit-dice,
+ &.initiative {
+ display: grid;
+ grid-template-columns: 1fr 1fr;
+ column-gap: 8px;
+ margin-top: 0;
+ input,
+ button {
+ //border: 1px solid @colorPaleGray;
+ width: 100%;
+ text-align: center;
+ }
+
+ button {
+
+ font-weight: 400;
+ margin-top: 2px;
+
+ }
+
+ span {
+ display: block;
+ padding: 3px 4px;
+ }
+ }
+
+ &.speed {
+ margin-top: 0;
+ input {
+ text-align: center;
+ }
+ }
+ }
+ }
+ }
+
+ nav.sheet-navigation {
+ display: grid;
+ grid-template-columns: repeat(6, 1fr);
+ column-gap: 16px;
+ margin: 4px 0;
+
+ .item {
+ background: none;
+ border: none;
+ border-bottom: 3px solid transparent;
+ border-radius: 0;
+ margin: 0;
+ padding: 3px 0 0;
+ line-height: 1;
+ .russoOne(16px);
+ }
+ }
+ .editor {
+ position: static;
+ min-height: 32px;
+ padding: 0;
+ .editor-edit {
+ display: block;
+ font-size: 12px;
+ background: none;
+ border: none;
+ padding: 0;
+ box-shadow: none;
+ top: 0;
+ right: 0;
+ &:hover {
+ text-shadow: none;
+ }
+ }
+ .tox.tox-tinymce {
+ height: 250px !important;
+ }
+ }
+ .tab {
+ display: none;
+
+ &.active {
+ display: block;
+ }
+
+ .filter-list {
+ list-style: none;
+ margin: 0;
+ padding: 0 0 8px;
+ display: flex;
+ flex-direction: row;
+ justify-content: flex-end;
+ max-width: 100%;
+
+ .filter-title {
+ display: none;
+ font-weight: bold;
+ width: 50px;
+ }
+
+ .filter-item {
+ width: 100px;
+ text-align: center;
+
+ &+.filter-item {
+ margin-left: 12px;
+ }
+
+ &:hover {
+ text-shadow: none;
+ }
+
+ }
+ }
+
+ .group-list-header {
+ display: grid;
+ padding-right: 6px;
+ }
+
+ .group-list-title {
+ h3 {
+ .russoOne(17px);
+ margin: 4px 0 0;
+ padding: 0 4px;
+ display: inline;
+ border: none;
+ }
+
+ .item-create {
+ font-size: 12px;
+ i {
+ font-size: 10px;
+ }
+ &:hover {
+ text-shadow: none;
+ }
+ }
+
+ }
+
+ .group-list-header,
+ .group-list {
+ .item-detail {
+ text-align: left;
+ padding: 4px;
+ }
+ }
+
+ .group-list {
+ height: 100%;
+ overflow-y: scroll;
+ & > li:first-child {
+ padding-top: 8px;
+ }
+ }
+
+ .group-list,
+ .group-list ol {
+ list-style: none;
+ margin: 0 0 8px;
+ padding: 0;
+
+ .item-uses {
+ input {
+ display: inline-block;
+ width: 32px;
+ margin-right: 0;
+ text-align: right;
+ }
+ span {
+ padding-left: 8px;
+ }
+ .slot-max-override {
+ margin-left: 5px;
+ &:hover {
+ text-shadow: none;
+ }
+ }
+ }
+ li.item {
+ display: grid;
+
+ h4 {
+ .openSans(13px, 700);
+ letter-spacing: 0;
+ }
+ .item-name,
+ .item-detail {
+ padding: 4px;
+ line-height: 30px;
+ }
+
+ .item-name {
+ display: flex;
+
+ .item-image {
+ width: 30px;
+ height: 30px;
+ position: relative;
+ background-size: contain;
+ &::before {
+ font-family: "Font Awesome 5 Free";
+ font-weight: 900;
+ content: '\f6cf';
+ opacity: 0;
+ position: absolute;
+ top: 0;
+ left: 2px;
+ font-size: 26px;
+ }
+
+ }
+
+ h4 {
+ line-height: 30px;
+ display: inline-block;
+ height: 30px;
+ padding-left: 8px;
+ margin: 0;
+ }
+
+ &.rollable:hover {
+ text-shadow: none;
+
+ .item-image {
+ background-image: none !important;
+
+ &::before {
+ opacity: 1;
+ }
+
+ &:hover {
+ background-image: none !important;
+
+ &::before {
+ opacity: 1;
+ }
+ }
+ }
+ }
+ }
+
+ .item-summary {
+ grid-column-start: 1;
+ grid-column-end: -1;
+ padding: 4px 4px 4px 38px;
+ }
+
+ .item-controls {
+ display: flex;
+ flex-direction: row;
+ justify-content: space-evenly;
+ }
+
+ .item-control {
+ &:hover {
+ text-shadow: none;
+ }
+
+ }
+
+ }
+ }
+
+ .group-grid-inventory {
+ grid-template-columns: auto 60px 100px 100px 100px;
+
+ &.group-list-title {
+ .item-controls {
+ grid-column-start: 5;
+ }
+ }
+ }
+ .group-grid-features {
+ grid-template-columns: auto 100px 100px 100px;
+ &.group-list-title {
+ display: grid;
+ }
+ .item-controls {
+ grid-column-start: 4;
+ }
+
+ }
+ .group-grid-powers {
+ grid-template-columns: auto repeat(5, 100px);
+ &.group-list-title {
+ display: grid;
+ align-items: end;
+ .item-detail {
+ padding: 0 4px;
+ }
+ }
+
+
+ }
+ .group-grid-fav-items {
+ grid-template-columns: auto 60px 30px 30px 50px;
+ &.group-list-title {
+ display: grid;
+ align-items: end;
+ .item-detail {
+ padding: 0 4px;
+ }
+ }
+ }
+
+ }
+
+ .tab > .panel {
+ height: 100%;
+ overflow: hidden;
+ display: grid;
+ }
+
+ .tab.attributes {
+ &.active {
+ display: grid;
+ }
+
+ grid-template-columns: 350px auto;
+ grid-template-rows: auto;
+ column-gap: 16px;
+
+ .abilities {
+ display: grid;
+ grid-template-columns: 128px auto;
+ grid-template-rows: auto;
+ column-gap: 12px;
+
+ ol {
+ list-style: none;
+ margin: 0;
+ padding: 0;
+ }
+
+ .scores {
+ li {
+ border-radius: 0;
+ padding: 4px;
+ &+li {
+ border-top: 0 !important;
+ }
+ &:first-child {
+ border-radius: 4px 4px 0 0;
+ }
+
+ &:last-child {
+ border-bottom-width: 1px;
+ border-radius: 0 0 4px 4px;
+ }
+
+ h2 {
+ .russoOne(14px);
+ border: none;
+ text-align: center;
+ margin: 0;
+
+ &:hover {
+ text-shadow: none;
+ }
+ }
+
+ .ability-score {
+ .russoOne(22px);
+ text-align: center;
+ width: 48px;
+ margin: 0 auto;
+ height: 24px;
+ display: block;
+ }
+
+ .ability-modifiers {
+ margin: 0 -4px -4px;
+ display: grid;
+ grid-template-columns: 28px auto 28px;
+
+ .ability-mod,
+ .ability-save {
+ padding: 2px 4px;
+ display: block;
+ font-weight: bold;
+ font-size: 13px;
+ text-align: center;
+ border-style: solid;
+ }
+
+ .ability-mod {
+ border-width: 1px 1px 0 0;
+ border-radius: 0 4px 0 0;
+ }
+
+ .ability-save {
+ border-width: 1px 0 0 1px;
+ border-radius: 4px 0 0 0;
+ }
+
+ .proficiency-toggle {
+ border: none;
+ background: none;
+ line-height: 1;
+ }
+ }
+
+ }
+ }
+
+ .skills {
+ li {
+ display: grid;
+ grid-template-columns: 28px auto 18px 28px;
+ align-items: center;
+
+
+ .proficiency-toggle {
+ border: none;
+ background: none;
+ height: 23px;
+ line-height: 23px;
+ padding: 0 4px;
+ }
+
+ .skill-name {
+ &:hover {
+ text-shadow: none;
+ }
+ }
+
+ .skill-ability {
+ text-transform: capitalize;
+ }
+
+ .skill-mod {
+ text-align: right;
+ padding-right: 4px;
+ }
+ }
+ }
+ }
+
+ .traits-resources {
+ grid-template-rows: 32px auto;
+ nav {
+ margin-bottom: 4px;
+
+ button {
+ display: inline-block;
+ width: auto;
+ background: none;
+ border: none;
+ border-bottom: 3px solid transparent;
+ border-radius: 0;
+ margin: 0;
+ padding: 0 4px;
+ line-height: 1.6;
+ .russoOne(14px);
+
+ &+button {
+ margin-left: 8px;
+ }
+ }
+ }
+
+ section.traits {
+ display: grid;
+ grid-template-columns: 1fr 1fr;
+ grid-gap: 16px;
+ row-gap: 8px;
+
+ input,
+ select {
+ display: block;
+ width: 100%;
+ text-align: left;
+ }
+
+ label {
+ font-size: 13px;
+ }
+
+ .trait-selector {
+ background: none;
+ border: none;
+ display: inline;
+ width: auto;
+ &:hover {
+ text-shadow: none;
+ }
+ i.fas {
+ float: none;
+ &:hover {
+ text-shadow: none;
+ }
+
+ }
+
+ }
+
+ .languages {
+ grid-column-end: span 2;
+ label {
+ &:hover {
+ cursor: pointer;
+ }
+ }
+ }
+
+ .traits-list {
+ li {
+ display: inline;
+
+ &::after {
+ content: ',';
+ }
+
+ &:last-child::after {
+ content: '';
+ }
+ }
+ }
+
+ ul.passives {
+ grid-column-end: span 2;
+ list-style: none;
+ padding: 0;
+ margin: 0;
+ display: grid;
+ grid-template-columns: 1fr 1fr;
+ grid-gap: 4px;
+ row-gap: 4px;
+
+ strong {
+ font-size: 13px;
+
+ }
+ }
+ }
+
+ section.resources {
+ .resource-items {
+ display: grid;
+ grid-template-columns: repeat(3, 1fr);
+ column-gap: 12px;
+
+ .resource {
+
+ h1 {
+ border: none;
+ margin: 0;
+
+ input {
+ font-family: 'Russo One';
+ font-size: 16px;
+ font-weight: 400;
+ text-align: center;
+ margin-bottom: 4px;
+ border-radius: 0;
+ }
+ }
+
+ .attribute-value,
+ .attribute-value input {
+ .russoOne(22px);
+ text-align: center;
+ line-height: 1;
+ }
+
+ .attribute-value {
+ display: grid;
+ grid-template-columns: auto 14px auto;
+
+ input {
+ display: block;
+ width: 100%;
+ }
+
+ .value-number {
+ display: block;
+ width: 100%;
+ text-align: right;
+ padding: 0px 3px;
+ &:last-child {
+ text-align: left;
+ }
+ }
+
+ span.value-number {
+ padding: 1px 4px;
+ }
+
+ }
+
+ .attribute-footer {
+ margin: 0;
+ display: grid;
+ grid-template-columns: 1fr 1fr;
+
+ label {
+ text-align: center;
+ }
+
+ }
+ }
+ }
+
+ .counters {
+ border: none;
+ margin: 16px 0;
+ display: grid;
+ grid-template-columns: repeat(3, 1fr);
+
+ .counter {
+ height: auto;
+ border: none;
+ text-align: center;
+
+ h4 {
+ font-size: 13px;
+ margin: 0;
+ //display: inline;
+ &.rollable {
+ &:hover {
+ text-shadow: none;
+ }
+ }
+ }
+
+ .counter-value {
+ display: inline;
+ text-align: left;
+ }
+
+ input[type="text"] {
+ display: inline-block;
+ width: 10px;
+ }
+
+ input[type="checkbox"] {
+ display: inline-block;
+ }
+
+ .death-success,
+ .death-fail {
+ display: inline-block;
+
+ }
+
+ .death-success {
+ margin-right: 8px;
+
+ }
+
+ }
+ }
+ }
+ }
+ }
+
+ .tab.inventory {
+ &>.panel {
+ grid-template-rows: 32px 32px 24px auto;
+ }
+
+ .currency-encumbrance {
+ display: grid;
+ grid-template-columns: 200px auto;
+ margin-bottom: 8px;
+ align-items: center;
+ }
+
+ .currency {
+ .russoOne(14px);
+
+ input {
+ display: inline-block;
+ width: 128px;
+ .openSans(13px);
+ }
+ }
+
+ .encumbrance-wrapper {
+ display: grid;
+ grid-template-columns: 400px 100px;
+ width: 500px;
+ justify-self: end;
+
+ .encumbrance-label {
+ font-size: 12px;
+ line-height: 14px;
+ width: 100%;
+ text-shadow: none;
+ padding: 0;
+ margin: 0;
+ height: auto;
+ text-align: center;
+ margin-left: -2px;
+ border-radius: 0 4px 4px 0;
+ }
+
+ .encumbrance {
+ position: relative;
+ border-radius: 4px;
+ height: 16px;
+ margin: 0;
+ width: 100%;
+
+ .encumbrance-bar {
+ position: absolute;
+ top: 0;
+ left: 0;
+ height: 100%;
+ border-radius: 4px;
+ border: none;
+ }
+ }
+ }
+ }
+ .tab.features {
+ &>.panel {
+ grid-template-rows: 24px auto;
+ }
+ }
+ .tab.powerbook {
+ &>.panel {
+ grid-template-rows: 32px 24px 24px auto;
+ }
+ .powercasting-ability {
+ display: grid;
+ grid-template-columns: 2fr 1fr 1fr;
+ label, h3 {
+ .russoOne(13px);
+ border-bottom: none;
+ }
+ .power-dc {
+ grid-column-start: 3;
+ }
+ }
+ }
+ .tab.biography {
+ grid-template-columns: 1fr 2fr;
+ grid-template-rows: 100%;
+ column-gap: 16px;
+ padding-bottom: 8px;
+ max-width: 100%;
+ &.active {
+ display: grid;
+ }
+ &>.panel {
+ display: block;
+ overflow-y: auto;
+ }
+ section {
+ position: relative;
+ }
+
+ }
+ .tab.notes {
+ &>.panel {
+ display: block;
+ overflow-y: auto;
+ }
+ section {
+ position: relative;
+ &>input {
+ .russoOne(16px);
+ text-align: left;
+ margin-bottom: 4px;
+ }
+ .editor .editor-edit {
+ top: 3px;
+ }
+ }
+ }
+ &.limited {
+ grid-template-rows: 144px auto;
+ row-gap: 8px;
+ header {
+ grid-template-rows: 1fr;
+ }
+
+ .tab.biography {
+ grid-template-columns: 100%;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/less/update/components/actor-themes.less b/less/update/components/actor-themes.less
new file mode 100644
index 00000000..aa1ed4d5
--- /dev/null
+++ b/less/update/components/actor-themes.less
@@ -0,0 +1,407 @@
+.panel {
+ background: @actorPanelBgColor;
+}
+
+.sw5e.sheet .window-content {
+ color: @colorBlack;
+ background: linear-gradient(90deg,#afc6d6 0,#d6d6d6 30%,#d6d6d6 70%,#afc6d6);
+ input,
+ select {
+ color: @colorBlack;
+ &:hover {
+ border-color: @inputBorderHover;
+ }
+
+ &:focus {
+ border-color: @inputBorderFocus;
+ }
+ }
+
+ button {
+
+ &:hover,
+ &:focus {
+ border-color: @inputBorderFocus;
+ }
+ }
+}
+
+.sw5e.sheet.actor {
+ color: @colorBlack;
+ input, select, textarea {
+ &:hover {
+ border-color: @inputBorderFocus;
+ }
+ &:focus {
+ border-color: @inputBorderFocus;
+ }
+ }
+ .swalt-sheet {
+ section>h1 {
+ border-bottom: 2px solid @colorBlue;
+ }
+
+ header {
+
+ h1.character-name {
+ color: @actorNameColor;
+
+ input[type="text"] {
+ color: @actorNameColor;
+ }
+ }
+
+ .level-experience {
+
+ .xpbar {
+ border: 1px solid @actorXPBarBorder;
+ background-color: @actorXPBarBackground;
+
+ .bar {
+ background-color: @actorXPBarColor;
+ }
+ }
+ }
+
+ .summary {
+
+ input,
+ .proficiency {
+ color: @actorProficiencyTextColor;
+ }
+ }
+
+ .attributes {
+
+ .attribute-value,
+ .attribute-value input {
+ color: @actorAttributeInputColor;
+ }
+
+ .attribute-value {
+
+ .value-separator {
+ color: @actorSeparatorColor;
+ }
+ }
+
+ footer {
+ button {
+ border: 1px solid @actorAttributeButtonBorder;
+
+ &:hover {
+ color: @actorAttributeButtonBorderHover;
+ }
+ }
+
+ &.hit-points,
+ &.hit-dice,
+ &.initiative {
+ button {
+ border: 1px solid @actorAttributeButtonBorder;
+ color: @colorRed;
+
+ &:hover {
+ border-color: @actorAttributeButtonBorderHover;
+ }
+ }
+
+ }
+
+ }
+ }
+ }
+
+ nav.sheet-navigation {
+ .item {
+ color: @actorNavigationTabsColor;
+
+ &.active {
+ color: @actorNavigationTabsActiveColor;
+ border-bottom-color: @actorNavigationTabsActiveColor;
+
+ &:hover {
+ background: @actorNavigationTabsHoverBgColor;
+ }
+ }
+
+ &:hover {
+ background: @actorNavigationTabsHoverBgColor;
+ }
+ }
+ }
+
+ .tab {
+
+ .filter-list {
+
+ .filter-item {
+ border-bottom: 2px solid @actorFilterBorderColor;
+
+ &:hover {
+ color: @actorFilterHoverColor;
+ }
+
+ &.active {
+ color: @actorFilterActiveColor;
+ border-bottom-color: @actorFilterActiveColor;
+ }
+ }
+ }
+
+ .group-list-header {
+ background: @actorGroupListHeaderBgColor;
+ }
+
+ .group-list-title {
+ border-bottom: 1px solid @actorGroupListTitleBorderColor;
+ }
+
+ .group-list-header,
+ .group-list {
+ .item-detail {
+ border-left: 1px solid @actorGroupListColumnBorderColor;
+ }
+ }
+
+ .group-list,
+ .group-list ol {
+ li.item {
+ &:nth-child(even) {
+ background-color: @actorGroupListAltRowColor;
+ }
+
+ h4 {
+ color: @colorBlack;
+ }
+
+
+ .item-name {
+
+ .item-image {
+
+ &::before {
+ color: @actorItemRollableD20Color;
+ }
+
+ }
+
+
+ &.rollable:hover {
+
+ .item-image {
+ &:hover {
+ &::before {
+ color: @actorItemRollableD20HoverColor;
+ }
+ }
+ }
+ }
+ }
+
+ .item-control {
+ &:hover {
+ color: @linkColor !important;
+ }
+
+ &.item-toggle {
+ color: @actorItemControlToggleColor;
+
+ &.active {
+ color: @colorBlack;
+ }
+ }
+ }
+
+ }
+ }
+
+
+
+ }
+
+
+ .tab.attributes {
+ .abilities {
+
+ .scores {
+ li {
+ border: 1px solid @actorAbilityBorderColor;
+
+ h2 {
+ &:hover {
+ color: @linkColor;
+ }
+ }
+
+ .ability-score {
+ color: @actorAbilityScoreColor;
+ }
+
+ .ability-modifiers {
+
+ .ability-mod,
+ .ability-save {
+ border-color: @actorAbilityBorderColor;
+ }
+
+ }
+
+ }
+ }
+
+ .skills {
+ li {
+ &:nth-child(even) {
+ background-color: @actorSkillsAltRowColor;
+ }
+ .proficiency-toggle {
+ color: @colorBlack;
+ }
+
+ .skill-name {
+ &:hover {
+ color: @linkColor;
+ }
+ }
+ }
+ }
+ }
+
+ .traits-resources {
+ nav {
+ button {
+ color: @actorNavigationTabsColor;
+
+ &.active {
+ color: @actorNavigationTabsActiveColor;
+ border-bottom-color: @actorNavigationTabsActiveColor;
+
+ &:hover {
+ background: @actorNavigationTabsActiveHoverBgColor;
+ }
+ }
+
+ &:hover {
+ background: @actorNavigationTabsHoverBgColor;
+ }
+
+ }
+ }
+
+ section.traits {
+ .trait-selector {
+ i.fas {
+ color: @linkColor;
+ }
+ }
+
+ .languages {
+ label {
+ &:hover {
+ color: @linkColor;
+ }
+ }
+ }
+
+
+ }
+
+ section.resources {
+ .resource-items {
+ .resource {
+ h1 {
+
+ input {
+ color: @headingColor;
+ border-bottom: 2px solid @headerBorderColor;
+ }
+ }
+
+ .attribute-value,
+ .attribute-value input {
+ color: @actorAttributeInputColor;
+ }
+
+ .attribute-value {
+ .value-separator {
+ color: @actorSeparatorColor;
+ }
+
+ }
+ }
+ }
+
+ .counters {
+ .counter {
+ h4 {
+ &.rollable {
+ &:hover {
+ color: @linkColor;
+ }
+ }
+ }
+
+
+ .death-success {
+ i {
+ color: @colorGreen;
+ }
+ }
+
+ .death-fail {
+ i {
+ color: @colorRed;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ .tab.inventory {
+ .currency {
+ color: @headingColor;
+ }
+
+ .encumbrance-wrapper {
+ .encumbrance-label {
+ background: @actorEncumbranceLabelBackground;
+ color: @actorEncumbranceTextColor;
+ border: 1px solid @actorEncumbranceBorderColor;
+ }
+
+ .encumbrance {
+ background: @actorEncumbranceBarBgColor;
+ .encumbrance-bar {
+ background: @actorEncumbranceBarColor;
+ }
+ }
+ }
+ }
+
+
+ .tab.powerbook {
+ .powercasting-ability {
+ label,
+ h3 {
+ color: @headingColor;
+
+ span {
+ color: @colorBlack;
+ }
+ }
+ }
+ }
+
+ .tab.notes {
+ section {
+ &>input {
+ color: @headingColor;
+ border-bottom: 2px solid @headerBorderColor;
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/less/update/components/forms-global.less b/less/update/components/forms-global.less
new file mode 100644
index 00000000..9dc02f30
--- /dev/null
+++ b/less/update/components/forms-global.less
@@ -0,0 +1,105 @@
+input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea {
+ border-radius: 4px;
+ transition: all 0.3s;
+ &:hover {
+ box-shadow: none;
+ }
+ &:focus {
+ box-shadow: none;
+ }
+}
+input[type=range] {
+ -webkit-appearance: none; /* Hides the slider so that custom slider can be made */
+ width: 100%; /* Specific width is required for Firefox. */
+ background: transparent; /* Otherwise white in Chrome */
+}
+
+input[type=range]::-webkit-slider-thumb{
+ -webkit-appearance: none;
+ background: @colorRed;
+ width: 12px;
+ height: 12px;
+ border-radius: 32px;
+ cursor: pointer;
+ box-shadow: none;
+}
+input[type=range]::-moz-range-thumb{
+ -webkit-appearance: none;
+ background: @colorRed;
+ width: 12px;
+ height: 12px;
+ border-radius: 32px;
+ cursor: pointer;
+ box-shadow: none;
+}
+input[type=range]::-ms-thumb {
+ -webkit-appearance: none;
+ background: @colorRed;
+ width: 12px;
+ height: 12px;
+ border-radius: 32px;
+ cursor: pointer;
+ box-shadow: none;
+}
+
+input[type=range]::-webkit-slider-runnable-track {
+ width: 100%;
+ height: 6px;
+ cursor: pointer;
+ background: @colorLightBlue;
+ border-radius: 4px;
+ border: 1px solid @colorBlue;
+ box-shadow: none;
+}
+input[type=range]:focus::-webkit-slider-runnable-track {
+ background: @colorBlue;
+}
+input[type=range]::-moz-range-track {
+ width: 100%;
+ height: 6px;
+ cursor: pointer;
+ background: @colorLightBlue;
+ border-radius: 4px;
+ border: 1px solid @colorBlue;
+ box-shadow: none;
+}
+input[type=range]::-ms-track {
+ width: 100%;
+ height: 6px;
+ cursor: pointer;
+ background: @colorLightBlue;
+ border-radius: 4px;
+ border: 1px solid @colorBlue;
+ box-shadow: none;
+}
+input[type=range]:focus {
+ outline: none; /* Removes the blue border. You should probably do some kind of focus styling for accessibility reasons though. */
+}
+
+input[type=range]::-ms-track {
+ width: 100%;
+ cursor: pointer;
+
+ /* Hides the slider so custom styles can be added */
+ background: transparent;
+ border-color: transparent;
+ color: transparent;
+}
+
+button, input[type="button"], input[type="submit"], input[type="reset"] {
+ .openSans(13px, 700);
+ text-align: center;
+ border: none;
+ border-radius: 4px;
+ cursor: pointer;
+ transition: all 0.3s;
+ &:hover, &:focus {
+ box-shadow: none;
+ }
+ &:disabled {
+ opacity: 0.6;
+ cursor: default;
+
+ }
+
+}
diff --git a/less/update/components/forms-themes.less b/less/update/components/forms-themes.less
new file mode 100644
index 00000000..45ca5f2d
--- /dev/null
+++ b/less/update/components/forms-themes.less
@@ -0,0 +1,53 @@
+input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea {
+ border: 1px solid @inputBorderNormal;
+ color: @inputTextColor;
+ &:hover {
+ border-color: @inputBorderHover;
+ }
+ &:focus {
+ border-color: @inputBorderFocus;
+ }
+ &::placeholder {
+ color: @inputTextColor;
+ opacity: 0.5;
+ }
+ ::-ms-input-placeholder { /* Microsoft Edge */
+ color: @inputTextColor;
+ opacity: 0.5;
+ }
+}
+
+button, input[type="button"], input[type="submit"], input[type="reset"] {
+ background: @buttonBackground;
+ color: @buttonTextColor;
+ &:hover, &:focus {
+ background: @buttonHoverBackground;
+ }
+ &:disabled {
+ &:hover, &:focus {
+ background: @buttonBackground;
+ }
+ }
+
+}
+input[type="reset"], button.secondary, button[type="reset"], input[type="button"].secondary, input[type="submit"].secondary {
+ background: @buttonSecondaryBackground;
+ color: @buttonSecondaryTextColor;
+ &:hover {
+ background: @buttonSecondaryHoverBackground;
+ }
+ &:disabled {
+ &:hover, &:focus {
+ background: @buttonSecondaryBackground;
+ }
+ }
+}
+
+form {
+ button {
+ border: none;
+ }
+ .notes, .hint {
+ color: rgba(@bodyFontColor, 0.8);
+ }
+}
\ No newline at end of file
diff --git a/less/update/components/foundry-app-window-themes.less b/less/update/components/foundry-app-window-themes.less
new file mode 100644
index 00000000..df745c7e
--- /dev/null
+++ b/less/update/components/foundry-app-window-themes.less
@@ -0,0 +1,76 @@
+.window-app {
+ border-radius: 4px;
+ border: none;
+ .dropShadow2();
+ & > header {
+ background: @windowHeaderBackground;
+ border-radius: 4px 4px 0 0;
+ border: none;
+ .dropShadow1();
+ margin-bottom: 4px;
+ }
+ .window-content {
+ background: @primaryBackground;
+ color: @bodyFontColor;
+ footer {
+ margin-top: 8px;
+ }
+ }
+ &.minimized {
+ & > header, & > .window-header {
+ border: none;
+ border-radius: 4px;
+ margin: 0;
+ }
+ }
+}
+
+#client-settings {
+ nav.tabs {
+ border: none;
+ font-size: 17px;
+ line-height: 1.6;
+ a.item {
+ border-bottom: 3px solid transparent;
+ color: @bodyFontColor;
+ &:hover {
+ text-decoration: none;
+ }
+ &.active {
+ text-shadow: none;
+ border-bottom-color: @sidebarTabLinkUnderline;
+ }
+ }
+ }
+ section.content {
+ border: none;
+ margin-top: 4px;
+ }
+}
+
+.dialog-buttons {
+ margin-top: 8px;
+ button:last-child {
+ margin-right: 0;
+ }
+ button:not(.default) {
+ border: 1px solid @buttonBackground;
+ margin-right: 4px;
+ background: @buttonSecondaryBackground;
+ color: @buttonSecondaryTextColor;
+ &:hover {
+ background: @buttonSecondaryHoverBackground;
+ }
+
+ }
+ button.normal.default {
+ border: none;
+ background: @buttonBackground;
+ color: @buttonTextColor;
+ &:hover {
+ background: @buttonHoverBackground;
+ }
+ }
+
+
+}
\ No newline at end of file
diff --git a/less/update/components/foundry-nav-themes.less b/less/update/components/foundry-nav-themes.less
new file mode 100644
index 00000000..890e1a26
--- /dev/null
+++ b/less/update/components/foundry-nav-themes.less
@@ -0,0 +1,84 @@
+#navigation {
+ #nav-toggle {
+ background: @foundryNavBgColor;
+ color: @foundryNavTextColor;
+
+ transform: rotate(-90deg);
+
+ }
+ .nav-item {
+ border: 1px solid @foundryNavBorderColor;
+ }
+ #scene-list {
+ .scene {
+ border: 1px solid @foundryNavBorderColor;
+ background: rgba(@foundryNavBgColor, 0.4);
+ a {
+ color: @foundryNavSceneLinkColor;
+ }
+ &.gm {
+ border: 1px solid @foundryNavBorderColorGM;
+ background: rgba(@foundryNavBgColorGM, 0.4);
+ }
+ &.view, &.context {
+ box-shadow: 0 0 8px @foundryNavContextShadow;
+ border-color: @foundryNavContextBorderColor;
+ }
+ &.active {
+ border-color: @foundryNavActiveBorderColor;
+ background: @foundryNavActiveBgColor;
+ box-shadow: 0 0 8px @foundryNavActiveGlow;
+ }
+ }
+ }
+}
+#controls {
+ .scene-control, .control-tool {
+ background: @foundryNavBgColor;
+ color: @foundryNavTextColor;
+ border: 1px solid @foundryNavBorderColor;
+ box-shadow: none;
+ &:hover {
+ background: @foundryNavBgColor;
+ box-shadow: 0 0 8px @foundryNavContextShadow;
+ }
+ &.active {
+ border-color: @foundryNavActiveBorderColor;
+ background: @foundryNavActiveBgColor;
+ box-shadow: 0 0 8px @foundryNavActiveGlow;
+ }
+ }
+}
+#players {
+ border: none;
+ border-radius: 4px;
+ h3 {
+ background: @sidebarTabBackground;
+ border: none;
+ margin: 0;
+ padding: 0 8px;
+ font-size: 17px;
+ line-height: 30px;
+ .dropShadow1();
+ border-radius: 4px 4px 0 0;
+ .players-mode {
+ color: @foundryPlayersArrowColor;
+ }
+ }
+ ol {
+ margin: 4px 0;
+ .player-name.self {
+ color: inherit;
+ font-weight: 700;
+ }
+ .player {
+ color: @bodyFontColor;
+ }
+ .player-active {
+ margin-top: 7px;
+ &.active {
+ box-shadow: none;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/less/update/components/sidebar-global.less b/less/update/components/sidebar-global.less
new file mode 100644
index 00000000..9d669a4a
--- /dev/null
+++ b/less/update/components/sidebar-global.less
@@ -0,0 +1,381 @@
+#sidebar {
+ border: none; //1px solid @colorBlue;
+ &.collapsed {
+ #sidebar-tabs {
+ min-height: 370px;
+ justify-content: center;
+ & > .item.active {
+ border: none;
+ }
+ }
+ }
+}
+
+#sidebar-tabs {
+ border: none;
+ box-shadow: none;
+ justify-content: space-between;
+ .dropShadow1();
+
+ .item {
+ font-size: 16px;
+ }
+ .item.active {
+ border: none;
+ box-shadow: none;
+ background: none;
+ text-shadow: none;
+ }
+
+}
+
+/*-----------
+** Chat Tab
+-----------*/
+
+#chat-log {
+ .chat-message {
+ border: none;
+ border-radius: 4px;
+ margin-bottom: 8px;
+ .dropShadow1();
+ & > header {
+ color: @colorRed;
+ border-bottom: 2px solid @colorBlue;
+ margin-bottom: 4px;
+ span {
+ color: @colorBlack;
+ }
+ }
+
+ }
+}
+.notification-pip {
+ color: @colorBlue;
+}
+
+.sw5e.chat-card {
+ .card-header {
+ padding: 0;
+ border: none;
+ img {
+ flex: 0 0 36px;
+ margin-right: 4px;
+ }
+
+ h3 {
+ flex: 1;
+ margin: 0;
+ line-height: 36px;
+ .russoOne(17px);
+ border-bottom: none;
+ &:hover {
+ text-shadow: none;
+ }
+ }
+ }
+
+ .card-content {
+ margin: 4px 0;
+
+ h3 {
+ font-size: 12px;
+ margin: 0;
+ font-weight: bold;
+ }
+
+ > * {
+ -webkit-user-select: text;
+ -moz-user-select: text;
+ -ms-user-select: text;
+ user-select: text;
+ }
+ }
+
+ .card-buttons {
+ margin: 4px 0;
+
+ span {
+ display: block;
+ line-height: 28px;
+ text-align: center;
+ }
+
+ button {
+ .openSans(13px, 700);
+ padding: 4px 0;
+ height: auto;
+ line-height: 1.6;
+ margin: 4px 0;
+ border: none;
+ border-radius: 4px;
+ &:hover, &:focus {
+ box-shadow: none;
+ }
+ }
+ }
+
+ .card-footer {
+ padding: 4px 0 0;
+
+ span {
+ padding: 0 4px 0 0;
+ font-size: 10px;
+
+ &:last-child {
+ border-right: none;
+ padding-right: 0;
+ }
+ }
+ }
+}
+.dice-roll {
+ .dice-formula {
+ border: none;
+ box-shadow: none;
+ border-radius: 4px;
+ }
+ .dice-total {
+ border-radius: 0;
+ padding: 4px 0;
+ }
+}
+#chat-controls {
+ padding-top: 4px;
+}
+#chat-form textarea {
+ &:focus {
+ box-shadow: none;
+ outline: none;
+ }
+}
+
+/*-----------
+** Combat Tab
+-----------*/
+#combat {
+ h3 {
+ border: none;
+ }
+
+ #combat-tracker {
+ li.combatant {
+ padding: 4px 0;
+ background: none;
+ .token-name {
+ text-shadow: none;
+ }
+ h4 {
+ color: @colorBlack;
+ }
+ .roll {
+ background: none;
+ &::before {
+ content: "\f6cf";
+ .fontAwesome();
+ font-size: 28px;
+ }
+
+ }
+
+
+ .initiative {
+ text-shadow: none;
+ }
+
+ &.hidden {
+ opacity: 0.5;
+ }
+ }
+ }
+ #combat-controls {
+ padding-top: 0;
+ }
+ }
+
+/*
+** Folders
+*/
+.sidebar-tab {
+.directory-header {
+ margin-bottom: 4px;
+ .header-search {
+ position: relative;
+ i.fa-search {
+ position: absolute;
+ left: 8px;
+ }
+ input {
+ text-align: left;
+ padding-left: 22px;
+ &:focus {
+ box-shadow: none;
+ }
+ }
+ }
+}
+.subdirectory {
+ border: none;
+ margin-left: 8px;
+ min-height: 8px;
+
+}
+.directory-list {
+ padding-bottom: 4px;
+ .folder {
+ & > .folder-header {
+ line-height: default;
+ padding: 0 0 0 8px;
+ position: relative;
+ border: none;
+ h3 {
+ padding: 8px 4px;
+ .openSans(13px, 700);
+ line-height: 1.6;
+ & > i {
+ margin-right: 4px;
+ }
+ }
+ a {
+ position: absolute;
+ top: 0;
+ right: 4px;
+ height: 100%;
+ padding: 0 4px;
+ i {
+ margin-top: 12px;
+ }
+
+ &.create-folder {
+ right: 28px;
+ }
+ }
+ }
+ }
+ .directory-item img {
+ flex: 0 0 32px;
+ height: 32px;
+ width: 32px;
+ align-self: center;
+ }
+ .actor, .item, .journal, .table {
+ border: none;
+ .entity-name {
+ .openSans(13px, 700);
+ }
+
+ }
+}
+}
+#scenes {
+ .subdirectory {
+ border-left: none;
+ }
+ .scene {
+ border: none;
+ box-shadow: none;
+ position: relative;
+ height: 128px;
+ & + .scene {
+ margin-top: 4px;
+ }
+ &::after {
+ content: '';
+ display: block;
+ width: 100%;
+ height: 99px;
+ position: absolute;
+ top: 28px;
+ left: 0;
+ }
+ h3 {
+ .openSans(13px, 700);
+ text-align: left;
+ text-shadow: none;
+ padding: 4px 4px 4px 12px;
+ line-height: 1.6;
+ position: absolute;
+ top: 0;
+ left: 0;
+ width: 100%;
+ }
+ }
+}
+
+#playlists {
+ .directory-list {
+ padding: 0 8px;
+ li.playlist {
+ padding: 8px;
+ border-radius: 4px;
+ margin-bottom: 8px;
+ border-top: inherit;
+ .dropShadow1();
+ .playlist-header {
+ text-decoration: none;
+ }
+ li.sound {
+ border: none;
+ h4 {
+ .openSans(13px, 400);
+ }
+
+ }
+ }
+ }
+
+}
+#compendium {
+ .compendium-entity {
+ margin: 0 4px;
+ padding: 8px;
+ .dropShadow1();
+ border-radius: 4px;
+ border: none;
+ &+ .compendium-entity {
+ margin-top: 4px;
+ }
+ h3 {
+ background: none;
+ border: none;
+ .russoOne(17px);
+ padding: 0;
+ margin-bottom: 4px;
+ }
+ ol.compendium-list {
+ li.compendium-pack {
+ margin: 0;
+ padding: 4px;
+ border: none;
+ .pack-title {
+ margin: 0;
+ position: relative;
+ a {
+ .openSans(13px, 700);
+ i {
+ display: none;
+ }
+ }
+ .status-icons {
+ top: 4px;
+ font-size: 13px;
+ }
+ }
+
+ }
+ }
+ }
+}
+
+#settings {
+ h2 {
+ border: none;
+ margin: 0 8px;
+ padding: 0;
+ background: none;
+ }
+ #game-details, #settings-game, #settings-documentation, #settings-access {
+ padding: 0 8px;
+ margin: 0 0 8px;
+ }
+}
\ No newline at end of file
diff --git a/less/update/components/sidebar-themes.less b/less/update/components/sidebar-themes.less
new file mode 100644
index 00000000..b7d53e7a
--- /dev/null
+++ b/less/update/components/sidebar-themes.less
@@ -0,0 +1,295 @@
+#sidebar-tabs {
+ background: @sidebarTabBackground;
+ & > .collapse {
+ color: @sidebarTabLinkColor;
+ }
+ .item.active {
+ color: @sidebarTabLinkColor;
+ border-bottom: 3px solid @sidebarTabLinkUnderline;
+ }
+}
+
+/*-----------
+** Chat Tab
+-----------*/
+
+#chat-log {
+ .chat-message {
+ background: @chatBackground;
+ color: @bodyFontColor;
+ & > header {
+ color: @chatHeaderColor;
+ border-bottom: 2px solid @chatHeaderBottomBorderColor;
+ span {
+ color: @bodyFontColor;
+ }
+ }
+
+ }
+}
+.notification-pip {
+ color: @chatNotificationColor;
+}
+
+.sw5e.chat-card {
+
+ .card-header {
+ h3 {
+ color: @bodyFontColor;
+ &:hover {
+ color: @bodyFontColor;
+ }
+ }
+ }
+
+
+ .card-buttons {
+ span {
+ border: 1px solid @cardButtonBorder;
+ }
+
+ }
+
+ .card-footer {
+ border-top: 1px solid @cardFooterBorder;
+
+ span {
+ border-right: 1px solid @cardFooterSeparator;
+ &:last-child {
+ border-right: none;
+ }
+ }
+ }
+}
+.dice-roll {
+
+ .dice-formula {
+ background: @diceFormulaBackground;
+ color: @diceFormualColor;
+ box-shadow: none;
+ border-radius: 4px;
+ }
+
+.dice-total {
+ background: @diceTotalBackground;
+ border: 1px solid @diceTotalBorder;
+ box-shadow: 0 0 12px rgba(@diceTotalShadow,.8);
+ &.success {
+ color: @diceSuccessColor;
+ }
+ &.failure {
+ color: @diceFailureColor;
+ }
+ &.critical {
+ color: @diceCriticalColor;
+ background: @diceCriticalBackground;
+ box-shadow: 0 0 12px rgba(@diceCriticalColor,.5);
+ }
+ &.fumble {
+ color: @diceFumbleColor;
+ background: @diceFumbleBackground;
+ box-shadow: 0 0 12px rgba(@diceFumbleColor,.5);
+ }
+}
+}
+#chat-controls {
+ .roll-type-select {
+ background: @inputBackgroundColor;
+ }
+ label {
+ color: @bodyFontColor;
+ }
+
+}
+#chat-form textarea {
+ background: @inputBackgroundColor;
+
+}
+
+/*-----------
+** Combat Tab
+-----------*/
+#combat {
+#combat-round {
+ color: @combatRoundColor;
+ border-bottom: 2px solid @combatRoundColor;
+ .encounters {
+ h4 {
+ color: @combatRoundColor;
+ }
+ a {
+ color: @linkSecondaryColor;
+ &:hover {
+ color: @linkColor;
+ }
+ }
+ }
+}
+ #combat-tracker {
+ //padding-top: 4px;
+ li.combatant {
+ color: @bodyFontColor;
+ &:nth-child(even) {
+ background: rgba(@altRowBackground, 0.5);
+ }
+ h4 {
+ color: @bodyFontColor
+ }
+ .roll {
+ color: @linkSecondaryColor;
+ &:hover {
+ color: @linkColor;
+ }
+ }
+ .combatant-control {
+ color: @combatCombatantControlColor;
+ &.active {
+ color: @combatCombatantControlColorActive;
+ }
+ }
+ .token-resource {
+ color: @combatTokenResourceColor;
+ border-right: 1px solid @combatTokenResouceBorder;
+ }
+ &.active {
+ color: @combatActiveCombatantColor;
+ .initiative, h4 {
+ color: @combatActiveCombatantColor;
+ }
+ }
+ &.hidden {
+ color: @bodyFontColor;
+ }
+ }
+ }
+ #combat-controls {
+ border-top: 1px solid @combatControlsBorder;
+ }
+}
+
+/*
+** Folders
+*/
+.sidebar-tab {
+.directory-header {
+ .header-search {
+ i.fa-search {
+ color: @folderSearchIconColor;
+ }
+ input {
+ background: @inputBackgroundColor;
+ }
+ }
+}
+.subdirectory {
+ background: @folderSubdirectoryBackground;
+ .folder {
+ border-left: 2px solid rgba(@folderSubdirectoryBorder, 0.4);
+ }
+}
+.directory-list {
+ li + li {
+ border-top: 1px solid @directoryListItemBorder;
+ }
+ .folder {
+ & > .folder-header {
+ background: @folderHeaderBackground;
+ h3 {
+ background: @folderHeaderBackground;
+ color: @folderHeaderColor;
+ & > i {
+ color: @folderIconColor;
+ }
+ }
+ a {
+ color: @linkSecondaryColor;
+ &:hover {
+ color: @linkColor;
+ }
+ }
+ }
+ &.collapsed > .folder-header {
+ background: @folderHeaderBackground;
+ }
+ & + .entity {
+ border-top: 1px solid @directoryListItemBorder;
+ }
+ }
+
+ .actor, .item, .journal, .table {
+ background: @entityBackgroundColor;
+ .entity-name {
+ color: @entityNameColor;
+ }
+ &:nth-child(even) {
+ background: rgba(@altRowBackground, 0.3);
+ }
+ }
+}
+}
+#scenes {
+ .scene {
+ border-top: 1px solid @sceneBorderColor;
+ border-left: 4px solid @sceneBorderColor;
+ &::after {
+ box-shadow: 0 0 20px @sceneBorderColor inset;
+ }
+ h3 {
+ background: @sceneBackgroundColor;
+ }
+ }
+}
+
+#playlists {
+ .directory-list {
+ li.playlist {
+ background: @playlistBackgroundColor;
+ .playlist-header {
+ background: @playlistBackgroundColor;
+ color: @colorRed;
+ border-bottom: 2px solid @playlistHeaderBorder;
+ }
+ li.sound {
+ color: @playlistSoundColor;
+
+ }
+ a.sound-control {
+ color: @linkColor;
+ }
+ }
+ }
+
+}
+#compendium {
+ .compendium-entity {
+ background: @compendiumEntityBackground !important;
+ h3 {
+ border-bottom: 2px solid @headerBorderColor;
+ }
+ ol.compendium-list {
+ li.compendium-pack {
+ &:nth-child(even) {
+ background: rgba(@altRowBackground, 0.3);
+ }
+ .pack-title {
+ .status-icons {
+ color: @compendiumStatusIcon;
+ }
+ }
+ footer.compendium-footer {
+ color: @bodyFontColor;
+ }
+ }
+ }
+ }
+}
+
+#settings {
+ h2 {
+ color: @headingColor;
+ border-bottom: 2px solid @headerBorderColor;
+ }
+ #game-details, #settings-game, #settings-documentation, #settings-access {
+ color: @bodyFontColor;
+ }
+}
\ No newline at end of file
diff --git a/less/update/components/sidebar.less b/less/update/components/sidebar.less
new file mode 100644
index 00000000..2cfb6737
--- /dev/null
+++ b/less/update/components/sidebar.less
@@ -0,0 +1,495 @@
+#sidebar {
+ border: none; //1px solid @colorBlue;
+}
+
+#sidebar-tabs {
+ border: none;
+ box-shadow: none;
+ background: white;
+ .dropShadow1();
+ & > .collapse {
+ color: @colorRed;
+ }
+ .item {
+ font-size: 16px;
+ }
+ .item.active {
+ color: @colorRed;
+ border: none;
+ border-bottom: 3px solid @colorRed;
+ box-shadow: none;
+ background: none;
+ text-shadow: none;
+ }
+}
+
+/*-----------
+** Chat Tab
+-----------*/
+
+#chat-log {
+ .chat-message {
+ background: white;
+ border: none;
+ border-radius: 4px;
+ margin-bottom: 8px;
+ .dropShadow1();
+ & > header {
+ color: @colorRed;
+ border-bottom: 2px solid @colorBlue;
+ margin-bottom: 4px;
+ span {
+ color: @colorBlack;
+ }
+ }
+
+ }
+}
+.notification-pip {
+ color: @colorBlue;
+ text-shadow: none;
+
+}
+
+.sw5e.chat-card {
+ font-size: 13px;
+
+ .card-header {
+ padding: 0;
+ border: none;
+
+ img {
+ flex: 0 0 36px;
+ margin-right: 4px;
+ }
+
+ h3 {
+ flex: 1;
+ margin: 0;
+ line-height: 36px;
+ .russoOne(17px);
+ color: @colorBlack;
+ &:hover {
+ color: @colorBlack;
+ text-shadow: none;
+ }
+ }
+ }
+
+ .card-content {
+ margin: 4px 0;
+
+ h3 {
+ font-size: 12px;
+ margin: 0;
+ font-weight: bold;
+ }
+
+ > * {
+ -webkit-user-select: text;
+ -moz-user-select: text;
+ -ms-user-select: text;
+ user-select: text;
+ }
+ }
+
+ .card-buttons {
+ margin: 4px 0;
+
+ span {
+ display: block;
+ line-height: 28px;
+ text-align: center;
+ border: 1px solid @colorLightGray;
+ }
+
+ button {
+ .openSans(13px, 700);
+ padding: 4px 0;
+ height: auto;
+ line-height: 1.6;
+ margin: 4px 0;
+ background: @colorRed;
+ border: none;
+ border-radius: 4px;
+ &:hover, &:focus {
+ background-color: lighten(@colorRed, 5);
+ box-shadow: none;
+ }
+ }
+ }
+
+ .card-footer {
+ padding: 4px 0 0;
+ border-top: 1px solid @colorLightBlue;
+
+ span {
+ border-right: 2px groove #FFF;
+ padding: 0 4px 0 0;
+ font-size: 10px;
+
+ &:last-child {
+ border-right: none;
+ padding-right: 0;
+ }
+ }
+ }
+}
+.dice-roll {
+
+.dice-formula {
+ background: none;
+ border: none;
+}
+.dice-total {
+ background: @colorPaleBlue;
+ border: 1px solid @colorBlue;
+ border-radius: 0;
+ padding: 4px 0;
+ box-shadow: 0 0 12px rgba(@colorBlue,.5);
+ &.success {
+ color: inherit;
+ background: #c7d0c0;
+ border: 1px solid #006c00;
+ }
+ &.failure {
+ color: inherit;
+ background: #ffdddd;
+ border: 1px solid #6e0000;
+ }
+ &.critical {
+ color: @colorGreen;
+ background: @colorPaleGreen;
+ box-shadow: 0 0 12px rgba(@colorGreen,.5);
+ }
+ &.fumble {
+ color: red;
+ }
+}
+}
+#chat-controls {
+ padding-top: 4px;
+ label {
+ color: @colorBlack;
+ }
+
+}
+#chat-form textarea {
+ background: white;
+ &:focus {
+ box-shadow: none;
+ outline: none;
+ }
+}
+
+/*-----------
+** Combat Tab
+-----------*/
+#combat {
+#combat-round {
+ color: @colorRed;
+ border-bottom: 2px solid @colorBlue;
+ .encounters {
+ h4 {
+ color: @colorRed;
+ }
+ a {
+ color: @colorGray;
+ &:hover {
+ color: @colorRed;
+ }
+ }
+ }
+}
+ #combat-tracker {
+ //padding-top: 4px;
+ li.combatant {
+ padding: 4px 0;
+ color: @colorBlack;
+ background: none;
+ &:nth-child(even) {
+ background: rgba(@colorPaleBlue, 0.5);
+ }
+ h4 {
+ color: @colorBlack;
+ text-shadow: none;
+ }
+ .roll {
+ background: none;
+ color: @colorGray;
+ &::before {
+ content: "\f6cf";
+ .fontAwesome();
+ font-size: 28px;
+ }
+ &:hover {
+ color: @colorRed;
+ }
+ }
+ .combatant-control {
+ color: @colorLightGray;
+ text-shadow: none;
+ &.active {
+ color: @colorDarkGray;
+ }
+ }
+ .token-resource {
+ color: @colorGray;
+ border-right: 1px solid @colorLightGray;
+ }
+ .initiative {
+ text-shadow: none;
+ }
+ &.active {
+ color: @colorBlue;
+ .initiative, h4 {
+ color: @colorBlue;
+ }
+ }
+ &.hidden {
+ opacity: 0.5;
+ color: @colorBlack;
+ }
+ }
+ }
+ #combat-controls {
+ padding-top: 0;
+ border-top: 1px solid @colorBlue;
+ }
+}
+
+/*
+** Folders
+*/
+.sidebar-tab {
+.directory-header {
+ margin-bottom: 4px;
+ .header-search {
+ position: relative;
+ i.fa-search {
+ position: absolute;
+ left: 8px;
+ color: @colorBlue;
+ }
+ input {
+ text-align: left;
+ padding-left: 22px;
+ background: white;
+ &:focus {
+ box-shadow: none;
+ }
+ }
+ }
+}
+.subdirectory {
+ border: none;
+ margin-left: 8px;
+ background: white;
+ min-height: 8px;
+ .folder {
+ border-left: 2px solid rgba(@colorBlack, 0.4);
+ }
+}
+.directory-list {
+ padding-bottom: 4px;
+ li + li {
+ border-top: 1px solid @colorBlue;
+ }
+ .folder {
+ & > .folder-header {
+ line-height: default;
+ padding: 0 0 0 8px;
+ position: relative;
+ border: none;
+ background: white;
+ h3 {
+ padding: 8px 4px;
+ background: white;
+ color: @colorBlack;
+ .openSans(13px, 700);
+ line-height: 1.6;
+ & > i {
+ margin-right: 4px;
+ color: @colorBlue;
+ }
+ }
+ a {
+ position: absolute;
+ top: 0;
+ right: 4px;
+ height: 100%;
+ padding: 0 4px;
+ color: @colorLightGray;
+ &:hover {
+ color: @colorRed;
+ }
+ i {
+ margin-top: 12px;
+ }
+
+ &.create-folder {
+ right: 28px;
+ }
+ }
+ }
+ &.collapsed > .folder-header {
+ background: white;
+ }
+ & + .entity {
+ border-top: 1px solid @colorBlue;
+ }
+ }
+ .directory-item img {
+ flex: 0 0 32px;
+ height: 32px;
+ width: 32px;
+ align-self: center;
+ }
+ .actor, .item, .journal, .table {
+ background: white;
+ border: none;
+ .entity-name {
+ .openSans(13px, 700);
+ color: @colorBlack;
+ }
+ &:nth-child(even) {
+ background: rgba(@colorPaleBlue, 0.3);
+ }
+ }
+}
+}
+#scenes {
+ .subdirectory {
+ border-left: none;
+ }
+ .scene {
+ border: none;
+ border-top: 1px solid @colorBlue;
+ border-left: 4px solid @colorBlue;
+ box-shadow: none;
+ position: relative;
+ height: 128px;
+ //margin-bottom: 4px;
+ & + .scene {
+ margin-top: 4px;
+ }
+ &::after {
+ content: '';
+ display: block;
+ width: 100%;
+ height: 99px;
+ position: absolute;
+ top: 28px;
+ left: 0;
+ box-shadow: 0 0 20px @colorBlue inset;
+ }
+ h3 {
+ .openSans(13px, 700);
+ text-align: left;
+ text-shadow: none;
+ padding: 4px 4px 4px 12px;
+ background: white;
+ line-height: 1.6;
+ position: absolute;
+ top: 0;
+ left: 0;
+ width: 100%;
+ }
+ }
+}
+
+#playlists {
+ .directory-list {
+ padding: 0 8px;
+ li.playlist {
+ padding: 8px;
+ border-radius: 4px;
+ background: white;
+ margin-bottom: 8px;
+ border-top: inherit;
+ .dropShadow1();
+ .playlist-header {
+ background: white;
+ color: @colorRed;
+ text-decoration: none;
+ border-bottom: 2px solid @colorBlue;
+ }
+ li.sound {
+ border: none;
+ color: @colorBlack;
+ h4 {
+ .openSans(13px, 400);
+ }
+
+ }
+ a.sound-control {
+ color: @colorRed;
+ }
+ }
+ }
+
+}
+#compendium {
+ .compendium-entity {
+ margin: 0 4px;
+ padding: 8px;
+ background: white !important;
+ .dropShadow1();
+ border-radius: 4px;
+ border: none;
+ &+ .compendium-entity {
+ margin-top: 4px;
+ }
+ h3 {
+ border: none;
+ color: @colorRed;
+ border-bottom: 2px solid @colorBlue;
+ .russoOne(17px);
+ padding: 0;
+ margin-bottom: 4px;
+ }
+ ol.compendium-list {
+ li.compendium-pack {
+ margin: 0;
+ padding: 4px;
+ border: none;
+ &:nth-child(even) {
+ background: rgba(@colorPaleBlue, 0.3);
+ }
+ .pack-title {
+ margin: 0;
+ position: relative;
+ a {
+ .openSans(13px, 700);
+ i {
+ display: none;
+ }
+ }
+ .status-icons {
+ top: 4px;
+ color: @colorLightGray;
+ font-size: 13px;
+ }
+ }
+ footer.compendium-footer {
+ color: @colorBlack;
+ }
+ }
+ }
+ }
+}
+
+#settings {
+ h2 {
+ color: @colorRed;
+ border: none;
+ border-bottom: 2px solid @colorBlue;
+ margin: 0 8px;
+ padding: 0;
+ }
+ #game-details, #settings-game, #settings-documentation, #settings-access {
+ padding: 0 8px;
+ margin: 0 0 8px;
+ color: @colorBlack;
+ }
+}
\ No newline at end of file
diff --git a/less/update/sw5e-dark.less b/less/update/sw5e-dark.less
new file mode 100644
index 00000000..aef08059
--- /dev/null
+++ b/less/update/sw5e-dark.less
@@ -0,0 +1,47 @@
+@import "_variables.less";
+@import "_variables-dark.less";
+
+body.dark-theme {
+ .app {
+ background: @primaryBackground;
+ }
+ h1,
+ h2,
+ h3,
+ h4,
+ h5,
+ h6 {
+ color: @headingColor;
+ }
+ h3 {
+ border-bottom: 2px solid @headerBorderColor;
+ }
+
+ a {
+ color: @linkColor;
+ text-decoration: none;
+
+ &:hover,
+ &:active {
+ text-shadow: none;
+ text-decoration: underline;
+ }
+ }
+
+ blockquote {
+ padding: 4px 8px;
+ background-color: @blockquoteBackground;
+ border: 1px solid @blockquoteBorder;
+ box-shadow: @blockquoteShadow;
+ }
+
+ hr {
+ border-width: 0 0 1px 0;
+ border-bottom: 1px solid @hrColor;
+ }
+ @import "components/forms-themes.less";
+ @import "components/sidebar-themes.less";
+ @import "components/foundry-nav-themes.less";
+ @import "components/foundry-app-window-themes.less";
+ @import "components/actor-themes.less";
+}
\ No newline at end of file
diff --git a/less/update/sw5e-global.less b/less/update/sw5e-global.less
new file mode 100644
index 00000000..6f73a9c0
--- /dev/null
+++ b/less/update/sw5e-global.less
@@ -0,0 +1,185 @@
+/* open-sans-regular - latin */
+@font-face {
+ font-family: 'Open Sans';
+ font-style: normal;
+ font-weight: 400;
+ src: url('./fonts/OpenSans-Regular.ttf');
+}
+@font-face {
+ font-family: 'Open Sans';
+ font-style: italic;
+ font-weight: 400;
+ src: url('./fonts/OpenSans-Italic.ttf');
+}
+@font-face {
+ font-family: 'Open Sans';
+ font-style: normal;
+ font-weight: 700;
+ src: url('./fonts/OpenSans-Bold.ttf');
+}
+@font-face {
+ font-family: 'Open Sans';
+ font-style: italic;
+ font-weight: 700;
+ src: url('./fonts/OpenSans-BoldItalic.ttf');
+}
+/* russo-one-regular - latin */
+@font-face {
+ font-family: 'Russo One';
+ font-style: normal;
+ font-weight: 400;
+ src: url('./fonts/RussoOne.ttf');
+}
+@font-face {
+ font-family: 'Russo One';
+ font-style: italic;
+ font-weight: 400;
+ src: url('./fonts/RussoOne.ttf');
+}
+@font-face {
+ font-family: 'Russo One';
+ font-style: normal;
+ font-weight: 700;
+ src: url('./fonts/RussoOne.ttf');
+}
+@font-face {
+ font-family: 'Aurebesh';
+ font-style: normal;
+ font-weight: 400;
+ src: url('./fonts/Aurebesh.ttf');
+}
+@import "_variables.less";
+
+html {
+ box-sizing: border-box;
+}
+*, *:before, *:after {
+ box-sizing: inherit;
+}
+// ::-webkit-scrollbar {
+// width: 6px;
+// height: 6px;
+// }
+::-webkit-scrollbar-track {
+ border: 1px solid @colorBlue;
+ border-radius: 4px;
+}
+::-webkit-scrollbar-thumb {
+ outline: none;
+ border-radius: 4px;
+ background: @colorBlue;
+ border: none;
+}
+:root {
+ scrollbar-width: thin;
+ scrollbar-color: @colorBlue @colorPaleBlue;
+}
+
+body {
+ .openSans(13px, 400);
+}
+
+h1 {
+ .russoOne(34px);
+}
+h2 {
+ .russoOne(27px);
+}
+h3 {
+ .russoOne(21px);
+}
+h4 {
+ .russoOne(17px);
+}
+h5, h6 {
+ .russoOne(13px);
+}
+
+a {
+ text-decoration: none;
+ &:hover, &:active {
+ text-shadow: none;
+ text-decoration: underline;
+ }
+}
+
+.app {
+ border: none;// 1px solid @colorBlue;
+ .dropShadow1();
+}
+#pause {
+ img {display: none;}
+ background: none;
+ height: 128px;
+ &::before {
+ content: '';
+ position: absolute;
+ top: 0;
+ margin-left: -64px;
+ left: 50%;
+ width: 128px;
+ height: 128px;
+ background: url("ui/pause-inner.svg") no-repeat 50% 50%;
+ animation-name: pause-spin;
+ animation-duration: 10000ms;
+ animation-iteration-count: infinite;
+ animation-timing-function: linear;
+ }
+ &::after {
+ content: '';
+ position: absolute;
+ top: 0;
+ margin-left: -64px;
+ left: 50%;
+ width: 128px;
+ height: 128px;
+ background: url("ui/pause-outer.svg") no-repeat 50% 50%;
+ animation-name: pause-spin;
+ animation-duration: 5000ms;
+ animation-iteration-count: infinite;
+ animation-timing-function: linear;
+ animation-direction: reverse;
+ }
+ h3 {
+ border-bottom: 0;
+ line-height: 1;
+ position: absolute;
+ top: 50%;
+ left: 50%;
+ width: 256px;
+ margin-left: -128px;
+ margin-top: -13px;
+ text-shadow: 0 0 24px @colorBlue;
+ &::before, &::after {
+ position: absolute;
+ font-family: "Aurebesh", sans-serif;
+ font-size: 13px;
+ color: @colorGray;
+ animation: none;
+ opacity: 0.8;
+ text-shadow: 0 0 8px @colorBlue;
+ }
+ &::before {
+ content: "GAME";
+ top: -13px;
+ left: 42px;
+ }
+ &::after {
+ content: "PAUSED";
+ bottom: -13px;
+ right: 42px;
+ }
+ }
+}
+@import "components/forms-global.less";
+@import "components/sidebar-global.less";
+@import "components/actor-global.less";
+
+@keyframes pause-spin {
+ from {
+ transform:rotate(0deg);
+ }
+ to {
+ transform: rotate(360deg);
+ }
+}
\ No newline at end of file
diff --git a/less/update/sw5e-light.less b/less/update/sw5e-light.less
new file mode 100644
index 00000000..7e36b236
--- /dev/null
+++ b/less/update/sw5e-light.less
@@ -0,0 +1,47 @@
+@import "_variables.less";
+@import "_variables-light.less";
+
+body.light-theme {
+ .app {
+ background: @primaryBackground;
+ }
+ h1,
+ h2,
+ h3,
+ h4,
+ h5,
+ h6 {
+ color: @headingColor;
+ }
+ h3 {
+ border-bottom: 2px solid @headerBorderColor;
+ }
+
+ a {
+ color: @linkColor;
+ text-decoration: none;
+
+ &:hover,
+ &:active {
+ text-shadow: none;
+ text-decoration: underline;
+ }
+ }
+
+ blockquote {
+ padding: 4px 8px;
+ background-color: @blockquoteBackground;
+ border: 1px solid @blockquoteBorder;
+ box-shadow: @blockquoteShadow;
+ }
+
+ hr {
+ border-width: 0 0 1px 0;
+ border-bottom: 1px solid @hrColor;
+ }
+ @import "components/forms-themes.less";
+ @import "components/sidebar-themes.less";
+ @import "components/foundry-nav-themes.less";
+ @import "components/foundry-app-window-themes.less";
+ @import "components/actor-themes.less";
+}
\ No newline at end of file
diff --git a/less/update/sw5e-update.less b/less/update/sw5e-update.less
new file mode 100644
index 00000000..15b7badd
--- /dev/null
+++ b/less/update/sw5e-update.less
@@ -0,0 +1,61 @@
+@import "variables.less";
+
+
+
+a {
+ color: @colorRed;
+ text-decoration: none;
+ &:hover, &:active {
+ text-shadow: none;
+ text-decoration: underline;
+ }
+}
+
+.app {
+ background: @sheetBackground;
+ border: none;// 1px solid @colorBlue;
+ .dropShadow1();
+}
+
+#context-menu {
+ background: none;
+ border: none;
+ border-radius: 0;
+ color: @colorBlack;
+ padding: 0 8px;
+ ol.context-items {
+ background: white;
+ border-radius: 4px;
+ border: 1px solid @colorLightGray;
+ .dropShadow2();
+ li.context-item {
+ &:first-child {
+ border-top-left-radius: 4px;
+ border-top-right-radius: 4px;
+ }
+ &:last-child {
+ border-bottom-left-radius: 4px;
+ border-bottom-right-radius: 4px;
+ }
+ i {
+ color: @colorBlue;
+ }
+ &:hover {
+ background: @colorRed;
+ color: white;
+ text-shadow: none;
+ cursor: pointer;
+ i {
+ color: white;
+ }
+ }
+ & + li {
+ border-top: 1px solid @colorPaleGray;
+ }
+ }
+ }
+
+
+}
+@import "components/forms.less";
+@import "components/sidebar.less";
\ No newline at end of file
diff --git a/module/actor/entity.js b/module/actor/entity.js
index ca4632a0..0b85921b 100644
--- a/module/actor/entity.js
+++ b/module/actor/entity.js
@@ -6,7 +6,7 @@ import AbilityTemplate from "../pixi/ability-template.js";
import {SW5E} from '../config.js';
/**
- * Extend the base Actor class to implement additional logic specialized for SW5e.
+ * Extend the base Actor class to implement additional system-specific logic for SW5e.
*/
export default class Actor5e extends Actor {
@@ -20,48 +20,6 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
- /**
- * @override
- * TODO: This becomes unnecessary after 0.7.x is released
- */
- initialize() {
- try {
- this.prepareData();
- } catch(err) {
- console.error(`Failed to initialize data for ${this.constructor.name} ${this.id}:`);
- console.error(err);
- }
- }
-
- /* -------------------------------------------- */
-
- /**
- * @override
- * TODO: This becomes unnecessary after 0.7.x is released
- */
- prepareData() {
- const is07x = !isNewerVersion("0.7.1", game.data.version);
- if ( is07x ) this.data = duplicate(this._data);
- if (!this.data.img) this.data.img = CONST.DEFAULT_TOKEN;
- if ( !this.data.name ) this.data.name = "New " + this.entity;
- this.prepareBaseData();
- this.prepareEmbeddedEntities();
- if ( is07x ) this.applyActiveEffects();
- this.prepareDerivedData();
- }
-
- /* -------------------------------------------- */
-
- /**
- * @override
- * TODO: This becomes unnecessary after 0.7.x is released
- */
- applyActiveEffects() {
- if (!isNewerVersion("0.7.1", game.data.version)) return super.applyActiveEffects();
- }
-
- /* -------------------------------------------- */
-
/** @override */
prepareBaseData() {
switch ( this.data.type ) {
@@ -116,6 +74,11 @@ export default class Actor5e extends Actor {
abl.save = Math.max(abl.save, originalSaves[id].save);
}
}
+
+ // Inventory encumbrance
+ data.attributes.encumbrance = this._computeEncumbrance(actorData);
+
+ // Prepare skills
this._prepareSkills(actorData, bonuses, checkBonus, originalSkills);
// Determine Initiative Modifier
@@ -126,7 +89,8 @@ export default class Actor5e extends Actor {
if ( joat ) init.prof = Math.floor(0.5 * data.attributes.prof);
else if ( athlete ) init.prof = Math.ceil(0.5 * data.attributes.prof);
else init.prof = 0;
- init.bonus = Number(init.value + (flags.initiativeAlert ? 5 : 0));
+ init.value = init.value ?? 0;
+ init.bonus = init.value + (flags.initiativeAlert ? 5 : 0);
init.total = init.mod + init.prof + init.bonus;
// Prepare power-casting data
@@ -169,7 +133,7 @@ export default class Actor5e extends Actor {
}
return obj;
}, {});
- data.prof = this.data.data.attributes.prof;
+ data.prof = this.data.data.attributes.prof || 0;
return data;
}
@@ -177,33 +141,36 @@ export default class Actor5e extends Actor {
/**
* Return the features which a character is awarded for each class level
- * @param cls {Object} Data object for class, equivalent to Item5e.data or raw compendium entry
+ * @param {string} className The class name being added
+ * @param {string} subclassName The subclass of the class being added, if any
+ * @param {number} level The number of levels in the added class
+ * @param {number} priorLevel The previous level of the added class
* @return {Promise Are you sure you want to delete ${item.data.name}? ${game.i18n.localize("SW5E.CurrencyConvertHint")} ${game.i18n.localize("SW5E.CurrencyConvertHint")}
+
Known Languages
+
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 hit 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.
Type: Operation
Prerequisites: Tier 4, Improved Communications
This modification massively improves the native communications on your ship. Deployed operators 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, the deployed operator has advantage on Intelligence (Technology) checks to encrypt a message. If they already have advantage on the roll, they can instead reroll one of the dice once.
Value/Weight: 150 cr, 1 lb.
A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can synchronize the deton-ator with a single explosive device, such as a breaching charge, grenade, or mine. As an action, you can remotely detonate the paired explosive.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Those fighters who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialists combine rigorous training with physical excellence to deal devastating blows.
When you choose this specialty at 3rd level, whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Assault Bonus Damage table.
Beginning at 7th level, whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
At 10th level, you can choose a second Fighting Style option.
Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
THE ASSAULT SPECIALIST
Level | Bonus Damage |
3rd | 1d4 |
10th | 1d6 |
16th | 1d8 |
20th | 1d10 |
Level: 4
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Drain VItality
You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
","img":""} -{"_id":"MDU1YTRjNzQyN2Vi","name":"Master Dragite Lens","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":28,"handout-archived":false}},"sort":280000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Type: Armor Modification
Subtype: Shielding
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This shield gains the spiked (1d6) property. If it already has the spiked property, the spiked damage increases by two steps (from d4 to d8).
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
You are a devout follower of the Jedi Order: an ancient, monastic peacekeeping organization united in its observance of the light side of the Force. A noble order of protectors noted for their ability to tap into the power of the Force, the Jedi serve as guardians of peace and justice in the Galactic Republic. You follow the Jedi Code:
“There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.”
As a Jedi, you command the respect of those who are loyal to the Jedi Order. You and your adventuring companions can expect to receive free healing and care at any Jedi temple, and those who support your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific Jedi temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Jedi for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Investigator |
3 | Loremaster |
4 | Charmer |
5 | Linguist |
6 | Crafter |
7 | Healer |
8 | Force Sensitive |
Jedi are shaped by their experience in their temple. Their study of the history and tenets of the Jedi Order and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
d8 | Personality Trait |
---|---|
1 | I idolize a particular Jedi, and constantly refer to that person's deeds and example. |
2 | I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. |
3 | I see omens in every event and action. The Force tries to speak to us, we just need to listen |
4 | Nothing can shake my optimistic attitude. |
5 | I quote (or misquote) sacred Jedi texts and proverbs in almost every situation. |
6 | I am tolerant (or intolerant) of those who don't support the Jedi. |
7 | I've enjoyed fine food, drink, and high society. Rough living grates on me. |
8 | I've spent so long in the Jedi temple that I have little practical experience dealing with people in the world. |
d6 | Ideal |
---|---|
1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
2 | Charity. I always try to help those in need, no matter what the personal cost. (Light) |
3 | Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic) |
4 | Power. I hope to one day rise to the rank of Jedi Master. (Lawful) |
5 | Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Lawful) |
6 | Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Any) |
d6 | Bond |
---|---|
1 | I would die to recover an ancient Jedi relic that was lost long ago. |
2 | I will someday get revenge on those who razed my temple. |
3 | I owe my life to the Jedi who took me in when my parents died. |
4 | Everything I do is for the common people. |
5 | I will do anything to protect the temple where I served. |
6 | I seek to preserve a sacred text that my enemies seek to destroy. |
d6 | Flaw |
---|---|
1 | I judge others harshly, and myself even more severely. |
2 | I put too much trust in those who wield power within my temple's hierarchy. |
3 | My piety sometimes leads me to blindly trust those that profess faith in the Force. |
4 | I am inflexible in my thinking. |
5 | I am suspicious of strangers and expect the worst of them. |
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Legendary
Prerequisite: Charisma 15
Attunement: No
Source: WH
Your Charisma score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Charisma saving throws.
Side Effect: One ability score (other than Charisma) that is chosen by the DM when this augmentation is installed decreases by 1.
This implant drastically increases your force of personality.
","img":""} -{"_id":"MDUzN2ZlYWUxM2Ez","name":"Resilient Thruster","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":33,"handout-archived":false}},"sort":330000,"entryTime":0,"content":"Type: Universal
Prerequisites: Tier 3
You overhaul your ship’s thruster to make it more adaptive. Your ship gains proficiency in Dexterity saving throws.
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.
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.
Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.
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,
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.
Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.
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.
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:
Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier
The ammunition enhancements are presented in alphabetical order.
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.
The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.
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.
The poison damage increases to 4d6 when you reach 18th level in this class.
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.
The fire damage increases to 4d6 when you reach 18th level in this class.
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.
The psychic damage increases to 4d6 when you reach 18th level in this class.
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.
The extra damage increases to 2d6 when you reach 18th level in this class.
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.
The poison damage increases to 4d6 when you reach 18th level in this class.
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.
The kinetic damage increases to 2d6 when you reach 18th level in this class.
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.
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.
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.
At 18th level, your ammunition enhancements improve.
","img":""} -{"_id":"MDVkYTZmOTAzMWVh","name":"Shocking Cartridge (Major)","permission":{"default":2},"folder":"NGNlNjMyMWM5Nzlk","flags":{"R20Converter":{"handout-order":42,"handout-archived":false}},"sort":420000,"entryTime":0,"content":"Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack and damage rolls made with this shocking cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the shocking cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 17 Constitution saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn’t shocked.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
A shield with the versatile property can be used with one or two hands. While wielded in two hands, you gain an additional bonus to AC equal to the versatile number.
Level: 3
Force Alignment: Dark
Casting Period: 1 action
Range: Touch
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Curse
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:
A remove curse 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.
","img":""} -{"_id":"MDY0NzhkODNlNjRm","name":"Devastating Autotargeting Piercing Interface","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":42,"handout-archived":false}},"sort":420000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the piercing 2 property. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This shield gains the interlocking 3 property. If it already has the interlocking property, its interlocking number increases to 3.
Value/Weight: 500 cr, 3 lb.
Gravity generators are special devices typically worn on belts that function as a portable, personal artificial gravity source. Activating or deactivating the belt requires a bonus action and, while active, you are able to move as if in a standard gravitational pull. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.
Level: 5
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: Spare the Dying
You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.
This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival (its head, for instance) the power automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
","img":""} -{"_id":"MDY2ZmNjNTBlNTAz","name":"Strong Alone, Stronger Together","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":42,"handout-archived":false}},"sort":420000,"entryTime":0,"content":"Type: Ventures
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.
\n Name \n | \n\n Cost \n | \n\n Weight \n | \n\n Source \n | \n
\n\n | \n\n 100 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 200 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 2000 \n | \n\n 12 \n | \n\n PHB \n | \n
\n\n | \n\n 75 \n | \n\n 2 \n | \n\n WH \n | \n
\n\n | \n\n 4500 \n | \n\n 20 \n | \n\n PHB \n | \n
\n\n | \n\n 400 \n | \n\n 1 \n | \n\n WH \n | \n
\n\n | \n\n 400 \n | \n\n 20 \n | \n\n WH \n | \n
\n\n | \n\n 150 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 300 \n | \n\n 10 \n | \n\n WH \n | \n
\n\n | \n\n 2500 \n | \n\n 3 \n | \n\n PHB \n | \n
\n\n | \n\n 500 \n | \n\n 1 \n | \n\n WH \n | \n
\n\n | \n\n 3200 \n | \n\n 9 \n | \n\n WH \n | \n
\n\n | \n\n 8000 \n | \n\n 3 \n | \n\n PHB \n | \n
\n\n | \n\n 150 \n | \n\n 3 \n | \n\n PHB \n | \n
\n\n | \n\n 450 \n | \n\n 16 \n | \n\n PHB \n | \n
When you take damage while wearing armor or wielding a shield with the charging property, you gain a charge. You can store a maximum number of charges equal to the charging number, and the charges last for 1 minute. The next time you hit with a melee weapon attack while you have charges, you deal additional damage of the same type as the weapon’s damage equal to the number of charges stored.
","img":""} -{"_id":"MDYxNmIxZjdlYmFh","name":"GNS Strength Enhancer","permission":{"default":2},"folder":"MGI0OWY2ODRmNTNl","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Waist
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this belt, your Strength score becomes 25. If your Strength is already equal to or greater than 25, it has no effect on you.
This large belt greatly increases a users physical power with an array of repulsorfield microgenerators and a pair of reactive-lift actuators that increase raw force and lift-capacity without any loss of speed or fine motor skills.
","img":""} -{"_id":"MDYyODc5YjcxMTBl","name":"AccuTronics Supreme Mark IV","permission":{"default":2},"folder":"YzU5MmIzYWFmYmFk","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Wristpad Modification
Subtype: Motherboard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to the tech save DC of tech powers you cast through this wristpad.
Level: 9
Force Alignment: Dark
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Hysteria
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.
martial blaster
\n\t\tValue/Weight: 750 cr, 12 lb.
\n\t\tDamage: 1d12 Energy
Properties: Ammunition (range 150/600), Reload 2, Strength 11, Two-Handed
\n\t\tType: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the shocking 14 property. If it already has the shocking property, its shocking number increases by 2, to a maximum of 18.
Level: 2
Force Alignment: Light
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
Choose a droid that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the droid takes energy damage equal to your forcecasting ability modifier. 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.
","img":""} -{"_id":"MDc4YzIzNDA4ZWE3","name":"Plague","permission":{"default":2},"folder":"ZTNkNmE5ODczYzU4","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Level: 3
Force Alignment: Dark
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Affliction
Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.
An affected target’s speed is halved, 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.
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.
A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.
","img":""} -{"_id":"MDc5MjcyODA1MzRi","name":"Rending Guard","permission":{"default":2},"folder":"N2NhMjZlODMyYzMx","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 14 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 10 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare’s effects.
martial blaster
\n\t\tValue/Weight: 6300 cr, 24 lb.
\n\t\tDamage: 2d6 Kinetic
Properties: Ammunition (range 150/600), Piercing 1, Reload 1, Strength 15, Two-Handed
\n\t\tValue/Weight: 100 cr, 2 lb.
A bandolier is worn across the chest. It has 12 slots that can each hold a single item that weighs less than 2 lb, such as a vibrodagger, a fragmentation grenade, or a power cell.
Level: 2
Force Alignment: Universal
Casting Period: 1 bonus action
Range: 30 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.
simple lightweapon
Value/Weight: 100 cr, 1 lb.
Damage: 1d4 Energy
Properties: Finesse, Hidden, Light, Luminous, Thrown (20/60)
Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack rolls you make with force powers when using this weapon as your focus.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Ventures
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 saving throw, 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.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
Skin Color | Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white |
Hair Color | None |
Eye Color | Yellow, orange, blue, or gray |
Distinctions | Large, goggle-like eyes, high-domed heads, webbed hands |
Height | 4'9\" | +2d8\" |
Weight | 100 lb. | x(2d4) lb. |
Homeworld | Mon Cala |
Language | Mon Cal |
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.
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.”
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
As a Mon Calamari, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.
Age. Mon calamari reach adulthood in their late teens and live less than a century.
Alignment. Mon calamaris’ love of the arts cause them to tend toward the light side, though there are exceptions.
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.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water.
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.
Mon Calamari Resistance. You have advantage on saving throws against slow effects and you have resistance against cold damage (explained in chapter 9).
Musical. You have proficiency in one musical instrument of your choice.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.
martial blaster
\n\t\tValue/Weight: 9000 cr, 42 lb.
\n\t\tDamage: 3d4 Fire
Properties: Ammunition (range 120/480), Auto, Burst 2, Disintegrate, Reload 2, Strength 19, Two-Handed
\n\t\tType: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Your Wisdom score increases by 1, and your maximum for this score increases by 1. One ability score other than Wisdom (chosen by the GM) decreases by 1.
You worked to keep the holonet up and running, whether being employed directly by an institution or indirectly by people across the galaxy. Your work has allowed you to uncover secrets most would never know existed.
d8 | Employment Type |
---|---|
1 | Inter-world Government |
2 | Inter-world Corporation |
3 | World Government |
4 | Crime Syndicate |
5 | Independent Contractor |
6 | Broadcasting Service |
7 | Small Corporation |
8 | Darknet Broadcasting |
You have the codes to a distributor station which gives you access to all information sent through it. This information comes in the form of useful (and sometimes sensitive) information on a topic you choose each day to tune into; this information isn’t always reliable or interesting. Regardless of the quality of the information, it’s relevance most likely pertains to your locale.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Investigator |
3 | Stealthy |
4 | Techie |
5 | Genius Mechanic |
6 | Bypasser |
7 | Slicer |
8 | Tech Dabbler |
Holonets technicians vary from boring officer worker to criminal information broker.
d8 | Personality Trait |
---|---|
1 | I watch and record people secretly then review it later. |
2 | I talk like I'm on a game show or am a holonet broadcaster at all times. |
3 | I prefer to be left to my own devices. |
4 | I like to record people dying and upload it to the holonet. |
5 | There's no such thing as 'real news'. |
6 | Information is a weapon that I've mastered. |
7 | I am always interested in learning new things. |
8 | I prefer interacting indirectly. |
d6 | Ideal |
---|---|
1 | Duty. It is my duty to keep all people in contact so that everything will continue working as intended. (Lawful) |
2 | Autonomy. Information is meant to confuse and overwhelm. I choose to control my own mind by controlling what information I have access to. (Chaotic) |
3 | Happiness. The more hope and joy I spread, the more laughs I bring; that is why I do what I do. (Light) |
4 | Popularity. I want to become the most renown being in all the galaxy, and I'll destroy the competition. (Dark) |
5 | Knowledge. I don't care who's ideology is right, I care who's ideology will let me learn and document information. (Neutral) |
6 | Self-Fulfillment. I'm just here for the fun of it, no matter what happens it'll make a great story one day. (Any) |
d6 | Bond |
---|---|
1 | I will do anything to free people from censorship. |
2 | I can't let anyone know I work for a crime lord. |
3 | I see truth in an ideology, and I must spread that ideal to all. |
4 | I got a man killed by giving him a platform to speak, I can't let that happen again. |
5 | I�m on the run from a government organization that I spread propaganda against and who's propaganda I destroy. |
6 | I have a famous person's private logs, and I don't know what to do with them. |
d6 | Flaw |
---|---|
1 | I tend to think any broadcaster is a fraud immediately unless they prove otherwise. |
2 | I tend to repeat the same mistake unless it is pointed out to me. |
3 | I will ramble endlessly about a random holonet broadcast that I saw which I think was the best ever. |
4 | I think everyone who works a normal job is a drone without the ability to think freely. |
5 | I describe everything using references to obscure holonet recordings. |
6 | I've become completely desensitized to violence and graphic imagery, to the point where I laugh in an off putting way whenever I see it. |
Level: 4
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
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.
Monks of the Nightsister Order utilize an innate Force-sensitivity to commune with death. They learn to channel this power to drain the life of their foes to prolong their own existence. Males who join this order are called Nightbrothers.
Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged force attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is necrotic, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 focus point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).
At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.
Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.
At 17th level, as an action, you conjure a blade of negative energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.
","img":""} -{"_id":"MDgzZjU4N2MzZjgz","name":"Basic Strength Enhancement","permission":{"default":2},"folder":"OWIwM2I3ZDliZTU0","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Standard
Prerequisite: Strength 11
Attunement: No
Source: WH
Your Strength score increases by 1, to a maximum of 20.
Side Effect: One ability score other than Strength (chosen by the GM) decreases by 1.
","img":""} -{"_id":"MDhmOTI4ZjM2MDcz","name":"Shielding Mastery","permission":{"default":2},"folder":"MWUxMzBlZjUwMjhk","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"You’ve mastered using a shield to defend your allies as well as yourself, and you understand that shields are not just for protection but also for offense. While you are wielding a shield with which you are proficient, you gain the following benefits:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a power or other harmful effect.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 17 Dexterity saving throw. A creature takes 6d6 kinetic damage on a failed save, or half as much as on a successful one.
Skin Color | Pink |
Hair Color | None |
Eye Color | Black |
Distinctions | Horns, precognition, telepathy, thick pink skin |
Height | 4'11\" | +2d10\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Iktotch, moon of Iktotchon |
Language | Iktotchese |
Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males’ horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.
The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.
Iktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.
Iktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.
Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.
Male Names. Dilnam, Imruth, Kashkil, Yellam
Female Names. Kemkal, Onyeth, Reshu, Zorlu
Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend
As a Iktotchi, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Age. Iktotchi reach adulthood in their late teens and live less than a century.
Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.
Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Precognition. You can see brief fragments of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
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.
Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.
Pilot. You have proficiency in the Piloting skill.
Languages. You can speak, read, and write Galactic Basic and Iktotchese.
Level: 8
Force Alignment: Light
Casting Period: 1 action
Range: 150 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Telekinetic Burst
You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.
Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.
","img":""} -{"_id":"MDk4YTRlM2MwZDI4","name":"Burst","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"When you would make a ranged weapon attack with a weapon with the burst property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the burst number. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to ranged weapon attacks) or take the weapon’s normal damage. If the targeted area is beyond normal range but within long range, affected targets have advantage on the save.
","img":""} -{"_id":"MDkwOTljZmI4MDgy","name":"Phasestrike","permission":{"default":2},"folder":"NGY4MWY2MjAwMmI2","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Level: 1
Force Alignment: Universal
Casting Period: 1 bonus action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
Until the power ends, your movement doesn’t provoke opportunity attacks.
Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
","img":""} -{"_id":"MDkwZTQ1NGI1OGM1","name":"Superior Wristpad","permission":{"default":2},"folder":"OGI5MjU1NTFiOTJm","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Focus
Subtype: Tech
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +3 bonus to the tech attack rolls for tech powers you cast through this wristpad.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 17 Dexterity saving throw, taking 6d6 kinetic damage on a failed save or half as much on a successful one.
Level: 9
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: Greater Heal
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This power has no effect on droids or constructs.
","img":""} -{"_id":"MDlkMTY3MjVjNWE1","name":"Bulwark Technique","permission":{"default":2},"folder":"YmRkMGVmMTljMjhm","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Some scouts find themselves far from civilization not to hunt, gather intelligence, or escape danger, but to venture forth simply to defend those unable to defend themselves. Followers of the Bulwark Technique make use of advanced technology to contain those that threaten the undeserving.
You gain proficiency in heavy armor.
When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.
Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.
Additionally, for as long as your barrier has hit points, you gain the following benefits:
Also at 3rd level, when the target of your Ranger’s Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creatures takes bonus damage equal to your Ranger’s Quarry Damage Die.
Beginning at 7th level, you’ve learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier’s hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.
Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
If your barrier’s hit points are reduced to 0, any Projected Barrier features immediately end.
You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).
You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).
This feature’s damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).
You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren’t pushed.
This feature’s damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).
Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.
At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.
","img":""} -{"_id":"MDlkZDIwMTM2OWZi","name":"Titan's Power","permission":{"default":2},"folder":"Y2UyODQ4MTQ3MDlm","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"You have the strength that legends tell of, granting the following benefits:
Type: Weapon
Prerequisites: —
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.
You have undergone extensive physical training to gain the following benefits:
You’ve spent an exorbitant amount of time in water. You gain the following benefits:
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Premium
Prerequisite: No
Attunement: Yes
Set: Jensaarai Regalia
Source: WH
While wearing this cloak with its hood up, you can try to hide when you are lightly obscured from the creature from which you are hiding. Pulling the hood up or down requires a bonus action.
Jensaarai Regalia. While wearing and attuned to this cloak and Jensaarai Armor, while its hood is up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide. While wearing and attuned to this cloak, Jensaraai Armor, and Jensaarai Headgear, when you make a Dexterity saving throw to an avoid an effect that would deal cold, energy, fire, force, or kinetic damage, you can add your Wisdom or Charisma modifier (your choice, minimum of one) to the roll if it doesn’t already include that modifier.
Most Jensaari wear a gray cloak that subtly adapts to their surroundings.
","img":""} -{"_id":"MGFhYTJkYjRlNjdj","name":"Entertainer","permission":{"default":2},"folder":"MmRhYzFiOTM5YWE4","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You thrive in front of an audience, knowing how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.
Skill Proficiencies: Choose two from Acrobatics, Insight, Performance, and Sleight of Hand
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 150 cr
ENTERTAINER ROUTINES
d10 | Entertainer Routines |
1 | Actor |
2 | Dancer |
3 | Fire-eater |
4 | Jester |
5 | Juggler |
6 | Instrumentalist |
7 | Poet |
8 | Singer |
9 | Storyteller |
1 | Tumbler |
FEATURE: BY POPULAR DEMAND
You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
d8 | Personality Trait |
1 | I know a story relevant to almost every situation. |
2 | Whenever I come to a new place, I collect local rumors and spread gossip. |
3 | I'm a hopeless romantic, always searching for that special someone. |
4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. |
5 | I love a good insult, even one directed at me. |
6 | I get bitter if I'm not the center of attention. |
7 | I'll settle for nothing less than perfection. |
8 | I change my mood or my mind as quickly as I change key in a song. |
d6 | Ideal |
1 | Beauty. When I perform, I make the world better than it was. (Light) |
2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) |
3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) |
4 | Greed. I'm only in it for the money and fame. (Dark) |
5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) |
6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) |
d6 | Bond |
1 | My instrument is my most treasured possession, and it reminds me of someone I love. |
2 | Someone stole my precious instrument, and someday I'll get it back. |
3 | I want to be famous, whatever it takes. |
4 | I idolize a hero of the old tales and measure my deeds against that person's. |
5 | I will do anything to prove myself superior to my hated rival. |
6 | I would do anything for the other members of my old troupe. |
d6 | Flaw |
1 | I'll do anything to win fame and renown. |
2 | I'm a sucker for a pretty face. |
3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. |
4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. |
5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. |
6 | Despite my best efforts, I am unreliable to my friends. |
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Operation
Prerequisites: —
This system augments the native radar scanner on your ship. While deployed at the scanner, operators gain blindsight out to 1,000 feet.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls made with this weapon.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
As a part of the action used to cast this power, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the power fails. On a hit, the target suffers the attack’s normal effects and gains the lightning rod debuff until the end of your next turn, as energy begins to course through them. When this power hits a target, if there is a creature within 30 feet who has the lightning rod debuff, then the energy discharges, creating an arc of lightning between them which removes the debuff and deals 1d6 lightning damage to each of them.
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.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Choose two from Deception, Intimidation, Sleight of Hand, and Stealth
Tool Proficiencies: One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit
Equipment: A set of common clothes with a hood, a gaming set (one of your choice), and a belt pouch containing 150 cr
CRIMINAL SPECIALTY
d8 | Criminal Specialty |
1 | Blackmailer |
2 | Burglar |
3 | Enforcer |
4 | Fence |
5 | Highway robber |
6 | Hired killer |
7 | Pickpocket |
8 | Thug |
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
d8 | Personality Trait |
1 | I always have a plan for what to do when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let me emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don't pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can't do it. |
8 | I blow up at the slightest insult. |
d6 | Ideal |
1 | Honor. I don't steal from others in the trade. (Lawful) |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
3 | Charity. I steal from the wealthy so that I can help people in need. (Light) |
4 | Greed. I will do whatever it takes to become wealthy. (Dark) |
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Redemption. There's a spark of good in everyone. (Light) |
d6 | Bond |
1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest thief that ever lived. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
d6 | Flaw |
1 | When I see something valuable, I can't think about anything but how to steal it. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. |
4 | I have a tell that reveals when I'm lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison for a crime that I committed. I'm okay with that. |
Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 2 property. If it already has the absorptive property, its absorptive number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
As part of the action used to cast this power, you must make a ranged attack with a weapon 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’s movement speed is halved until the end of its turn as the air around it turns frigid.
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.
","img":""} -{"_id":"MGI2ODQxYzgzNWNh","name":"Ancient Artusian Lens","permission":{"default":2},"folder":"N2U4ZTVjOWEzZGVl","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Those fighters who choose to become Mounted Specialists excel at mounted combat. Mounted Specialists are most dangerous from the seat of a speeder or saddle of a varactyl, though they can hold their own from the ground. Their versatility often has them leading the charge or protecting the team.
When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.
Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.
Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll ld8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
","img":""} -{"_id":"MGI5ZGQ2MzhmYTA5","name":"Charging Reinforcement Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the charging 2 property. If it already has the charging property, its charging number increases by 2, to a maximum of 3.
You master the doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightdagger, lightfoil, lightsaber, martial lightsaber, shotosaber, techblade, vibroblade, vibrodagger, and vibrorapier. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 3 property. If it already has the dire property, its dire number increases to 3.
Value/Weight: 10 cr, 3 lb.
A canteen can hold 4 pints of liquid.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: Burst property
Attunement: No
Source: WH
When you use the burst feature of this weapon, you can choose to include up to 2 additional creatures within 5 feet of any affected space to also be affected the burst, if they were not already.
Once per turn, when you deal damage with this weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.
","img":""} -{"_id":"MGM1NWJjYTc4NGU4","name":"Meditative Mindfulness","permission":{"default":2},"folder":"MWUwZGVlNzkxN2Zk","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"You’ve delved to new depths during your meditation, granting the following benefits:
Level: 1
Force Alignment: Dark
Casting Period: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Concentration: —
Prerequisite: —
Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You have advantage on Dexterity (Sleight of Hand) checks made to conceal a hidden weapon or armor.
","img":""} -{"_id":"MGM4NWY1OGQ0NzM3","name":"Feigned Confidence","permission":{"default":2},"folder":"NjM1NDA1NDNkY2Nh","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"You’ve spent years pretending you know what you’re doing, gaining the following benefits:
Type: Adventuring Gear
Subtype: Feet
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Before their repulsorcraft hit it big, Aratech honed its edge in the stealth field generator market.
","img":""} -{"_id":"MGMwOWViODE3M2Q0","name":"Rylith Ascendancy Hilt","permission":{"default":2},"folder":"N2U4ZTVjOWEzZGVl","flags":{"R20Converter":{"handout-order":54,"handout-archived":false}},"sort":540000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Level: 3
Casting Period: 1 hour
Range: Touch
Duration: Until dispelled or triggered
Concentration: —
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.
The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.
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.
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.
When you create the trap, choose an explosive trap or a power trap:
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.
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.
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.
","img":""} -{"_id":"MGMyYmZkMWRjOTc5","name":"Exceptional Disguised Defensive Hilt","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and disguised properties. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to AC against melee attacks while wearing this armor or wielding this shield.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You have a +3 bonus to attack and damage rolls made with this power cell. This bonus is in addition to any bonuses granted by the weapon. Once the power cell is depleted, it no longer gives a bonus.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3. Lastly, it gains the rapid property, with a rapid number equal to one-half its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
Type: Armor Modification
Subtype: Armoring
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This armor gains the gauntleted (1d6) property. If it already has the gauntleted property, the gauntleted damage increases by two steps (from d4 to d8).
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: Strength property
Attunement: No
Source: EC
This weapon’s strength number is reduced by three steps (from 19 to 13 or 17 to 11). If the strength number is 15 or lower, this modification removes the strength property from it entirely.
martial vibroweapon
\n\t\tValue/Weight: 200 cr, 6 lb.
\n\t\tDamage: 1d10 Kinetic
Properties: Dexterity 11, Reach, Two-Handed
\n\t\tmartial vibroweapon
\n\t\tValue/Weight: 150 cr, 2 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Versatile (1d10)
\n\t\tType: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Value/Weight: 20 cr, 1 lb.
Code cylinders are security devices in the shape of short cylinders that contain coded information about their bearers and grant them access to secure areas.
Type: Adventuring Gear
Subtype: —
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to ability checks made with these tools.
Value/Weight: 100 cr, 1 lb.
Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
A weapon with this special property has a heavy kickback. While wielding it, you have disadvantage on attack rolls unless you meet the Strength requirement. If the weapon has the burst property, you must meet the Strength requirement to use this feature.
While wearing armor or wielding a shield with the strength property, your speed is reduced by 10 unless you meet the strength requirement.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 8d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 15 Dexterity saving throw, taking 4d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 2 property. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 19 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Value/Weight: 5 cr, 3 lb.
A thick, quilted, blanket made to keep you warm in cold weather.
When making an attack with a mighty weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
","img":""} -{"_id":"MGYzNDY0Y2QzYWI2","name":"Invulnerability Drive","permission":{"default":0},"folder":"NzdmM2U0MTNhY2Nj","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Engineering
Prerequisites: Tier 3
Your ship is equipped with an experimental device which can render it immune to all damage. As an action, a deployed mechanic can activate the drive. Once activated, the drive lasts for 1d4 rounds, granting the following benefits:
A deployed mechanic can end this effect at any time, no action required. When the effect ends, the deployed mechanic must make a Destruction saving throw. On a failure, the ship suffers 1 level of System Damage.
Once this feature has been used, it can’t be used again until the ship undergoes maintenance.
simple lightweapon
Value/Weight: 150 cr, 5 lb.
Damage: 1d10 Energy
Properties: Luminous, Two-Handed
Type: Armor Modification
Subtype: Shielding
Rarity: Standard
Prerequisite: Physical Shield
Attunement: No
Source: WH
This shield gains the interlocking property.
Type: Weapon
Subtype: Any Vibroweapon
Rarity: Advanced
Prerequisite: Thrown property
Attunement: Yes
Source: WH
You have a +3 bonus to attack and damage rolls made with this enhanced weapon. Additionally, when you make a ranged weapon attack with this weapon, it automatically returns to your hand after the attack is complete, whether you hit or miss.
This weapon includes a micro-repulsorfield generator and a biotech signature homing device allowing it to quickly return to its thrower.
","img":""} -{"_id":"MGZkOTM4ZDU0NTM3","name":"Cryogenic Suspension","permission":{"default":2},"folder":"NGU5MDBjMjJiOTNl","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: 2
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
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.
An affected target’s speed is halved, 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.
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.
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.
","img":""} -{"_id":"MGZlYTY3YTczOTg4","name":"Exceptional Diatium Cell","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you score a critical hit with this weapon, you deal three additional weapon dice worth of damage.
Type: Universal
Prerequisites: Tier 1
You improve your ship’s thruster. Your ship’s Dexterity score increases by 1. As normal, you can’t increase your ship’s Dexterity score above 20 with this system.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 9d6 kinetic damage, or half as much on a successful one.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by four steps (from 19 to 11). If the dexterity number is 17 or lower, this modification removes the dexterity property from it entirely. This weapon gains the disarming property.
You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Whenever you take the Dodge or Dash actions, your walking speed increases by 10 feet until the end of your turn.
Those engineers who choose the Artificer Engineering discipline focus on building and modifying lightsabers, while tapping into the latent presence of the Force in these lightsaber crystals.
When you choose this discipline at 3rd level, you gain proficiency in artificer’s tools, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer’s tools, the rate at which you craft doubles.
Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the lightsaber in order to modify it. You must have the lightsaber, materials, and artificer’s tools in order to perform this modification.
Your modified lightsaber is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified lightsaber has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.
Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber’s damage.
The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.
Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer class table.
At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.
At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.
Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.
Prerequisite: 5th level
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.
Prerequisite: 15th level
Prerequisite: Prototype Blastsaber
You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.
Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier’s radius are disabled until rebooted.
Prerequisite: 15th level
Prerequisite: Prototype Brightsaber
You further fine tune your brightsaber. While activated, your modified lightsaber’s bright light now automatically dispels illusions and can detect invisibility, as with truesight.
Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.
Prerequisite: 15th level
Prerequisite: Prototype Disruptorsaber
You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.
Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.
Prerequisite: 5th level
On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.
Prerequisite: 5th level
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.
A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.
Incompatible with other conversions
You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.
Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.
You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Incompatible with other conversions
You modify your lightweapon, giving it a brigher glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.
You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.
You make minor modifications to the ergonomics of your modified saber’s hilt. Your modified lightsaber gains the finesse property.
You add an energy guard at the base of your modified lightsaber’s blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.
Incompatible with other conversions
You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.
Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.
You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.
You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it’s damage die increases to 1d12.
Prerequisite: 11th level
Prerequisite: Burn Through
Your modified lightsaber now scores a critical hit on a roll of 19 or 20.
You insert a series of magnetically charged grips into your modified lightsaber’s hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.
Prerequisite: 7th level
Prerequisite: Blastsaber Conversion
You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.
Prerequisite: 7th level
Prerequisite: Brightsaber Conversion
You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.
Prerequisite: 7th level
Prerequisite: Disruptorsaber Conversion
You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.
You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.
","img":""} -{"_id":"MTBiZjhjNjViYzVi","name":"Datacron","permission":{"default":2},"folder":"YjU5NmNjN2RiMWQ0","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Value/Weight: 1000 cr, 2 lb.
A datacron is a type of holocron that can be accessed by non-Force-sensitives and are mainly used to store encrypted data. They are complete with an interactive projection to access the infor-mation.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
Your hit point maximum increases by an amount equal to three times your level, and it increases by 3 every time you gain a level.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Level: 1
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"MTE1NmY1Y2QzYWQ5","name":"Deadly Biting Grip","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Grip
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Those fighters who choose to become Praetorian Specialists seek perfection of both body and mind. These warriors master the art of warfare, and are often sought as bodyguards for the galaxy’s elite. They are engines of destruction and resilience, able to fight on to their last breath.
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses when you finish a long rest.
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
","img":""} -{"_id":"MTE5NzczMDRmNGU5","name":"Tough","permission":{"default":2},"folder":"Y2UyODQ4MTQ3MDlm","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"You have the blood of heroes flowing through your veins. You gain the following benefits:
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you score a critical hit with this weapon, you deal one additional weapon die worth of damage.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 17 Dexterity saving throw, taking 3d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.
Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.
At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.
When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.
On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.
You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.
Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature’s movement speed becomes 0 until the start of its next turn.
When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature’s speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.
You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.
On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.
Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.
When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.
At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.
At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.
Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.
Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.
When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisites: 12th level, Explorer Pursuit
You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).
Prerequisites: Explorer Pursuit
You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.
In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.
Prerequisites: 9th level, Explorer Pursuit
When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.
Prerequisites: 5th level, Explorer Pursuit
Attack rolls that you make against creatures that you are grappling have advantage.
Prerequisites: 5th level, Explorer Pursuit
Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).
Prerequisites: Explorer Pursuit
When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.
Prerequisites: Explorer Pursuit
You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Name | Source |
PHB | |
PHB | |
EC | |
PHB | |
EC | |
EC | |
EC | |
EC |
Level: 5
Force Alignment: Dark
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Improved Feedback
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
","img":""} -{"_id":"MTIxMmI1ZmNhNDI2","name":"Champion Nimble Lining","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile property, its agile number increases by 2, to a maximum of 3.
Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: 15 feet
Duration: 1hour
Concentration: —
Prerequisite: —
A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.
At Higher Levels: The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
","img":""} -{"_id":"MTJjMWM4Njc4YTQz","name":"Holotrace device","permission":{"default":2},"folder":"Y2QwZDkwZGRjOTEy","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Value/Weight: 1000 cr, 5 lb.
A holotrace device is a wrist-worn gadget that can be used to trace a holographic transmission back to its source.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
When you score a critical hit with a weapon with the disarming property against a creature that is holding an object, you can attempt to disarm the target (no action required). If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your choice of either your Strength or Dexterity modifier) or it drops an object of your choice at its feet.
","img":""} -{"_id":"MTJlYzc2MTdlOTlm","name":"Impervious Plating Mark IV","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":24,"handout-archived":false}},"sort":240000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organisation, or sheer intimidation. The life of a crime lord isn’t for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive.
Skill Proficiencies: Choose two from Deception, Insight, Intimidation, and Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a gaming set (one of your choice), and a pouch containing 250 cr
CRIMINAL MOTIVATION
d8 | Criminal Motivation |
1 | Desperation |
2 | Freedom |
3 | Infamy |
4 | Love |
5 | Malice |
6 | Profit |
7 | Respect |
8 | Revenge |
FEATURE: CRIMINAL NETWORK
You have access to an extensive network of organised crime. You know how to get messages to and from local contacts, even over great distances; you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Crime lords might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Unlike common thieves, some crime lords even have some respect for law and authority, with whom they play a cat-and-mouse type game.
d8 | Personality Trait |
1 | I always have a plan for what to do when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let me emotions control me. |
3 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
4 | I would rather make a new friend than a new enemy. |
5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. |
6 | My favor, once lost, is lost forever. |
7 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
8 | I blow up at the slightest insult. |
d6 | Ideal |
1 | Honor. I don't steal from others in the trade. (Lawful) |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
3 | Charity. I steal from the wealthy so that I can help people in need. (Light) |
4 | Greed. I will do whatever it takes to become wealthy. (Dark) |
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Redemption. There's a spark of good in everyone. (Light) |
d6 | Bond |
1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | The common folk must see me as a hero of the people. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
d6 | Flaw |
1 | I secretly believe that everyone is beneath me. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. |
4 | I have a tell that reveals when I'm lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison for a crime that I committed. I'm okay with that. |
Level: 1
Casting Period: 1 action
Range: 120 feet
Duration: 1 round
Concentration: —
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.
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.
","img":""} -{"_id":"MTM0M2RlZmE4NzU5","name":"Auto","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Automatic weapons can only fire in burst and rapid mode.
","img":""} -{"_id":"MTM0NmU2YWMzZWRm","name":"Collapsible Defensive Hilt","permission":{"default":2},"folder":"MzVhNzRjYjg0ZGRl","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and hidden properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Engineering
Prerequisites: —
Your ship is equipped with a series of counter-measure flares. When your ship is forced to make a Strength or Dexterity saving throw, a deployed mechanic can use their reaction to release a flare. When they do so, your ship has advantage on the triggering saving throw. The deployed mechanic 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 maintenance.
Level: 7
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 1 day
Concentration: Yes
Prerequisite: —
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location 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.
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.
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.
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 force 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.
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 2 property. If it already has the absorptive property, its absorptive number increases by 2, to a maximum of 3.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.
Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.
When you are wearing armor with the reactive property and a creature hits you with an attack roll, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the reactive number.
","img":""} -{"_id":"MTM4ZjA2MWEzZjg2","name":"Kage Oscillator","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":27,"handout-archived":false}},"sort":270000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disruptive and shocking 13 properties. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.
Level: 2
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
Describe or name an object. You sense the direction to the object’s location, as long as its within 1000 feet of you. If the object is in motion, you know the direction of its movement. The power can locate a specific object known to you, as long as you have seen it while within 30 feet of it. Alternatively, the power can locate the nearest object of a particular kind. This power can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
While wearing armor with the gauntleted property, your unarmed strikes deal kinetic damage using the gauntleted damage (which appears in parentheses with the property) + your Strength modifier.
","img":""} -{"_id":"MTNhZGYxMjgwZGE3","name":"Beast Trick","permission":{"default":2},"folder":"MWUxOTFhNzZmOTFk","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: 1
Force Alignment: Light
Casting Period: 1 action
Range: 30 feet
Duration: 24 hours
Concentration: —
Prerequisite: —
This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.
Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
martial lightweapon
Value/Weight: 1800 cr, 10 lb.
Damage: 1d10 Energy
Properties: Heavy, Luminous, Two-Handed
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
As part of the action used to cast this power, you must make a ranged attack with a weapon 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.
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.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and disguised properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Type: Armor
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.
d10 | Damage Type |
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Ion |
6 | Lightning |
7 | Necrotic |
8 | Poison |
9 | Psychic |
10 | Sonic |
Those foolhardy enough to not treat a hostile planet as worthy a foe as the ones carrying blasters don’t often live long enough to boast about it.
","img":""} -{"_id":"MTRhZjRiOGMzZGU5","name":"Cloaking Device","permission":{"default":0},"folder":"NzcxNzdhZmY2NWZk","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Operation
Prerequisites: Tier 5, Active Camouflage
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 (Stealth) 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.
Type: Focus Generator Modification
Subtype: Emitter
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to the force attack rolls of force powers you cast through this focus generator.
martial vibroweapon
\n\t\tValue/Weight: 200 cr, 1 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Finesse, Fixed, Hidden, Light
\n\t\tType: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
GM Notes :
martial blaster
\n\t\tValue/Weight: 6600 cr, 10 lb.
\n\t\tDamage: 1d10 Fire
Properties: Ammunition (range 150/600), Disintegrate, Reload 2, Strength 13, Two-Handed
\n\t\tThe consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.
When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.
At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.
This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.
Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.
Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.
At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
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.
Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.
Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.
","img":""} -{"_id":"MTU1ZThlZjkxMmE3","name":"Forged Ferricite Fighting Channel","permission":{"default":2},"folder":"Mjg4NDU2ZjE0OTNm","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Focus Generator Modification
Subtype: Channel
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power of 1st-level or higher that deals damage, you can increase the damage by half (rounded down) the number of force points spent.
Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.
At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:
At 6th level, as you channel the Force through you, you gain the following benefits:
At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).
","img":""} -{"_id":"MTU4MGI3NTQwZDIx","name":"Collapsible Keen Frame","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Adventuring Gear
Subtype: Body
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +1 bonus to saving throws while you wear this robe.
Members of the Jedi Order typically wear plain or unassuming garments, offering only a minor boost to defenses.
","img":""} -{"_id":"MTUxNWRiYjU2OWM0","name":"Mass Repair Droid","permission":{"default":2},"folder":"NTdkZmI3N2ZiNDQ1","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Level: 5
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"MTUxNzQxNjUwMGQy","name":"Spices List","permission":{"default":0},"folder":"NDIwZGEwMGRiNjNh","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"The spices are presented in alphabetical order.
Spice | Cost (cr) | Weight (lb) |
75 | 1/2 | |
80 | 1/2 | |
95 | 1/2 | |
90 | 1/2 | |
65 | 1/2 | |
60 | 1/2 | |
70 | 1/2 | |
Yarrock | 85 | 1/2 |
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and disguised properties. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disarming property.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
medium armor
\n\t\tValue/Weight: 2.500 cr, 20 lb.
\n\t\tDetails: AC 13 + Dex (max 2), Insulated 1, Strength 11
\n\t\tProviding solid protection for a minimal cost, mesh armor is considered excellent protection for entrenched troops or guards. However, this protection comes at a cost of mobility, limiting its uses by rapidly advancing infantry. Still, it provides more mobility than battle armor.
If the wearer has a Strength score lower than 11, their speed is reduced by 10 feet.
While wearing armor or wielding a shield with the insulated property, you gain a bonus to AC and saving throws against effects that would deal ion or lightning damage equal to the insulated number.
GM Notes :
{\"name\":\"Neutronium Mesh\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"medium armor\",\"AC\":\"13\",\"Weight\":\"20\",\"Requires Attunement\":\"No\"},\"content\":\"Providing solid protection for a minimal cost, mesh armor is considered excellent protection for entrenched troops or guards. However, this protection comes at a cost of mobility, limiting its uses by rapidly advancing infantry. Still, it provides more mobility than battle armor.\\n\\nIf the wearer has a Strength score lower than 11, their speed is reduced by 10 feet.\\n\\nWhile wearing armor or wielding a shield with the insulated property, you gain a bonus to AC and saving throws against effects that would deal ion or lightning damage equal to the insulated number.\",\"htmlcontent\":\"Providing solid protection for a minimal cost, mesh armor is considered excellent protection for entrenched troops or guards. However, this protection comes at a cost of mobility, limiting its uses by rapidly advancing infantry. Still, it provides more mobility than battle armor.\\n\\nIf the wearer has a Strength score lower than 11, their speed is reduced by 10 feet.\\n\\nWhile wearing armor or wielding a shield with the insulated property, you gain a bonus to AC and saving throws against effects that would deal ion or lightning damage equal to the insulated number.\"}Level: 5
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
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.
Level: 2
Casting Period: 1 action
Range: Touch
Duration: 1 hour
Concentration: —
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.
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..
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This weapon ignores resistance to kinetic damage, and treats immunity as resistance.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon’s dexterity number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the dexterity number is 11, this modification removes the dexterity property from it entirely.
Skin Color | Pale pink |
Hair Color | Brown, black |
Eye Color | Red |
Distinctions | Spider-like with six eyes, eight limbs and chelicerae |
Height | 5'5\" | +2d8\" |
Weight | 150 lb. | x(2d4) lb. |
Homeworld | Secundus Ando |
Language | Harchese |
The Harch possess a large-fanged mouth between two prominent chelicerae, above which they have six red eyes arranged in a semicircle. The two lowest eyes are larger and roughly twice the size of the four smaller eyes. Harch walk on two legs and have six arms, with the second and third set of arm protruding from behind the first pair rather than directly above or below them. These arms are covered in thick hair and end in three-fingered hands.
The Harch are distantly related to the Aqualish species and there is much debate among geneticists regarding the relationship between the Harch and the Aqualish Ualaq subspecies. However, the Harch themselves considered such discussions to be obscene.
Not much is known about the Harch, as few of them have mingled with the galactic community, preferring to stay on Secundus Ando. Harch that leave the planet tend to have a more aspirant nature than their fellows, and often reach great heights in their chosen professions in the galaxy. Such Harch are considered outliers�most apparently care little for titles.
Like the Arcona species, female Harch are seen as more domineering and aggressive than their male counterparts. It is not unheard of for a male Harch to raise entire broods of hatchlings alone.
Harch names are not gender-specific. Harch do not use surnames.
Names. Cubach, Quixoch, Trench, Turch
As a Harch, you have the following special traits.
Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.
Age. Harch reach adulthood at age 10 and can live up to 200 years.
Alignment. Harch are cold, calculating beings, causing them to tend toward the dark side, though there are exceptions.
Size. Harch stand around 6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a keen eyesight, especially in the dark. 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.
Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier kinetic damage.
Six-Armed. Harch have six 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).
Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.
Venomous Fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can’t use this feature again until you complete a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Harchese. Harchese is discernible from other insectoid languages by a noticeable emphasis on consonants, especially the “ch” sound.
martial blaster
\n\t\tValue/Weight: 650 cr, 2 lb.
\n\t\tDamage: 1d6 Sonic
Properties: Ammunition (range 40/160), Reload 12
\n\t\tAs a sell-sword who fought battles for coin, you’re well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit or a smaller band of sell-swords, maybe even more than one.
Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the cantinas and feasthalls where mercenaries abide in any area, as long as you speak the language, and if you spend at least an hour in such a location you can come across one of the following bits of information: a job offer, significant rumor, referal to a skilled merchant, blacksmith, etc., or a hint towards the pursuit of your current quest. Additionally, you can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Brawny |
2 | Investigator |
3 | Charmer |
4 | Ace Pilot |
5 | Entertainer |
6 | Linguist |
7 | Weapon Expert |
8 | Durable |
Mercenaries are shaped by their lively nature, for the better and the worse. They tend to be driven by either their commitment to money or something more valuable.
d8 | Personality Trait |
---|---|
1 | I do not fear death, but accept it as part of life. |
2 | I have a crude sense of humor. |
3 | I face problems head-on. A simple, direct solution is the best path to success. |
4 | I find it good luck to have a flask of ale on me even when the most of my other belongings are gone. |
5 | I ask a lot of questions. |
6 | I never pass up a friendly wager. |
7 | I am always polite and respectful when speaking to those above my station. |
8 | I like a job well done, especially if I'm not the one doing it. |
d6 | Ideal |
---|---|
1 | Greed. I'm only doing it for the money. (Dark) |
2 | Fairness. We all did the work. it is only right that everyone gets a share of the reward. (Lawful) |
3 | Live and Let Live. You may not have a family left, but your enemy may. A little compassion goes a long way. (Light) |
4 | Measure of Last Resort. Sometimes we have to do things that we REALLY don't want to do, but we must remember that we only do them because we have to. (Chaotic) |
5 | Debts. I never leave a favor left undone and nor will I leave those whom owe me favors on the hook. (Neutral) |
6 | Aspiration. I have heard a tale of a legendary person of my class. I strive to be more like them. (Any) |
d6 | Bond |
---|---|
1 | I have a personal debt that must be paid. |
2 | I am with friends whom I trust with my life as they should trust me with theirs. |
3 | I come from a family that dislikes weaknesses, so I push myself to know my weaknesses. |
4 | My life is my honor. I shall, until death, shape my life to what I want it to be. |
5 | Without a purpose in the world, I find myself to be broken which I do not like. |
6 | I secretly pursue a love interest that is forbidden by a family whether it is my own or my love's family. |
d6 | Flaw |
---|---|
1 | I am always looking for the bigger pay. |
2 | I can't tell a lie for the life of me. |
3 | I judge too easily by special appearance and pride. |
4 | I am almost always carrying some ale in with my gear. |
5 | I believe that I am the only skilled person of the group and am even open about it. |
6 | I will never let a comrade stand alone, even if it gets me killed. |
Level: 1
Casting Period: 1 minute
Range: 30 feet
Duration: 8 hours
Concentration: —
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.
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.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
","img":""} -{"_id":"MTY3ZWNmMTZlYjgz","name":"List of Scout Archetypes","permission":{"default":2},"folder":"YmRkMGVmMTljMjhm","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Name | Source |
EC | |
EC | |
PHB | |
PHB | |
EC | |
EC | |
EC | |
EC | |
EC | |
PHB |
\n Name \n | \n\n Cost \n | \n\n Weight \n | \n\n Source \n | \n
\n\n | \n\n 50 \n | \n\n 5 \n | \n\n PHB \n | \n
\n\n | \n\n 50 \n | \n\n 25 \n | \n\n PHB \n | \n
\n\n | \n\n 20 \n | \n\n 70 \n | \n\n PHB \n | \n
\n\n | \n\n 2000 \n | \n\n 150 \n | \n\n WH \n | \n
\n\n | \n\n 5 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 400 \n | \n\n 6 \n | \n\n WH \n | \n
Type: Adventuring Gear
Subtype: Body
Rarity: Standard
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications. It can house modifications of standard rarity.
Type: Adventuring Gear
Subtype: Neck
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
Your Constitution score is 19 while you wear this choker. It has no effect on you if your Constitution is already 19 or higher.
Demand for Beemon Laboratories’ implants streches even to those too sickly to use them without assistance from another of their fine products.
","img":""} -{"_id":"MTYyNGNmOWUzZjRm","name":"Superior Weapon","permission":{"default":2},"folder":"Y2JhMzQ0ZDM1MmY4","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Weapon
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You have a +3 bonus to attack and damage rolls made with this enhanced weapon.
Level: 2
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
An unenhanced object that isn’t being worn or carried also takes the damage if it’s in the power’s area.
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.
","img":""} -{"_id":"MTZkNjM2MjY2YjM3","name":"Regulated","permission":{"default":2},"folder":"OGY5OGE3NWRmMzAw","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.
","img":""} -{"_id":"MTZlZDFlMTE2MjU0","name":"Holocron","permission":{"default":2},"folder":"YjU5NmNjN2RiMWQ0","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Value/Weight: 1000 cr, 2 lb.
Holocrons are information-storage devices used by force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
martial lightweapon
Value/Weight: 1250 cr, 4 lb.
Damage: 1d6 Energy
Properties: Double (1d6 energy), Finesse, Light, Luminous, Two-Handed
Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 2 property. If it already has the absorptive property, its absorptive number increases by 2, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Wristpad Modification
Subtype: Amplifier
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.
You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"MTc5OGE3ZmYzODNm","name":"Champion's Sorcerer's Will Pattern","permission":{"default":2},"folder":"NGEyYWJkODQxMWY2","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Clothing Modification
Subtype: Pattern
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to Wisdom saving throws and a +2 bonus to Charisma saving throws while wearing this article of clothing. Additionally, you gain a +1 bonus to damage rolls with force powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
While wearing this armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additonally, it gains the burst property, with a burst number equal to its reload number. If it already has the burst property, the burst number is reduced to one-half its reload number (rounded up), to a minimum of 2.
There is power in diversity unknown to those of narrow mind. Those sentinels who follow the Path of Synthesis blend their intricate mastery of the Force with their understanding of technology, creating unique effects to overcome their obstacles.
Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel class table. You still require the aid of a wristpad for these powers.
At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power.
Also at 3rd level, you’ve applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.
Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.
Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.
At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.
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.
As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.
When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).
As an action, you can attempt to determine another creature’s experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If you succeed, you immediately learn the target’s techcasting Max Power Level, as well as any tech powers currently affecting the target.
By 13th level, you’ve gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.
When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.
When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).
At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.
","img":""} -{"_id":"MTcwZmU0OGFkMDhi","name":"Heavy","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"When you hit with an attack roll using Strength with this weapon, you deal additional damage equal to half your Strength modifier (rounded up, minimum of +1).
","img":""} -{"_id":"MTcyYjM3MDMxMjg3","name":"Precision Focus","permission":{"default":2},"folder":"MzAzNDE5NzY5YTYw","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Targeting
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Level: 4
Force Alignment: Light
Casting Period: 1 action
Range: 90 feet (15-foot cube)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Stun Droid
Choose a point that you can see within range. Each droid must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the droid takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.
","img":""} -{"_id":"MTdjMWVmNzAzZDQw","name":"Keen Mastery Attachment","permission":{"default":2},"folder":"Mjk3ZTEwNTYyMDJm","flags":{"R20Converter":{"handout-order":24,"handout-archived":false}},"sort":240000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 property. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
While some scouts choose to foray alone, others like to have support. Follower of the Artillerist Technique master control of militant constructs, laying waste to the battlefield with their expertise
You gain proficiency in artillerist’s kits.
When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.
You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.
If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.
Your turret has the following benefits:
Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn’t occur until the start of your next turn.
Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger’s Quarry, you can roll your Ranger’s Quarry die and add it to the damage roll.
Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.
At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.
Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.
At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.
Your turret is a portable companion that you can upgrade over time.
Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret’s Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.
All turrets share the following traits.
If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.
Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).
This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
You can preload your turret’s blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you’ve expended the preloaded ammunition, you can’t reload your turret’s blaster in this way again until you reload it with an action.
Your turret gains a climbing speed equal to its deployed walking speed.
Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.
This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.
Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.
Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.
You integrate a grenade launcher into your turret.
You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.
You integrate a vapor projector into your turret.
You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.
You integrate a rocket launcher into your turret.
You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.
Your turret’s blaster’s range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret’s space, and the range increases to 150 feet.
Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.
This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.
Prerequisite: 9th level
Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.
Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.
This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret’s proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.
Your turret’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.
Prerequisite: Size: Medium
Your turret’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.
Prerequisite: 11th level
When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature’s speed is reduce by half until the start of your next turn.
As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret’s cover, your turret instead takes the damage.
","img":""} -{"_id":"MTdmYjg2OWUzMWZm","name":"Tireless Outrider","permission":{"default":2},"folder":"Y2UyODQ4MTQ3MDlm","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"You’ve pushed yourself past the limits of your endurance, granting the following benefits:
Type: Clothing Modification
Subtype: Pattern
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to Wisdom and Charisma saving throws while wearing this article of clothing.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack and damage rolls made with this disruptor cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the disruptor cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 19 Constitution saving throw, taking 1d6 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 19 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Type: None
Subtype: —
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This blueprint contains information regarding the raw and rare materials, tools, and steps required to craft an item of advanced rarity. Over the course of 1 hour, which can be done during a short rest, a character can attempt to learn the blueprint. If they do so, they must make a DC 22 Intelligence check with the appropriate tools. On a success, the blueprint for the item is learned. On a failure, the blueprint is not learned, and the character must wait 24 hours before they can try again.
Blueprints contain the secrets of how to craft items of a more complex nature.
","img":""} -{"_id":"MTg4YmFmZjYxY2M2","name":"Force Repulse","permission":{"default":2},"folder":"Njg3OWM1MGY3Nzg5","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 3
Force Alignment: Universal
Casting Period: 1 action
Range: Self (20-foot radius)
Duration: Instantaneous
Concentration: —
Prerequisite: —
You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.
All small objects that are not worn or carried are also pushed 5 feet back.
Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
","img":""} -{"_id":"MTg5YTIzZmU4MDUz","name":"Autotargeting Silent Interface","permission":{"default":2},"folder":"MzAzNDE5NzY5YTYw","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the silent property.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you score a critical hit with this weapon, you deal three additional weapon dice worth of damage.
You have practiced techniques useful in melee combat against forcewielders, gaining the following benefits:
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon’s range increases by 20/80.
Type: Weapon
Subtype: Vibroblade
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack and damage rolls with this enhanced weapon.
This weapon has 6 charges and regains 1d6 charges when you complete a long rest. Once per turn when you hit with a melee weapon attack with this weapon, you can expend a charge to have the weapon deal an additional 1d8 kinetic damage.
Hewey is an N-30 battle blade owned by the mercenary Corso Riggs during the Galactic Cold War.
","img":""} -{"_id":"MThkZmI1YTExZGRm","name":"Tactical Specialist","permission":{"default":2},"folder":"YjdiNjhhODUyNGQ0","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Those fighters who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as armstech or armormech. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge.
When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.
You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.
You have two additional superiority dice, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.
Additionally, your superiority dice become d6s. This die changes as you gain fighter levels, as shown in the Combat Superiority column of the Tactical Specialist Combat Superiority table.
Also at 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
At 10th level, you choose a maneuver as your signature maneuver. Whenever you use that maneuver, you can roll a d4 and use it instead of expending a Superiority Dice. You may only use this feature once per turn.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
At 18th level, you can choose a second signature maneuver. Additionally, when you use your signature maneuver, you can roll a d6 instead of a d4.
THE TACTICAL SPECIALIST
Level | Combat Superiority | Superiority Dice | Maneuvers Known |
3rd | d6 | 2 | 2 |
4th | d6 | 2 | 2 |
5th | d6 | 2 | 2 |
6th | d6 | 2 | 2 |
7th | d8 | 3 | 3 |
8th | d8 | 3 | 3 |
9th | d8 | 3 | 3 |
10th | d8 | 3 | 3 |
11th | d10 | 3 | 4 |
12th | d10 | 3 | 4 |
13th | d10 | 3 | 4 |
14th | d10 | 3 | 4 |
15th | d12 | 4 | 5 |
16th | d12 | 4 | 5 |
17th | d12 | 4 | 5 |
18th | d12 | 4 | 5 |
19th | d12 | 4 | 5 |
20th | d12 | 4 | 5 |
Quick to notice details of your environment, you gain the following benefits:
Level: 1
Casting Period: 1 action
Range: 60 feet
Duration: 1 minute
Concentration: —
You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.
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.
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.
","img":""} -{"_id":"MTk0YjRkMzY0ZWY5","name":"Smuggler","permission":{"default":2},"folder":"YzdkZDkzNDkyNjhm","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"You have spent your life hiding in the darkness, making shady deals behind closed doors. What led you to engage in a life of crime? Do you crave the thrill of lawbreaking, or did you enter the profession to pay off a debt, risking your hide on behalf of a less than honorable noble? A smuggler is an individual trained in the art of acquisition, a professional thug who can deliver anything… for a price. Smugglers tend to be more bolder criminals than most, preferring bribery or distraction over subterfuge and stealth.
Some close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Silver-Tongued |
2 | Ace Pilot |
3 | Quick-Fingered |
4 | Stealthy |
5 | Entertainer |
6 | Demolitionist |
7 | Bypasser |
8 | Slicer |
Smugglers might seem like villains on the surface, and many of them are nefarious to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but spies rarely show any respect for law or authority.
d8 | Personality Trait |
---|---|
1 | I am extremely sociable, especially over a mug of ale. |
2 | I always keep my wares close to me, you never know who might stumble across them otherwise. |
3 | The best way to hide is out in the open. |
4 | I'm a terrible gossip. |
5 | Being seen with any unsavory figures is a sure way to undermine my work, which is why I work out of sight. |
6 | Deflecting questions has become second nature to me, so I rarely answer straight. |
7 | I have dozens of identities and live in constant fear of answering to the wrong name. |
8 | I act irrationally confident in the face of danger, nobody suspects anything when you seem like you're in charge. |
d6 | Ideal |
---|---|
1 | Morals. I only smuggle things to improve the lives of the common folk. (Light) |
2 | Ruthless. I will rise to the top of the heap by any means necessary. (Dark) |
3 | Friendship. My associates are dear to me, and I want them to rise with me when I hit it big. (Lawful) |
4 | Dauntless. No border crossing or bribe is too difficult- that's just the coward's way of saying exciting! (Chaotic) |
5 | Greater. Good I work for a greater cause, and ply my trade only in service to it. (Any) |
6 | Unperturbed. I only want to make a living for myself, and smuggling is just an edge I can use to do so. (Neutral) |
d6 | Bond |
---|---|
1 | A corrupt official shut me down back in my honest days. I aim to show him a thing or two about recovery. |
2 | I never wanted to be a criminal, but it pays the bills. |
3 | A bloodthirsty pirate stole a shipment from me and killed a dear friend of mine. I will have my vengeance. |
4 | Someone I cared about discovered my profession and has publicly denounced me, and I am caught between protecting my reputation and restoring our relationship. |
5 | My love interest is someone who once stole from right under my nose- but they have no idea who I am or how much I admire them for their accomplishment. |
6 | My business partners are closer to me than my family. |
d6 | Flaw |
---|---|
1 | \"Trust nobody, not even yourself.\" I am plagued by paranoia. |
2 | I'm so charismatic that sometimes I woo myself. Who am I, Narcissus? |
3 | Money is my greatest motivator. I'll do almost anything given enough of it, even if I'll regret it later. |
4 | I would betray anyone to save my own skin. |
5 | I detach myself from the results of my actions in order to sleep better at night. |
6 | Someone who knows me well might call me \"two-faced\" but those who don't have no idea what hit 'em. |
simple lightweapon
Value/Weight: 700 cr, 5 lb.
Damage: 1d6 Energy
Properties: Disguised, Finesse, Luminous
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
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.
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.
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.
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.
THE POWER OF FOCUS
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 galaxyspecifically, 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.
TRAINING AND ASCETICISM
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.
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.
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.
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.
QUICK BUILD
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the agent background.
THE MONK
Level | Proficiency Bonus | Features | Martial Arts Damage Die | Focus Points | Unarmored Movement |
1st | 2 | Unarmored Defense, Martial Arts | d4 | - | - |
2nd | 2 | Focus, Unarmored Movement | d4 | 2 | +10 ft. |
3rd | 2 | Monastic Order, Deflect Missiles | d4 | 3 | +10 ft. |
4th | 2 | Ability Score Improvement, Slow Fall | d4 | 4 | +10 ft. |
5th | 3 | Extra Attack, Stunning Strike | d6 | 5 | +10 ft. |
6th | 3 | Focused Strikes, Monastic Order feature | d6 | 6 | +15 ft. |
7th | 3 | Evasion, Stillness of Mind | d6 | 7 | +15 ft. |
8th | 3 | Ability Score Improvement | d6 | 8 | +15 ft. |
9th | 4 | Unarmored Movement Improvement | d6 | 9 | +15 ft. |
10th | 4 | Purity of Body | d6 | 10 | +20 ft. |
11th | 4 | Monastic Order feature | d8 | 11 | +20 ft. |
12th | 4 | Ability Score Improvement | d8 | 12 | +20 ft. |
13th | 5 | Tongue of the Sun and Moon | d8 | 13 | +20 ft. |
14th | 5 | Diamond Soul | d8 | 14 | +25 ft. |
15th | 5 | Timeless Body | d8 | 15 | +25 ft. |
16th | 5 | Ability Score Improvement | d8 | 16 | +25 ft. |
17th | 6 | Monastic Order feature | d10 | 17 | +25 ft. |
18th | 6 | Empty Body | d10 | 18 | +30 ft. |
19th | 6 | Ability Score Improvement | d10 | 19 | +30 ft. |
20th | 6 | Perfect Self | d10 | 20 | +30 ft. |
CLASS FEATURES
As a Monk, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple blasters, simple vibroweapons, chakram, techblade
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 1d4 x 100 cr
UNARMORED DEFENSE
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).
MARTIAL ARTS
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.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
FOCUS
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.
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.
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.
Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)
FLURRY OF BLOWS
Immediately after you take the Attack action on your turn, you can spend 1 focus point to make two unarmed strikes as a bonus action.
PATIENT DEFENSE
You can spend 1 focus point to take the Dodge action as a bonus action on your turn.
STEP OF THE WIND
You can spend 1 focus point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
UNARMORED MOVEMENT
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
MONASTIC ORDER
When you reach 3rd level, you commit yourself to one a monastic order, which is detailed here: List of Monk Archetypes. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.
DEFLECT MISSILES
Starting 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.
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.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
SLOW FALL
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
STUNNING STRIKE
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.
FOCUSED STRIKES
Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
EVASION
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.
STILLNESS OF MIND
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
PURITY OF BODY
At 10th level, your mastery of the focus flowing through you makes you immune to disease and poison.
TONGUE OF THE SUN AND MOON
Starting at 13th level, you learn to touch the focus of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
DIAMOND SOUL
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.
TIMELESS BODY
At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. In addition, you no longer need food or water.
EMPTY BODY
Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
PERFECT SELF
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 no focus points remaining, you regain 2 focus points.
","img":""} -{"_id":"MTkzYjAwMjdjZDY1","name":"Engineer","permission":{"default":2},"folder":"MDZiYTY5MzFmNWRl","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"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.
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.
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.
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.
BEHIND THE CURTAIN
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.
UNFLAPPABLE
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.
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?
QUICK BUILD
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 scientist background.
THE ENGINEER
Level | Proficiency Bonus | Features | Tech Powers Known | Tech Points | Max Power Level | Modification Slots |
1 | 2 | Techcasting, Potent Aptitude (d6) | 6 | 2 | 1st | - |
2 | 2 | Infuse Item, Tool Expertise | 7 | 4 | 1st | - |
3 | 2 | Engineering Discipline | 9 | 6 | 2nd | 4 |
4 | 2 | Ability Score Improvement | 10 | 8 | 2nd | 4 |
5 | 3 | Potent Aptitude (d8), Quick Thinking | 11 | 10 | 3rd | 5 |
6 | 3 | Engineering Discipline feature | 12 | 12 | 3rd | 5 |
7 | 3 | - | 13 | 14 | 4th | 5 |
8 | 3 | Ability Score Improvement | 14 | 16 | 4th | 6 |
9 | 4 | - | 15 | 18 | 5th | 6 |
10 | 4 | Potent Aptitude (d10) | 16 | 20 | 5th | 6 |
11 | 4 | - | 17 | 22 | 6th | 7 |
12 | 4 | Ability Score Improvement | 18 | 24 | 6th | 7 |
13 | 5 | - | 19 | 26 | 7th | 7 |
14 | 5 | Engineering Discipline feature | 20 | 28 | 7th | 8 |
15 | 5 | Potent Aptitude (d12) | 21 | 30 | 8th | 8 |
16 | 5 | Ability Score Improvement | 22 | 32 | 8th | 8 |
17 | 6 | - | 23 | 34 | 9th | 9 |
18 | 6 | Engineering Discipline feature | 24 | 36 | 9th | 9 |
19 | 6 | Ability Score Improvement | 25 | 38 | 9th | 9 |
20 | 6 | Tech Mastery | 26 | 40 | 9th | 9 |
CLASS FEATURES
As a Engineer, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per Engineer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st
PROFICIENCIES
Armor: Light armors, light shields
Weapons: Simple blasters, simple vibroweapons
Tools: Tinker's tools, one of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 3d4 x 100 cr
TECHCASTING
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.
TECH POWERS KNOWN
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 class table. You may not learn a tech power of a level higher than your Max Power Level.
TECH POINTS
You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer class 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.
MAX POWER LEVEL
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.
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.
TECHCASTING ABILITY
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.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
TECHCASTING FOCUS
You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.
POTENT APTITUDE
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 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 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.
A creature can have only one Potent Aptitude die at a time.
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.
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.
INFUSE ITEM
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 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. Once you’ve used this feature, you can’t use it again until you finish a long rest.
TOOL EXPERTISE
Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.
ENGINEERING DISCIPLINE
Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed here List of Engineer Archetypes. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
QUICK THINKING
Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.
TECH MASTERY
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.
Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.
","img":""} -{"_id":"MTlhZTBiODYzYjMx","name":"Collapsible Dire Hilt","permission":{"default":2},"folder":"MzVhNzRjYjg0ZGRl","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and hidden properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Clothing Modification
Subtype: Weave
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to Constitution and Strength saving throws while wearing this article of clothing.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the absorptive 2 property. If it already has the absorptive property, its absorptive number increases by 2, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Universal
Prerequisites: Ship size Medium or smaller
You install a droid brain that can singularly control your starship. Your starship’s maximum and minimum crew requirement become 0, and your starship can not 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 an Intelligence score of 12, a proficiency bonus of +2, and proficiency in Piloting and ship weapons. In combat, the droid brain rolls its own initiative, to which it gains no bonus.
Skin Color | Blue, brown, green, purple, or grey |
Hair Color | None |
Eye Color | Black, brown, or red |
Distinctions | Extrasensory head tentacles capable of detecting chemicals |
Height | 5'1\" | +2d8\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Glee Anselm |
Language | Nautila |
Nautolans possess physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony endoskeleton and dense cartilage make them tough and resistant to glancing blows. An egg-laying species, Nautolans emerge from their egg as a tadpole that develops arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs are weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood.
The society developed by the Nautolans on Glee Anselm is centralized around local families and governments. The centralized government of Glee Anselm is comprised of representatives from the Council of Elders that govern each settlement. Elders are elected on merit, and can be made up of youthful politicians as well as the most aged members of the society. A culture that promotes life-long mates, Nautolan families are characterized by their loyalty between spouses and the equality of the sexes in the household. Arranged marriages are not uncommon.
No cultural affinity for the Force ever developed on Glee Anselm, though members of the Nautolan species recognize its importance and respected those among them that were Forceful.
Nautolan names are generally short and melodic. Female names usually end in a vowel. Surnames are familial.
Male Names. Brod, Knirkoc, Peng, Tikuwik, Zesufreat
Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu
Surnames. Iarre, Rirrall, Sompanong, Uzumdall
As a Nautolan, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Nautolans reach adulthood in their early teens and live about 70 years on average.
Alignment. Nautolans’ benevolence cause them to tend toward the light side, though there are exceptions.
Size. Nautolans typically stand 5 to 6 feet tall and rarely weigh more than 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Amphibious. You can breathe air and water.
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.
Insightful. Nautolan head tentacles are adept at determining moods. You have advantage on Wisdom (Insight) checks to determine emotions.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Nautila. Nautila is unique in that it can only be properly pronounced underwater due to its use of pheromones in addition to spoken sounds. In any other environment, the language loses a great amount of detail; that Nautolans find this annoying.
martial blaster
\n\t\tValue/Weight: 300 cr, 4 lb.
\n\t\tDamage: 1d8 Energy
Properties: Ammunition (range 40/160), Reload 12, Strength 11
\n\t\tType: Weapon
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable weapon chassis comes with vacant modification slots determined by its type, as well as one augment slot. It can house modifications of prototype rarity or lower.
Type: Ventures
Prerequisite: —
When you make an attack roll with a secondary ship weapon while on a Medium or smaller ship, you can use your Intelligence modifier, instead of the ship’s Dexterity modifier, for the attack rolls.
Value/Weight: 425 cr, 1 lb.
Damage: 1d6 Sonic
Weapons: Simple and Martial Blasters that deal Acid, Energy, Fire, Ion, or Sonic Damage
A deafening cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn’t deafened.
","img":""} -{"_id":"MWE5Y2MwNDAwMGRh","name":"Mark III Datacron","permission":{"default":2},"folder":"ZmI5Y2Y4ZGZhNjNm","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: None
Subtype: Datacron
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This datacron contains a single 3rd-level tech power, or multiple powers of 1st-2nd level with a combined level no greater than 3. After tinkering with the datacron for at least 8 hours, a techcaster with a Max Power Level of 3rd or higher can make a DC 18 techcasting ability check. On a success, they learn the contained tech power(s), which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.
Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.
","img":""} -{"_id":"MWEyMWQ3OWI4NjIw","name":"Givin","permission":{"default":2},"folder":"NDViZDQ4M2Y2NDEw","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Skin Color | White |
Hair Color | None |
Eye Color | Black |
Distinctions | Skeletal appearance, able to survive in a vacuum for short periods |
Height | 5'5\" | +2d8\" |
Weight | 105 lb. | x2d4 lb. |
Homeworld | Yag'Dhul |
Language | Givin |
The Givin are a species of white-skinned, hairless humanoids who are quite frequently likened to animated skeletons. Their facial features include many sharp downward angles, large triangular eye sockets, and sloped-up brows that meet together in the middle, lending them an appearance of permanent anguish. Because of the harsh environment of their homeworld, the Givins’ organs are sealed against atmospheric exposure; thanks to this complex system, they can survive for about a day in a vacuum.
In order to survive their homeworld’s lunar tides, the Givin became extremely adept at calculating the trajectory of their celestial bodies. Over the ages, Givin have become so skilled at celestial navigation that they are able to calculate hyperspace jumps in their heads. As such, mathematics have become a cornerstone of Givin society. Two Givin will often greet each other by exchanging complex equations for the other to solve.
Due to their profound mathematical ability, Givin are skilled starship builders and astrogators. They create some of the most impressive, complex, and sleek ships in the galaxy. However, they frequently build their ships without the presence of a navcomputer or pressurization system, and so their buyers have to add these system in the starship aftermarket.
Givin names are often derived by parents from favored mathematical equations. Male and female names do not significantly differ. Surnames are familial.
First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru
Surnames. Alarin, Nalas, Narth, Larr, Scoritoles
As a Givin, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Givin reach adulthood in their early teens and live about 80 years.
Alignment. Givins believe power and respect are earned rather than expected, causing them to tend towards balanced alignments, though there are exceptions.
Size. Givin typically stand around 6 feet tall and weigh 150 lb. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hardened Exterior. You have a tough, bony exterior. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.
Stargazer. You have proficiency in Piloting and Technology.
Vacuum Sealed. You can survive for one day within the vacuum of space. You still require oxygen to breathe. You have resistance to cold damage.
Languages. You can speak, read, and write Galactic Basic and Givin. Givin is characterized by its use of mathematical jargon and symbols, making it nigh incomprehensible to the less mathematically inclined.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
Your Constitution score increases by 2, and your maximum for this score increases by 1.
simple blaster
\n\t\tValue/Weight: 350 cr, 2 lb.
\n\t\tDamage: 1d4 Energy
Properties: Ammunition (range 40/160), Light, Reload 12
\n\t\tType: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: Ion damage
Attunement: No
Source: WH
This weapon ignores resistance to ion damage.
Type: Starship Armor
Cost: 3450
Opposite of lightweight armor is reinforced armor. This armor improves a ship’s resilience, but makes it less likely to avoid damage. A ship with Reinforced Armor installed has a -1 penalty to armor class, but has one additional maximum hit point per Hit Die.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the rapid property, with a rapid number equal to one-fourth its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-eighth its reload number (rounded up), to a minimum of 2.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Standard
Prerequisite: Charisma 11
Attunement: No
Source: WH
Your Charisma score increases by 1, to a maximum of 20.
Side Effect: One ability score other than Charisma (chosen by the GM) decreases by 1.
","img":""} -{"_id":"MWI5N2FkODlkZTVl","name":"Artificially Intelligent","permission":{"default":2},"folder":"N2U5YzBhMTY0MTBm","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Armoring
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You install an artificial intelligence into this armor. While wearing this armor, when you make an ability check, this armor’s artificial intelligence can take the Help action.
You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"MWI5YTg2OTZhY2M5","name":"Improved Machinist's Inlay Mark II","permission":{"default":2},"folder":"ZGExZTljMDcwMTE5","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Clothing Modification
Subtype: Inlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to damage rolls with tech powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to two of them.
\n Name \n | \n\n Cost \n | \n\n Type \n | \n
\n\n | \n\n 2500 \n | \n\n Navcomputer \n | \n
\n\n | \n\n 620 \n | \n\n Ammunition \n | \n
\n\n | \n\n 300 \n | \n\n Ammunition \n | \n
\n\n | \n\n 600 \n | \n\n Ammunition \n | \n
\n\n | \n\n 3100 \n | \n\n Armor \n | \n
\n\n | \n\n 4300 \n | \n\n Shield \n | \n
\n\n | \n\n 900 \n | \n\n Ammunition \n | \n
\n\n | \n\n 4650 \n | \n\n Shield \n | \n
\n\n | \n\n 50000 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 25000 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 15000 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 12500 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 500 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 10000 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 7500 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 5000 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 2500 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 1000 \n | \n\n Hyperdrive \n | \n
\n\n | \n\n 700 \n | \n\n Ammunition \n | \n
\n\n | \n\n 3700 \n | \n\n Armor \n | \n
\n\n | \n\n 7500 \n | \n\n Navcomputer \n | \n
\n\n | \n\n 15000 \n | \n\n Navcomputer \n | \n
\n\n | \n\n 50000 \n | \n\n Navcomputer \n | \n
\n\n | \n\n 650 \n | \n\n Ammunition \n | \n
\n\n | \n\n 650 \n | \n\n Ammunition \n | \n
\n\n | \n\n 700 \n | \n\n Ammunition \n | \n
\n\n | \n\n 4900 \n | \n\n Shield \n | \n
\n\n | \n\n 3450 \n | \n\n Armor \n | \n
\n\n | \n\n 200 \n | \n\n Ammunition \n | \n
\n\n | \n\n 600 \n | \n\n Ammunition \n | \n
\n\n | \n\n 700 \n | \n\n Ammunition \n | \n
GM Notes :
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Weapon
Prerequisites: Ship size Large or larger
A point defense system is a array of dozens or hundreds of small arms which are linked to a single targetting AI with the purpose of shooting at any ships which come into short range. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a Dexterity saving throw (DC = 8 + the pilot’s proficiency bonus + the ship’s Dexterity modifier). On a failed save, a ship takes 2d6 energy damage.
If a ship is in the area of more than one point defense system, it is affected only once.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Engineering
Prerequisites: Ship size Medium or larger
Level: 4
Casting Period: 1 action
Range: 150 feet
Duration: Instantaneous
Concentration: —
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.
Type: Consumable
Subtype: Barrier
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
A shimmering barrier springs into resistance around you that lasts 8 hours. The barrier has 100 hit points. Whenever you take damage (one of energy, ion, or kinetic, chosen by the GM when the item is created), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
Type: Armor Modification
Subtype: Armoring
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor gains the reactive 2 property. If it already has the reactive property, its reactive number increases by 2, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 17 Constitution saving throw. On a failed save, a creature takes 3d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
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.
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.
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.
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.
THE PURSUIT OF KNOWLEDGE
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.
TO LEARN, TO KNOW
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.
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.
QUICK BUILD
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 noble background.
THE SCHOLAR
Level | Proficiency Bonus | Features | Academic Superiority | Superiority Dice | Maneuvers Known | Discoveries |
1st | 2 | Academic Superiority, Critical Analysis | d6 | 2 | 2 | - |
2nd | 2 | Discovery, Sage Advice (long rest) | d6 | 2 | 2 | 2 |
3rd | 2 | Expertise, Academic Pursuit | d6 | 4 | 4 | 2 |
4th | 2 | Ability Score Improvement | d6 | 4 | 4 | 2 |
5th | 3 | Multitasker | d6 | 4 | 4 | 3 |
6th | 3 | Pursuit feature | d6 | 4 | 4 | 3 |
7th | 3 | - | d8 | 6 | 6 | 4 |
8th | 3 | Ability Score Improvement | d8 | 6 | 6 | 4 |
9th | 4 | Pursuit feature | d8 | 6 | 6 | 5 |
10th | 4 | Expertise | d8 | 6 | 6 | 5 |
11th | 4 | - | d10 | 6 | 8 | 5 |
12th | 4 | Ability Score Improvement | d10 | 6 | 8 | 6 |
13th | 5 | Sage Advice (short rest) | d10 | 6 | 8 | 6 |
14th | 5 | Calm and Collected | d10 | 6 | 8 | 6 |
15th | 5 | - | d12 | 8 | 10 | 7 |
16th | 5 | Ability Score Improvement | d12 | 8 | 10 | 7 |
17th | 6 | Pursuit feature | d12 | 8 | 10 | 7 |
18th | 6 | Adaptable Intellectual | d12 | 8 | 10 | 8 |
19th | 6 | Ability Score Improvement | d12 | 8 | 10 | 8 |
20th | 6 | Knowledge Unbound | d12 | 8 | 10 | 8 |
CLASS FEATURES
As a Scholar, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per Scholar level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st
PROFICIENCIES
Armor: Light armors, light shields
Weapons: Simple blasters, simple vibroweapons, techblade
Tools: one of your choice
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 3d4 x 100 cr
ACADEMIC SUPERIORITY
Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.
MANEUVERS
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.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
SUPERIORITY DICE
You have two superiority dice, which are d6s, 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.
You regain all of your expended superiority dice when you finish a short or long rest.
SAVING THROWS
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:
Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
MANEUVERS
The maneuvers are presented in alphabetical order.
ADMINISTER AID
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.
ASSESS THE SITUATION
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.
CRIPPLING STRIKE
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.
DELIBERATE MOVEMENT
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.
EXPLOIT WEAKNESS
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.
GOADING ATTACK
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.
HEADS UP
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.
MEASURED ACTION
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.
ONE STEP AHEAD
When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.
TARGETED STRIKE
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.
CRITICAL ANALYSIS
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:
DISCOVERY
As you adventure, your studies have helped you discover new practices you can apply to your skills.
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.
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.
SAGE ADVICE
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.
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.
EXPERTISE
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.
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
ACADEMIC PURSUIT
At 3rd level, you dedicate your studies towards a pursuit, which is detailed here: List of Scholar Archetypes. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
MULTITASKER
Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.
CALM AND COLLECTED
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.
Once you have used this feature, you must wait until a short or long rest before using it again.
ADAPTABLE INTELLECTUAL
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.
KNOWLEDGE UNBOUND
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.
","img":""} -{"_id":"MWNjY2MyY2MxNDM5","name":"Ossus Fighting Lens","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":24,"handout-archived":false}},"sort":240000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls made with this weapon.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the disarming property.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As an action, you can apply this calibrator to one vibroweapon within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the fixed and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Skin Color | Green, gray, brown |
Hair Color | None |
Eye Color | Brown, black, gray |
Distinctions | Heavy brows, short canine muzzles |
Height | 5'4\" | +2d10\" |
Weight | 125 lb. | x(2d4) lb. |
Homeworld | Klatooine |
Language | Huttese, Klatooinian |
Klatooinians are a humanoid species with canine features, having short muzzles over toothy overbites. They are also notable for their heavy brows and ridges along the tops of their heads.
For centuries, klatooinians have been slaves to the hutts, whom they view as almost godlike, immortal beings. Although the hutts allow a council of elders to rule on Klatooine, all off-world affairs are wholly under hutt control. Under the hutts, the klatooinians serve as soldiers and guards. Even those klatooinians who do not serve the hutts are often employed as hired muscle by other masters.
Klatooinian society was known for a strong belief in tradition and the wisdom of the elders, although some younger klatooinians rebelled against this norm and sought out freedom from enslavement. Others attempted to gain their own fortunes as smugglers, pirates, bounty hunters, or raiders.
Klatooinian names are often derived from the names of great heroes and historical figures. Surnames are familial, and are usually shorter than klatooinian given names.
Male Names. Barada, Castas, Sta-Den, Tarados
Female Names. Gelis, Petkara, Sterasi, Yelmith
Surnames. Eek, Gort, Gon, Ovin
As a Klatooinian, you have the following special traits.
Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.
Age. Klatooinians reach adulthood in their late teens and can live as long as 90 standard years.
Alignment. Klatooinian society encourages reverence for tradition and an inclination towards violence, causing them to tend toward lawful dark side, though there are exceptions.
Size. Klatooinians typically stand around 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Enforcer. You are proficient in the Intimidation skill. When you take the Help action to give an ally advantage on an Intimidation check, they gain a bonus to the roll equal to your proficiency bonus.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Weapon Training. Klatooinians are trained to fight from a young age. You have proficiency in two martial vibroweapons of your choice.
Wisdom of the Elders. You are proficient in the Lore skill.
Languages. You can speak, read, and write Galactic Basic, Klatooinian, and Huttese. Klatooinian is a gutteral, barking language, with many loanwords adopted from Huttese over the centuries.
Value/Weight: 600 cr, 4 lb.
An antitoxkit contained a variety of wide-spectrum antidote hypospray injectors that were designed to neutralize all known poisons. A kit has five charges. As an action, you can administer a charge of the kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.
Type: Clothing Modification
Subtype: Inlay
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Dexterity and Intelligence saving throws while wearing this article of clothing.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in monk
Attunement: No
Source: WH
Your maximum focus points increases by an amount equal to your Wisdom or Charisma modifier (your choice, a minimum of one).
Type: Clothing Modification
Subtype: Pattern
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to damage rolls with force powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to two of them.
Type: Weapon
Subtype: Bolas
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 17 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 40 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.
Due to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
","img":""} -{"_id":"MWQyM2RiNWZmMmEw","name":"Fine Shield","permission":{"default":2},"folder":"MDM4M2JlZjE4ZjQ3","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Shield
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You have a +1 bonus to AC while wielding this shield.
Value/Weight: 145 cr, 1 lb.
When you make an Intelligence (slicer’s kit) check, you can use the spike (no action required) to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome o f a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
","img":""} -{"_id":"MWRmODg0MmYyY2I3","name":"Baragwin Stealth Unit","permission":{"default":2},"folder":"MGI0OWY2ODRmNTNl","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Waist
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this belt, you can turn on its stealth field to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you turn off the field. Turning the field on or off requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the belt’s maximum duration of 2 hours. After 2 hours of use, the belt ceases to function. For every uninterrupted period of 12 hours the belt goes unused, it regains 1 hour of use.
Those Baragwin who sought to turn their telepathic empathy into an asset for bounty hunting needed something special to overcome the drawbacks of their lumbering frames.
","img":""} -{"_id":"MWRmOTNlZjQwNDg1","name":"Devastating Savage Oscillator","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":31,"handout-archived":false}},"sort":310000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
simple blaster
\n\t\tValue/Weight: 300 cr, 8 lb.
\n\t\tDamage: 1d6 Energy
Properties: Ammunition (range 60/240), Reload 16, Two-Handed
\n\t\tType: Cybernetic Customization
Subtype: Replacement
Rarity: Premium
Prerequisite: Intelligence 13
Attunement: No
Source: WH
This augmentation replaces your eyes.
You can activate or deactivate this augmentation as a bonus action. While this augmentation is active, you gain advantage on Wisdom (Perception) checks that rely on sight beyond 30 feet. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Side Effect: While this augmentation is active, you have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks within 30 feet that rely on sight.
This eye replacement features integrated macrobinoculars, granting improved ability to see further away.
","img":""} -{"_id":"MWU2YzAzZmJjNWQ4","name":"Force Guidance","permission":{"default":2},"folder":"NjM1NDA1NDNkY2Nh","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"You’ve learned to utilize your gift with the Force in a specific, unique way. You gain the following benefits
You can select this feat multiple times. Each time you do so, you must choose a different skill or tool.
","img":""} -{"_id":"MWU4M2YyZjg5M2Q0","name":"Master Force Immunity","permission":{"default":2},"folder":"ZWQxMzFlNGNhOTBh","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Level: 8
Force Alignment: Universal
Casting Period: 1 action
Range: Self (10-foot-radius sphere)
Duration: Up to 1 hour
Concentration: Yes
Prerequisite: Improved Force Immunity
A 10-foot-radius faintly shimmering barrier 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.
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.
Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.
Enhanced Areas. The area of another power or enhanced effect, such as force storm, 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.
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.
Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.
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 saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.
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.
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.
Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.
","img":""} -{"_id":"MWU4MmJkNjNkZGJk","name":"Karkarodon","permission":{"default":2},"folder":"MzlmMmM2YzYxMTg3","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Skin Color | Blue, gray, or white |
Hair Color | None |
Eye Color | Black |
Distinctions | Multiple rows of sharp teeth, powerful jaws, shark-like heads |
Height | 4'8\" | +2d10\" |
Weight | 130 lb. | x(2d4) lb. |
Homeworld | Karkaris |
Language | Karkaran |
The amphibious Karkarodons have tall, slim bodies with webbed hands and feet. Their shark-like heads have pointed noses, gill slits, and many rows of razor-sharp teeth, which they use when attacking and eating. Karkarodons are skilled and fast swimmers. They attack by grabbing the target and used their jaws for ripping and tearing.
Karkarodons hail from the planet Karkaris, which is located in a star system neighboring the planet Mon Cala. They harbor an intense hatred for the Mon Calamari and Quarren inhabitants. The planet is almost entirely under water, and is very uninviting to non-Karkarodons.
Karkarodon culture is a warmongering, strength-based culture. Clans often fight eachother for dominance, natural resources, and to cull the weak. Each clan on the planet has a ruling triumvirate, usually comprised of venerated warriors who rule for life. When a younger Karkarodon wants to replace one of the ruling body, they challenge them to single, mortal combat. Occasionally, the challenged may spare the life of the challenger when they win, though that usually leads to resentment from the loser.
Karkarodons do not believe in lying or duplicity. They believe in approaching problems head on and saying what they mean, and are generally demeaing towards those they deem their lessers.
Karkarodon names are harsh and gutteral. They are generally one syllable. Surnames are clan-based rather than familial.
Male Names. Aurb, Rend, Riff, Trak, Vour
Female Names. Dewb, Garr, Rast, Scrat, Zend
Surnames. Alben, Gerdall, Kibben, Tamson, Zendall
As a Karkarodon, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Kakarodon reach adulthood in their early teens and live to be about 70.
Alignment. Karkarodons’ warmongering nature causes them to tend toward the dark side, though there are exceptions
Size. Karkarodons stand 5 to 7 feet tall and weigh upwards of 250 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Amphibious. You can breathe air and water.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.
Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Karkaran. Karkaran is characterized by its fierce sounds.
You are specially modified droid used to house a shard. Shards are sentient crystals native to the planet Orax, roughly a foot in length, that communicate with each other through pulses of light. While inhabiting a specialized droid host, shards are able to overcome the droid’s inability to wield the Force, granting the following benefits:
Type: Universal
Prerequisites: Tier 4, Advanced Thruster
You massively improve your ship’s thruster. Your ship’s Dexterity score increases by 1. As normal, you can’t increase your ship’s Dexterity score above 20 with this system.
","img":""} -{"_id":"MWUwYjkwZGM3MGU5","name":"Form II: Makashi","permission":{"default":2},"folder":"ZmMyNTVhOTIzYzNh","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Equilibrium, or Sentinel 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.
Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.
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.
Lastly at 3rd level, you gain the following Channel the Force option.
When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.
If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) 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:
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.
","img":""} -{"_id":"MWUwZmUwYTllNTE5","name":"Telekinetic Burst","permission":{"default":2},"folder":"N2IxNmQ3ZDM3Y2Yy","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 6
Force Alignment: Light
Casting Period: 1 action
Range: Self (60-foot line)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Telekinetic Storm
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.
You can create a new telekinetic gust as your action on your turn until the power ends.
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.
","img":""} -{"_id":"MWUzYzRlZDU1M2Zj","name":"Fine Security Spike","permission":{"default":2},"folder":"MTFhMjcwNDI4YWY5","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Consumable
Subtype: Technology
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you make an Intelligence (security kit) check, you can use the spike (no action required) to gain advantage on the check. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
When you score a critical hit with this weapon, you deal four additional weapon dice worth of damage.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 8d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
You can take the Dash action as a bonus action.
If you move at least 10 feet in a straight line immediately after taking this bonus action, you either gain a +5 bonus to your next melee attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
","img":""} -{"_id":"MWY3ODExMzc0NDFi","name":"Close Quarters Shooting Mastery","permission":{"default":2},"folder":"MTA5ZTYwZjQ4ZTU1","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"You’ve mastered getting up close and personal with blaster weapons, maintain both rate of fire and accuracy. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:
Type: Blaster Modification
Subtype: Targeting
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls made with this weapon.
You are experienced with collecting and classifying gems and relics. You gain the following benefits:
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 189) \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 13 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 2 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 11 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 15 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 10 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 192) \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 12 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 89) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 17 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 23 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 12 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 19 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 127) \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 25 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 14 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 161) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 14 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 193) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 194) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to damage rolls made with this weapon.
Type: Armor Modification
Subtype: Overlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Skin Color | Light to dark tones |
Hair Color | Black, brown, gray, or white (usually with age) |
Eye Color | Black, slate, gray, or brown |
Distinctions | Four arms |
Height | 4'6\" | +2d8\" |
Weight | 90 lb. | x(2d6) lb. |
Homeworld | Munto Codru |
Language | Codruese |
Codru-Ji are humanoids generally near-human in their adult appearances, save for their four arms. While their hair, eye, and skin pigmentations tend towards earthen hues, brighter colorations such as blonde hair or blue eyes, though uncommon, also exist. Rarer still, some adults maintain a light coat of fur or elongated, pointed ears. These eccentric attributes result from their unusual childhood forms.
Codru-Ji children are actually sapient, six-legged canid creatures that cannot speak. Codru-Ji in this stage of their lives are called Wyrwulves: they mature to their more recognizable figures after reaching puberty. At that point, a blue, rubbery substance cocoons a Wyrwulf for several weeks before it emerges as a humanoid adolescent. They do, however, retain both the natural resilience and the enhanced hearing of their previous selves.
The Codru-Ji are proud and protective of their ancient customs, and they carefully manage their homeworld’s economy to keep a degree of anonymity from the galaxy at large. They fear the tainting of their long-held practices by outside influence as well as prejudice against them for the almost barbaric level of callousness they will display towards one another in pursuit of personal gain. The kidnapping of a political rivals’ children or the ransoming of off-worlders back to their people are both common practices.
Codru-Ji names are often kept to two syllables. Clan names are appended to the given name as a hyphenated affix.
Male Names. Kossok, Tirrit, Uttar, Yunnan
Female Names. Davvi, Kella, Russa, Zollu
Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-
As a Codru-Ji, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Codru-Ji reach adulthood in their early teens and live less than a century.
Alignment. Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.
Size. Codru-Ji stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Four-Armed. Codru-Ji 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).
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.
Trance. Codru-Ji sleep lightly, standing and semiconscious, for 4 hours 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 Codruese, which has a solemn and stately cadence to it.
Spicebrew, a popular drink across the galaxy, is a tanned alcoholic beverage topped with foam. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"MjA5NzMyYjA0Y2Jj","name":"Force-Empowered Accuracy","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Ventures
Prerequisite: At least 2 levels in consular
Once per turn, while deployed as a gunner, 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.
Skin Color | Green-gray |
Hair Color | None |
Eye Color | Dark red or pink |
Distinctions | Horizontal pupils, noseless |
Height | 5'1\" | +2d10\" |
Weight | 90 lb. | x(2d4) lb. |
Homeworld | Neimoidia |
Language | Pak Pak |
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.
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.
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
As a Neimoidian, you have the following special traits.
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.
Type: Engineering
Prerequisites: Ship size Medium or larger
Skin Color | Light pink or white |
Hair Color | None |
Eye Color | Black or grey |
Distinctions | Three hearts, long limbs, elongated heads |
Height | 5'8\" | +2d10\" |
Weight | 145 lb. | x(2d4) lb. |
Homeworld | Scipio |
Language | Muun |
Muuns are tall, gaunt humanoids with thin bodies, long limbs, and elongated hairless heads. They typically have pale pink or white skin, most likely derived from their propensity for staying indoors. Muuns have tiny ears on the middle of the sides of their heads, flat noses, and slim mouths which leads to a commonly nasally voice.
Muuns believe in tradition, with an established culture based on intelligence and merit. A class-based hierarchy, Muuns consider the the intellectual pursuits (financiers, lawyers, engineers, diplomats, scientists) as the highest levels of society. Muun culture, and life, revolves around economics and finance. Intense competition among coworkers encourages economic growth, increased productivity, and superior work ethic. Muuns also have a fundamental respect for justice, though they typically adhere to the letter of the law rather than the spirit.
Since Muuns tend to shy away from fighting and physical pursuits, Muun society relies on alternative means for their planet’s protection, using vast financial resources to purchase massive floating defense platforms to defend their civilization from attack.
Muun names are typically clear and concise, rarely containing more than two syllables, with familial surnames.
Male Names. Clu, Hego, Nix, Pors, San
Female Names. Dax, Efra, Gil, Rel, Ter
Surnames. Card, Damask, Hill, Lesser, Tonith
As a Muun, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Muuns reach adulthood in their late teens and live an average of a century.
Alignment. Muuns’ lawful culture nature causes them to tend toward lawful balanced, though there are exceptions.
Size. Muuns typically stand 6 and a half to 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Finance Savvy. Muun share a keen business sense and an ability to find value where others don’t. Whenever you make a Charisma (Persuasion) check involving finances you are considered to have expertise in the Persuasion skill.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Three Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Languages. You can speak, read, and write Galactic Basic and Muun. The Muuns’ admiration of mathematics carries over into their language, which bares a striking resemblance to Binary.
Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.
When you choose this pursuit at 3rd level, 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.
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 Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting 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.
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 Slicer Pursuit Techcasting table.
You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.
Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.
Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.
When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.
When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.
As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.
When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.
When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.
When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.
Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power’s damage, but suffers no additional effects of the power.
Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Once you’ve reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.
You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.
When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: Slicer Pursuit
If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.
Prerequisite: Slicer Pursuit
When you cast a tech power that affects an area and requires a saving throw, and you are inside that power’s area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.
Prerequisite: 9th level, Slicer Pursuit
You can cast the override interface tech power at 5th level without spending tech points.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Prerequisite: 11th level, Slicer Pursuit
If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Prerequisite: Slicer Pursuit
When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.
Prerequisite: Slicer Pursuit
Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power’s activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power’s effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
THE SLICER PURSUIT
Level | Tech Powers Known | Tech Points | Max Power Level |
3rd | 4 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 5 | 3 | 1st |
7th | 6 | 4 | 2nd |
8th | 6 | 4 | 2nd |
9th | 7 | 5 | 2nd |
10th | 7 | 5 | 2nd |
11th | 8 | 6 | 2nd |
12th | 8 | 6 | 2nd |
13th | 9 | 7 | 3rd |
14th | 9 | 7 | 3rd |
15th | 10 | 8 | 3rd |
16th | 10 | 8 | 3rd |
17th | 11 | 9 | 4th |
18th | 11 | 9 | 4th |
19th | 12 | 10 | 4th |
20th | 12 | 10 | 4th |
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
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Subtype: Emitter
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the force attack rolls of force powers you cast through this focus generator.
Level: 6
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"MjE0NmRmNTAzNmYy","name":"Two-Weapon Mastery","permission":{"default":2},"folder":"Y2UyODQ4MTQ3MDlm","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"You’ve mastered fighting with two weapons, becoming a flurry of motion. While you are wielding separate weapons in each hand, or a weapon with the double property, with which you are proficient, you gain the following benefits:
While wielding separate weapons in each hand, you gain a +1 bonus to AC.
While wielding a double weapon, when you roll a 1 on a weapon damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.
You can engage in Two-Weapon Fighting even when the weapons you are wielding lack the light property.
You can draw or stow two weapons when you would normally be able to draw or stow only one.
When you engage in Two-Weapon Fighting, you can choose to forgo your proficiency bonus. If you do so, you can make an additional Two-Weapon Fighting attack, also without your proficiency bonus.
Type: Weapon
Subtype: Bolas
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 16 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 30 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.
Due to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
","img":""} -{"_id":"MjE0ODZlYzljZmU1","name":"Power Adept","permission":{"default":2},"folder":"YWM0MjVkZmQxYjAy","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, or necrotic. Powers you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
","img":""} -{"_id":"MjE3MmFiOWVlMjkz","name":"Animal Handler","permission":{"default":2},"folder":"MzM5ZmVjY2VkNGQw","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"You master the techniques needed to train and handle animals. You gain the following benefits:
Type: Operation
Prerequisites: Tier 3, Communications Suppressor
This modification improves the communications suppressor by adding a decrypter. When a deployed operator makes an Intelligence check to decrypt another ship’s encrypted messages, if they are proficient in Technology, they can instead make an Intelligence (Technology) check. Additionally, when a deployed operator attempts to suppress a target’s communications, they have advantage on the roll.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
You are accomplished with producing and refining ammunitions. You gain the following benefits:
Level: At-will
Force Alignment: Light
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
Prerequisite: —
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.
At Higher Levels: 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.
Those fighters who choose to become Adept Specialists tap into a latent Force-sensitivity to augment their martial prowess, blending the two to accelerate their bodies and blows. An adept speeds across the battlefield, attacking opponents in a flurry of blows before dashing off again.
When you choose this specialty 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.
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 Adept Specialist 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.
You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist 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.
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 Adept Specialist Forcecasting table.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier
Force attack modifier = your proficiency bonus +your forcecasting ability modifier
Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.
You can use this feature a 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.
Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.
At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).
Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.
At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
THE ADEPT SPECIALIST
Level | Force Powers Known | Force Points | Max Power Level |
3rd | 4 | 3 | 1st |
4th | 5 | 4 | 1st |
5th | 6 | 5 | 1st |
6th | 7 | 6 | 1st |
7th | 8 | 7 | 2nd |
8th | 9 | 8 | 2nd |
9th | 10 | 9 | 2nd |
10th | 11 | 10 | 2nd |
11th | 12 | 11 | 2nd |
12th | 13 | 12 | 2nd |
13th | 14 | 13 | 3rd |
14th | 15 | 14 | 3rd |
15th | 16 | 15 | 3rd |
16th | 17 | 16 | 3rd |
17th | 18 | 17 | 4th |
18th | 18 | 18 | 4th |
19th | 19 | 19 | 4th |
20th | 19 | 20 | 4th |
Type: Consumable
Subtype: Barrier
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
A shimmering barrier springs into resistance around you that lasts 8 hours. The barrier has 10 hit points. Whenever you take damage (one of energy, ion, or kinetic, chosen by the GM when the item is created), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the light property.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in guardian
Attunement: No
Source: WH
The damage die for your Force-Empowered Strikes and Improved Force-Empowered Strikes features increases to a d10.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Underlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Targeting
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack rolls made with this weapon.
Level: At-will
Casting Period: 1 action
Range: Touch
Duration: Up to 1 minute
Concentration: —
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.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
simple blaster
\n\t\tValue/Weight: 900 cr, 12 lb.
\n\t\tDamage: 1d6 Energy
Properties: Ammunition (range 60/240), Auto, Burst 8, Reload 16, Two-Handed
\n\t\tSkin Color | Green, ranging from lighter olive shades to deep blue-green colors |
Hair Color | None |
Eye Color | Yellow |
Distinctions | Compound or slit-pupiled eyes, dense musculature, suffer from respiratory and vision problems in standard gravity environments |
Height | 5'9\" | +2d8\" |
Weight | 140 lb. | x(2d4) lb. |
Homeworld | Phatrong |
Language | Kyuzo |
A lanky, bipedal humanoid species, the Kyuzo originate on the gravity-heavy Outer Rim world of Phatrong. Kyuzo are tall and slender, though their appearance belies their strength and quickness. Due to the uncommon makeup of their homeworld’s atmosphere, Kyuzo frequently wear corrective lenses and a highly pressurized filter mask over their faces to protect their sensitive respiratory systems and assist them in coping with uncomfortable climates like galactic standard habitable environments. As well as causing respiratory and vision problems, exposure to such conditions causes a Kyuzo to become ill within in a short period of time, interfering with their ability to concentrate and slowing them down.
A species known for its strong sense of justice and honor, most Kyuzo regard oaths and contracts as unbreakable and many species seek them as mercenaries, law-enforcement personnel and bounty hunters. A highly political species, the Kyuzo developed societies that span considerable geographical areas, and most identify as members of a particular country or region. Most major islands and continents on Phatrong are their own political units, though they do form a loose confederacy.
Male names typically end in vowels, while female names end in consonants. Surnames are based on region.
Male Names. Drego, Embo, Khalu, Mhali, Zuvio
Female Names. Catras, Garing, Streehn, Turung
Surnames. Brihney, Ghall, Khambey, Maway, Vori
As a Kyuzo, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.
Age. Kyuzo reach adulthood in their late teens and live less than a century.
Alignment. Kyuzos’ belief in justice and honor cause them to tend toward lawful balanced, though there are exceptions.
Size. Kyuzo typically stand between 6 and 7 feet tall and weigh around 170 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. Kyuzo struggle in atmospheres other than those of Phatrong. You wear a filter mask, and if your mask is removed while you are in such an environment, you lose consciousness.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Languages. You can speak, read, and write Galactic Basic and Kyuzo. Kyuzo is characterized by short words and quick phrases. Kyuzo struggle with Galactic Basic as it is grammatically dissimilar to Kyuzo.
Type: Item Modification
Subtype: Augment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
Your Charisma score increases by 2, and your maximum for this score increases by 1.
A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.
A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.
Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.
These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
PRIMAL INSTINCT
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don’t.
Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A LIFE OF DANGER
Not every person deemed “berserkers” by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common? What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.
THE BERSERKER
Level | Proficiency Bonus | Features | Rages | Rage Damage |
1st | 2 | Rage, Unarmored Defense | 2 | 2 |
2nd | 2 | Reckless Attack, Danger Sense | 2 | 2 |
3rd | 2 | Berserker Approach | 3 | 2 |
4th | 2 | Ability Score Improvement | 3 | 2 |
5th | 3 | Extra Attack, Fast Movement | 3 | 2 |
6th | 3 | Approach feature | 4 | 2 |
7th | 3 | Feral Instinct | 4 | 2 |
8th | 3 | Ability Score Improvement | 4 | 2 |
9th | 4 | Brutal Critical (1 die) | 4 | 3 |
10th | 4 | Approach Feature | 4 | 3 |
11th | 4 | Relentless Rage | 4 | 3 |
12th | 4 | Ability Score Improvement | 5 | 3 |
13th | 5 | Brutal Critical (2 dice) | 5 | 3 |
14th | 5 | Approach Feature | 5 | 3 |
15th | 5 | Persistent Rage | 5 | 3 |
16th | 5 | Ability Score Improvement | 5 | 4 |
17th | 6 | Brutal Critical (3 dice) | 6 | 4 |
18th | 6 | Indomitable Might | 6 | 4 |
19th | 6 | Ability Score Improvement | 6 | 4 |
20th | 6 | Primal Champion | Unlimited | 4 |
CLASS FEATURES
As a Berserker, you gain the following class features.
HIT POINTS
Hit Dice: 1d12 per Berserker level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st
PROFICIENCIES
Armor: Light Armor, Medium Armor, light and medium shields
Weapons: Simple Vibroweapons, Martial Vibroweapons, Simple Blasters
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 2d4 x 100 cr
RAGE
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
If you are able to cast powers, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.
UNARMORED DEFENSE
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
RECKLESS ATTACK
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
DANGER SENSE
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
BERSERKER APPROACH
At 3rd level, you choose an approach that shapes the nature of your rage which is detailed here: List of Berserker Archetypes. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
FAST MOVEMENT
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
FERAL INSTINCT
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
BRUTAL CRITICAL
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
RELENTLESS RAGE
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
PERSISTENT RAGE
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
INDOMITABLE MIGHT
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
PRIMAL CHAMPION
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores increases by 4.
\nGM Notes :
martial vibroweapon
\n\t\tValue/Weight: 1000 cr, 2 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Defensive 1, Finesse, Light
\n\t\tLevel: 3
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
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.
Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.
","img":""} -{"_id":"MjJlMjQyMzRlYmJm","name":"Heavy Exoskeleton","permission":{"default":2},"folder":"MTI3YWU3NDA0MDQ4","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"heavy armor
\n\t\tValue/Weight: 9.000 cr, 65 lb.
\n\t\tDetails: AC 18, Bulky, Strength 17
\n\t\tHeavy exoskeletons are virtually the heaviest armor acquirable during the Galactic War. It is ideal for extreme combat situations that involved direct damage and also offers a very good level of protection in sacrifice of dexterity. Some consider it claustrophobic but that was the trade-off for safety.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 17, their speed is reduced by 10 feet.
GM Notes :
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Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.
When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth.
Also at 3rd level, you hone your rage to a razor sharp focus. When you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.
At 6th level, you gain proficiency in Dexterity saving throws.
Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Additionally, while raging, melee weapon attacks using Dexterity score a critical hit on a roll of 19 or 20.
At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature.
","img":""} -{"_id":"MjM3YmU0Njg2YjYw","name":"Versatile Design","permission":{"default":2},"folder":"NmFjYzg5NTkxMjYy","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You’ve learned to approach problems from new angles, granting the following benefits:
martial vibroweapon
\n\t\tValue/Weight: 1200 cr, 15 lb.
\n\t\tDamage: 1d12 Kinetic
Properties: Dexterity 13, Heavy, Two-Handed
\n\t\tLevel: 7
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
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.
Overcharge Tech. The number of charges created increases by two for each slot level above 7th.
","img":""} -{"_id":"MjM4Y2Y0YzhhYzFm","name":"Aleena","permission":{"default":2},"folder":"NWY3MDAxMWYxNTVi","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Skin Color | Blue, gray, purple, tan |
Hair Color | None |
Eye Color | Blue |
Distinctions | Short stature, scaly skin, crested head |
Height | 2'1\" | +2d4\" |
Weight | 35 lb. | x1 lb. |
Homeworld | Aleen |
Language | Aleena |
Aleena are short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena's bodies are long compared to their short arms and stubby legs. Warm-blooded reptiles, they possess exceptional reflexes as well as a fast metabolism which allow them to convert food into energy very rapidly in order to escape predators on their harsh home planet.
Aleena are social and tend to thrive best in with close-knit teams if not with their own kind. They develop strong loyalties to friends and protect those they care about fiercely. Due to their inborn curiosity, the aleena are stereotypically galactic travelers, tourists in every sense. This, combined with their strong dedication to their relatives, results in aleena families traveling even to most unusual and dangerous locations just to see its sights. The appearance of an aleena family walking through an intergalactic metropolis is a common sight on many planets. The aleena's love of sports, particularly adventure and thrill sports, draw many into the galactic community. Most who enter professional classes are expert or diplomats.
Aleena settlements were small, and most individuals were part of a single lineage, or tahiko. The leader of each tahiko led the community and represented their wishes to the planetary advisory body. The advisory body elected a king to govern the planet, and was generally revered as a religious figure as they led religious ceremonies.
Aleena names are generally short and guttural, with longer names being saved for royalty. Surnames are based on their tahiko, or tribal lineage.
Male Names. Batts, Gratz, Wakka, Zakan, Zetts
Female Names. Arkei, Harza, Sutci, Tsuon, Yenn
Surnames. Anares, Kylar, Ors, Practes, Targae
As an aleena, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Aleena reach adulthood in their late teens and live to be about 80.
Alignment. Aleena's benevolent yet curious nature causes them to tend toward chaotic light side, though there are exceptions.
Size. Aleen typically stand 2 and a half to 3 feet tall and generally weigh about 35 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Bite. As a bonus action, you can make a special bite attack. If the attack hits, it deals 1d4 kinetic damage, you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
Cosmopolitan. You have proficiency in Lore.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Racer's Reflexes. Whenever you make a Dexterity ability check, attack roll or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you've passed or failed the check. You cannot do so again until you finish a short or long rest.
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 Aleena. Aleena is characterized by its use of short syllables and energetic movements to convey urgency and emotion.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Hyperdrive
Cost: 15000
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 1.0 hyperdrive travels at the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"MjMxOGIzMmVlNzAx","name":"Sharpshooting Mastery","permission":{"default":2},"folder":"MWUxMzBlZjUwMjhk","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"You have mastered blaster weapons and can easily make shots that others find impossible. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:
You are a part of one of the many Force-sensitive clans on Dathomir. You and your sisters, under the guidance of the Clan Mother, form powerful connections with one another and the untamed wilds of the planet. Your people are a matriarchal society of warriors who train in the art of war and the usage of both muscle and the Force in combat. While all clans have their own set of rules regarding Force usage, all the clans held one rule above all others: “Never Concede to Evil.”
Skill Proficiencies: Choose two from Acrobatics, Animal Handling, Lore, or Nature
Tool Proficiencies: Bioanalysis kit
Languages: One of your choice
Equipment: A copy of your clan's book of laws, a set of traveler's clothes, and a pouch containing 150 cr
WITCH CLANS
d8 | Witch Clans |
1 | Singing Mountain |
2 | Misty Falls |
3 | Red Hills |
4 | Dreaming River |
5 | Frenzied River |
6 | Great Canyon |
7 | Nightsisters |
8 | Nightbrothers |
FEATURE: MATRIARCHAL SOCIETY
Other Dathomir Witches know, and will look out for you. If you’re ever in need of a place to stay, or a meal to eat, other Dathomir Witches will help you as long as your clans aren’t feuding. This could be in the form of shelters, meals, even healing. If the Dathomir Witches are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Dathomir Witches are shaped by their training. They study their book of laws and use it to uphold order and prevent one's turn to the dark side. Their clan and the people around them affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
d8 | Personality Trait |
1 | I try and bring my culture to outsiders. |
2 | I always put my clan first. |
3 | I follow my clan's book of law to the letter. |
4 | I once ran twenty-five miles without stopping to warn to my clan of an approaching rival clan. I'd do it again if I had to. |
5 | I place no stock in wealthy or well-mannered folk. Credits and manners won't save you from a hungry rancor. |
6 | I have a lesson for every situation, drawn from observing nature. |
7 | I feel far more comfortable around wildlife than I do society. |
8 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
d6 | Ideal |
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Light) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Dark) |
5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
1 | My family and clan is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I am the last of my clan, and it is up to me to keep the traditions of my ancestors alive. |
4 | It is my duty to provide children to sustain my clan. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | I will bring terrible wrath down on those who disrespect my clan. |
d6 | Flaw |
1 | I stick to my traditions no matter what, even at the cost of others. |
2 | There's no room for caution in a life lived to the fullest. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I am slow to trust members of other species, clans, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Level: At-will
Casting Period: 1 action
Range: Self (5-foot sphere)
Duration: Instantaneous
Concentration: —
You emit a burst of electricity. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 lightning damage.
This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies’ strikes, and your presence is enough to wash away their fatigue.
Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.
When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.
Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.
At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).
Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.
By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.
Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.
Once you’ve used this feature, you must complete a long rest before you can use it again.
","img":""} -{"_id":"MjNhMWY3NDY1YjNl","name":"Binders","permission":{"default":2},"folder":"OWI3ODU2ZTI1Nzc5","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Value/Weight: 50 cr, 6 lb.
These durasteel restraints can bind a Small or Medium creature. Escaping the binders requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of binders comes with one key. Without the key, a creature proficient with security kits can pick the binders’ lock with a successful DC 15 Dexterity check. Binders have 15 hit points.
You’ve practiced making your powers more difficult to avoid, learning techniques that grant you the following benefits:
martial blaster
\n\t\tValue/Weight: 1200 cr, 18 lb.
\n\t\tDamage: 2d4 Energy
Properties: Ammunition (range 80/320), Auto, Burst 4, Rapid 4, Reload 8, Strength 13, Two-Handed
\n\t\tType: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Type: Armor
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable armor chassis comes with vacant modification slots for overlay, underlay, reinforcement, and armoring modifications, as well as one augment slot. It can house modifications of prototype rarity or lower.
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications. It can house modifications of premium rarity or lower.
Type: Adventuring Gear
Subtype: Body
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +2 bonus to saving throws while you wear this robe.
Members of the Order typically wear plain or unassuming garments, but this variant offers the additional protection needed by Jedi influencing important events.
","img":""} -{"_id":"MjQ0ZTc3YmI5YThm","name":"Byrothsis Adept Cell","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When this weapon is levitated by the Force to deal damage through a class feature or force power you use, it deals additional damage equal to one of its weapon damage dice.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Armor Modification
Subtype: Armoring
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a DC 15 Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.
While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.
","img":""} -{"_id":"MjU0M2I2MTVjMGQ2","name":"WH - Chapter 7 - Enhanced Items","permission":{"default":0},"folder":"NThkODViNTRlMDAz","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"The ability to plunder enhanced items from the hoards of conquered pirates, or discover them in long-lost Sith tombs is an experience players expect. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.
RARITY
Each enhanced item has a rarity: standard, premium, prototype, advanced, legendary, or artifact. Standard enhanced items, such as a medpac, are the most plentiful. Some legendary items, such as a Baragwin Stealth Unit, are more rare. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost as a result of wars or mishaps. Even premium items can’t be easily created. Thus, many enhanced items are unique and well-preserved relics.
Rarity provides a rough measure of an item’s power relative to other enhanced items. Each rarity corresponds to a character level, as shown below in the Enhanced Item Rarity and Identification table. A character doesn’t typically find a prototype enhanced item, for instance, until 5th-level or later. That said, rarity shouldn’t get in the way of your campaign’s story. If you want the darksaber to fall into the hands of 1st-level character, so be it. No doubt a great story will arise from that event.
Enhanced Item Rarity and Identification
Rarity | Character Level | Identification DC |
---|---|---|
Standard | 1st or higher | 10 |
Premium | 1st or higher | 15 |
Prototype | 5th or higher | 20 |
Advanced | 9th or higher | 25 |
Legendary | 13th or higher | 30 |
Artifact | 17th or higher | 35 |
If your campaign allows for trade in enhanced items, rarity can also help you set prices for them. As the GM, you determine the value of an individual enhanced item based on its rarity. Suggested values are provided in the Enhanced Item Rarity table. The value of a consumable, such as a medpac or stimpac, is typically half the value of a permanent item of the same rarity.
IDENTIFYING ENHANCED ITEMS
Some enhanced items have properties not readily distinguishable to the naked eye. Identifying such an item requires use of the analyze tech power or inspection with the appropriate tools.
If a player is proficient in the appropriate type of tools (e.g. armstech’s tools for a blaster or vibroweapon), they can make a check with them to identify the properties of an enhanced item over the course of a short rest. To use this benefit, you must have the tools, and the enhanced item must be within reach. The DC is found above in the Enhanced Item Rarity and Identification table.
VARIANT: SIMPLER IDENTIFICATION
If you prefer enhanced items to be more readily identifiable, you can allow characters to identify enhanced items through experimentation. Over the course of a short rest, a character can focus on one enhanced item while being in physical contact with it. At the end of the short rest, the character learns the item’s properties, as well as how to use them.
ATTUNEMENT
Some enhanced items require a creature to form a bond with them before their enhanced properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item.
Without becoming attuned to an item that requires attunement, a creature gains only its unenhanced benefits. For example, an enhanced heavy shield that requires attunement provides the benefits of a normal heavy shield to a creature not attuned to it, but none of its enhanced properties.
Attuning to an item requires a creature to spend an uninterrupted short rest focused on only that item while being in physical contact with it. This focus can take the form of weapon practice, meditation, or some other appropriate activity. At the end of the short rest, the creature gains an intuitive understanding of how to activate any enhanced properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to a maximum number of items equal to their proficiency bonus; any attempt to attune to an additional item fails. Standard, premium, and prototype items cost one attunement slot, while advanced, legendary and artifact cost two.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest with the item, unless the item is cursed.
VARIANT: SIMPLER ATTUNEMENT
If you prefer a simpler method, you can instead allow your characters to have a total of three attunement slots. If you do so, enhanced items should only take one attunement slot, regardless of rarity.
CURSED ITEMS
Some enhanced items bear curses that bedevil their users, sometimes long after a user has stopped using an item. An enhanced item’s description specifies whether the item is cursed. Most methods of identifying items, such as the analyze tech power, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.
Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first.
ENHANCED ITEM CATEGORIES
Enhanced items fall into different categories depending on the type of enhanced item. Some categories, such as weapons and armor, are obvious. Others are less so.
ADVENTURING GEAR
Items that don’t fall in one of the other categories are considered adventuring gear. They might be worn items, such as boots or a jetpack, or hand-held item like a holocron. This category is a catch-all for for items that don’t fit in other categories.
ARMOR
Unless an armor’s description says otherwise, armor must be worn for its enhanced properties to function.
Some suits of enhanced armor specify the type of armor they are, such as durasteel armor or combat suit, or the category in which they fall, such as light or heavy armor. If an enhanced armor doesn’t specific its armor type, you may choose the type or determine it randomly.
CONSUMABLES
Typically, consumables are single use (unless the description says otherwise). Once a consumable is used, it takes effect immediately and is rendered useless.
The value of consumables, due to their impermanent nature, is typically half that of permanent enhanced items. Consumables are sub-categorized by their type:
Adrenals. Adrenals are designed to give a short term boost to a creature, like increased speed. Adrenal effects rarely last longer than a minute.
Ammunition. Ammunition is unique sources of power or temporary enhancements for weapons.
Barriers. Barriers offer temporary protection, usually to a single damage type, and rarely last longer than a minute.
Explosives. Explosives, such as cryo grenades or thermal detonators, are designed to cause an effect in a radius that varies depending on their nature.
Medpacs. Medpacs are used to restore hit points to creatures other than droids and constructs.
Poisons. Poisons are used to incapacitate or harm beasts and humanoids.
Stimpacs. Stimpacs offer boosts to creatures, like increasing an ability score, that typically last for an hour or more.
Substances. Substances are often illicit, such as spice or death sticks, or legal and common, like beer or wine. Substances confer a benefit at risk of addiction. Substances are discussed further later in this chapter.
CYBERNETIC AUGMENTATIONS
Cybernetic augmentations are enhancements built in to biological creatures, such as beasts or humanoids. They come in the form of replacements, which replace a physical body part, or enhancements, which simply augment a creature. Cybernetic augmentations are discussed further later in this chapter.
DROID CUSTOMIZATIONS
Droid customizations are items that can enhance a droid in some way. They come in the form of parts, which replace a physical droid part, or protocols, which enhance the droid’s functions in some way. Droid customizations are discussed later in this chapter.
FOCUSES
Focuses are sub-categorized depending on what type of casting they augment: force or tech.
Force. Force focuses are used to augment the casting of force powers. The most common type of force focuses are focus generators, which are held in the hand of the forcecaster. Force focuses are not required to cast force powers.
Tech. Tech focuses are used to augment the casting of tech powers. The most common type of tech focuses are wristpads, which are worn on the forearm of the techcaster. Unlike force focuses, tech focuses are required to cast tech powers.
A character can only benefit from one focus at a time. Once per round you can switch which focus you are benefiting from (no action required).
MODIFIABLE ITEMS
Some enhanced items come with vacant slots for item modifications, which improve the enhanced item in some way. Typically, though not always, enhanced items have either built in properties or vacant modification slots, but not both. Modifiable items - and their modifications - are discussed further later in this chapter.
SHIELDS
Like armor, unless the description says otherwise, the shield must be actively wielded for its enhanced properties to function.
Some shields specify the category in which they fall, such as light shield generator or any heavy shield. If an enhanced shield doesn’t specify its category, you may choose the category or determine it randomly.
RELICS
The majority of relics - art, jewels, and sculptures - are scarce, highly sought after items of immense worth. Some relics offer the blueprints to craft items, while others occasionally contain hidden secrets.
WEAPONS
Whether crafted for a nefarious or benevolent purpose, weapons are among the most coveted of enhanced items.
Some enhanced items specify the type of weapon they are in their descriptions, such as a lightsaber or assault cannon, or the category in which they fall, such as vibroweapon or blaster. If an enhanced weapon doesn’t specific its weapon type, you may choose the type or determine it randomly.
Enhanced items are prized by adventurers are all sorts, often serving as the main reward for an adventurer. This section helps determine which enhanced items end up in the characters’ possession.
DISTRIBUTION
The Minor and Major Enhanced Items by Rarity tables below show the number of enhanced items a party of four should encounter during a campaign, culminating in 100 enhanced items accumulated by 20th level. The tables show much many of those items are meant to be handed out during the five tiers of play. The second and third tiers (levels 5-8 and 9-12, respectively) are intended to be when characters receive the majority of enhanced items, since these are the tiers where the majority of campaigns occur.
MINOR AND MAJOR ITEMS
The most common distinction between minor and major enhanced items is attunement. All items that require attunement should be treated as major enhanced items. On the other hand, all consumables and item modifications should be treated as minor enhanced items. Many items, however, do not easily fall into those two categories. Generally, if the item has a significant impact on one of the three pillars of adventure - exploration, social interaction, or combat - but does not require attunement, it should nonetheless be treated as a major item.
For instance, armor +1 does not require attunement, but it has a significant impact in combat, so it should be treated as major. Mag-lock boots, however, don’t significantly impact any aspect of gameplay, and thus should be treated as minor.
CHOOSING ITEMS LEVEL BY LEVEL
You decide when to place an item in an adventure that you’re creating or modifying usually because you think the story calls for an enhanced item, the characters need one, or the players would be especially pleased to get one.
When you want to select an item as treasure for an encounter, the Minor and Major Enhanced Items by Rarity tables serve as your item budget, as follows:
In the future, if you choose an item of a rarity that’s not available in the current tier but is still available in a lower tier, deduct the item from the lower tier. If all lower tiers also have no items available of a given rarity, deduct the item from a higher tier.
Minor Enhanced Items by Rarity
Character Level | Standard | Premium | Prototype | Advanced | Legendary | Artifact | Total |
1-4 | 6 | 3 | - | - | - | - | 9 |
5-8 | 8 | 10 | 5 | - | - | - | 23 |
9-12 | 2 | 4 | 6 | 7 | - | - | 19 |
13-16 | - | 2 | 3 | 5 | 6 | - | 16 |
17-20 | - | - | 2 | 3 | 4 | 4 | 13 |
Total | 16 | 19 | 16 | 15 | 10 | 4 | 80 |
Major Enhanced Items by Rarity
Character Level | Standard | Premium | Prototype | Advanced | Legendary | Artifact | Total |
1-4 | 1 | 2 | - | - | - | - | 3 |
5-8 | - | 1 | 4 | - | - | - | 5 |
9-12 | - | - | - | 4 | - | - | 4 |
13-16 | - | - | - | - | 4 | - | 4 |
17-20 | - | - | - | - | - | 4 | 4 |
Total | 1 | 3 | 4 | 4 | 4 | 4 | 20 |
CHOOSING ITEMS PIECEMEAL
If you prefer a more free-form method of choosing enhanced items, simply select each enhanced item you want to give out; then, when th e characters acquire one, deduct it from the Enhanced Items by Rarity tables in your notes. Whenever you do so, start with the lowest level tier, and deduct the item from the first number you come across in the appropriate rarity column for the item, whether it’s minor or major. If that tier doesn’t have a number greater than 0 for that rarity, go up a tier until you find one that does, and deduct the enhanced item from that number. Following this process, you will zero out each row of the table in order, going from the lowest levels to the highest.
OVERSTOCKING AN ADVENTURE
The enhanced item tables in this chapter are based on the number of items the characters are expected to receive, not the number of items that are available in an adventure. When creating or modifying an adventure, assume that the characters won’t find all of the items you place in it, unless most of the loot is in easy-to-find locations.
ARE ENHANCED ITEMS NECESSARY?
Ultimately, this is a question that can only be answered at your table. Some players are more loot driven, while others prefer to focus on the story aspect of gameplay. Generally, a normal campaign assumes that enhanced items appear sporadically and are a boon. Characters and monsters are built to face each other without the aid of enhanced items. Consequently, if your player characters obtain an inordinate amount of enhanced items, encounters might become progressively trivial. As a GM, you have to worry about maintaining that balance.
ENHANCED ITEM VALUES
The value of an enhanced item varies depending on the rarity of the item, as shown below in the Enhanced Item Value by Rarity table.
Using the Enhanced Item Value by Rarity table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item, such as a medpac or explosive, or item modification, such as a blaster barrel or armor overlay, when using the table to determine an asking price.
Enhanced Item Value by Rarity
Rarity | Value (cr) |
---|---|
Standard | up to 1.000 |
Premium | 1.001 to 5.000 |
Prototype | 5.000 to 25.000 |
Advanced | 25.000 - 100.000 |
Legendary | 100.000 - 500.000 |
Artifact | at least 500.000 |
DETERMINE VALUES RANDOMLY
Alternatively, you can determine the value of enhanced items randomly. To do so, you should first roll percentile dice twice, keeping the higher total. Then, you should multiply the result by the modifier, depending on the item’s rarity, as shown below in the Value Modifier by Rarity table.
Value Modifier by Rarity
Rarity | Value Modifier (cr) |
---|---|
Standard | 10 |
Premium | 50 |
Prototype | 250 |
Advanced | 1.000 |
Legendary | 5.000 |
Artifact | 10.000 |
If item value falls below the base threshold for that rarity, instead use the base for that rarity. For instance, if I want to determine the value of a prototype item, I first roll percentile dice twice. I get the results of 63 and 22, so I keep the 63 since it’s the higher number. I then multiply that number by the value modifier for prototype (250 cr), ending up with an item value of 15,750 cr (63 x 250 cr). If I instead had rolled 11 and 16 on the percentile dice rolls, however, I would have ended up with an item value of 4,000 cr (16 x 250 cr). Since this falls below the minimum value threshold for prototype items (5,000 cr), you should instead use the minimum.
As a further option to reflect the availability of enhanced items in your campaign, you can apply up to a +10 penalty for a scarce setting, or up to a -10 bonus for a setting where enhanced items are more common, when resolving the d100 roll determining enhanced item values, as appropriate.
Some enhanced items come with fixed properties. Other enhanced items, called chassis, are more customizable.
MODIFYING EQUIPMENT
Modifying an item requires three key components: a modifiable item chassis, a modification to install, and the appropriate tools. An item can only be modified by someone proficient with appropriate tools, as shown in the Item Specific Tools table.
MODIFIABLE ITEM CHASSIS
Every item chassis comes with at least four modification slots, increasing to six at higher rarities, as determined by the chassis’s rarity, as shown below in the Modification Slots by Rarity table.
Modification Slots by Rarity
Rarity | Modification Slots |
---|---|
Standard | 4 |
Premium | 4 |
Prototype | 5 |
Advanced | 5 |
Legendary | 6 |
Artifact | 6 |
Every modifiable item chassis shares the same four slots, determined by their type, as shown in the Available Modification Slots table below. Prototype and advanced modifiable item chassis also have one augment slot, in addition to the four base slots for their type, while legendary and artifact modifiable item chassis have two augment slots. A modifiable item chassis is only considered enhanced if it has at least one modification installed.
A modifiable item chassis can only include modifications of the same rarity or a lesser rarity. For instance, if you have a prototype modifiable item chassis, you can modify it with standard, premium, and prototype modifications. However, the item’s nature does not allow it to support higher rarity modifications.
INSTALLING MODIFICATIONS
Installing a modification takes one hour and requires an ability check with the appropriate tool, as shown in the Item Specific Tools table. The DC for the check is determined by the rarity of the modification being installed, as shown below in the Installation/Removal DC by Rarity table.
Installation/Removal DC by Rarity
Rarity | Installation/Removal DC |
---|---|
Standard | 10 |
Premium | 14 |
Prototype | 18 |
Advanced | 22 |
Legendary | 26 |
Artifact | 30 |
On a success, the modification is correctly installed. On a failure, the modification is not installed, and you must wait 24 hours before you can try again.
REMOVING MODIFICATIONS
Removing a modification requires an ability check with the appropriate tool, as shown in the Item Specific Tools table. The DC for the check is determined by the rarity of the modification being removed, as shown above in the Installation/Removal DC by Rarity table.
On a success, the modification is removed and salvaged. On a failure, the modification is removed but destroyed.
UPGRADING MODIFIABLE ITEM CHASSIS
Modifiable item chassis can have their rarity upgraded over time. An item can only be upgraded by someone proficient with the appropriate tools, and it can only be upgraded one rarity step at a time. Modifying a chassis takes eight hours and requires an ability check with the appropriate tool. The DC for the check is determined by the rarity to which the chassis is being upgraded, as shown in the Installation/Removal DC by Rarity table. Additionally, upgrading the rarity of a chassis requires an appropriate rare material, as discussed in the Crafting downtime activity. Upgrading a modifiable item chassis has no effect on any modifications currently installed in the chassis.
On a success, the modifiable item chassis is upgraded to the new rarity. On a failure, the modifiable item chassis is not upgraded, you must wait 24 hours before you can try again, and you must roll a d20. If you roll a 1 on the d20, one currently installed modification is destroyed. If the chassis has more than one modification installed, the GM should determine which modification is destroyed randomly.
Available Modification Slots
Armor | Blaster | Clothing | Focus Generator | Lightweapon | Shield | Vibroweapon | Wristpad |
---|---|---|---|---|---|---|---|
Overlay | Targeting | Weave | Emitter | Lens | Overlay | Grip | Processor |
Underlay | Barrel | Inlay | Conductor | Crystal | Underlay | Edge | Motherboard |
Reinforcement | Core | Pattern | Channel | Cell | Reinforcement | Oscillator | Amplifier |
Armoring | Attachment | Stitching | Cycler | Hilt | Shielding | Guard | Dataport |
MODIFICATIONS BY ITEM TYPE
The modifications available varies for each individual item type. For instance, a blaster always has four modification slots - targeting, barrel, core, and attachment - and up to two augment slots, determined by its rarity. Augments are universal across all modifiable items, while targeting, barrel, core, and attachment are unique to blasters.
ARMOR MODIFICATIONS
Armor shares three of their modification slots with shields, while one is unique.
Overlay. Overlay modifications augment armor and shield’s bonus to melee AC.
Underlay. Underlay modifications augment armor and shield’s bonus to ranged AC.
Reinforcement and Armoring. Reinforcement is shared by armor and shields while armoring is unique to armor. These modifications offer a new feature to armor, or enhance an existing one.
BLASTER MODIFICATIONS
The following modification slots are unique to blasters.
Targeting. Targeting modifications augment a blaster’s bonus to attack rolls.
Barrel. Barrel modifications augment a blaster’s bonus to damage rolls.
Core and Attachment. These modifications offer a new feature to a blaster, or enhance an existing one.
CLOTHING MODIFICATIONS
The following modification slots are unique to clothing.
Weave. Weave modifications offer a bonus to fortitude saving throws or damage with weapons.
Inlay. Inlay modifications offer a bonus to reflex saving throws or damage with tech powers.
Pattern. Inlay modifications offer a bonus to will saving throws or damage with force powers.
Stitching. These modifications offer a new feature to an article of clothing.
FOCUS GENERATOR MODIFICATIONS
The following modification slots are unique to focus generators.
Emitter. Emitter modifications augment a focus generator’s bonus to force attack rolls.
Conductor. Conductor modifications augment a focus generator’s bonus to force save DCs.
Channel and Cycler. These modifications offer a new feature to focus generators.
LIGHTWEAPON MODIFICATIONS
The following modification slots are unique to lightweapons.
Lens. Lens modifications augment a lightweapon’s bonus to attack rolls.
Crystal. Crystal modifications augment a lightweapon’s bonus to damage rolls.
Cell and Hilt. These modifications offer a new feature to a lightweapon, or enhance an existing one.
SHIELD MODIFICATIONS
Shields share three of their modification slots with armor, while one is unique.
Overlay. Overlay modifications augment armor and shield’s bonus to melee AC.
Underlay. Underlay modifications augment armor and shield’s bonus to ranged AC.
Reinforcement and Shielding. Reinforcement is shared by armor and shields while shielding is unique to shields. These modifications offer a new feature to shields, or enhance an existing one.
VIBROWEAPON MODIFICATIONS
The following modification slots are unique to vibroweapons.
Grip. Grip modifications augment a vibroweapon’s bonus to attack rolls.
Edge. Edge modifications augment a vibroweapon’s bonus to damage rolls.
Oscillator and Guard. These modifications offer a new feature to a vibroweapon, or enhance an existing one.
WRISTPAD MODIFICATIONS
The following modification slots are unique to wristpads.
Processor. Processor modifications augment a wristpad’s bonus to tech attack rolls.
Motherboard. Motherboard modifications augment a wristpad’s bonus to tech save DC.
Amplifier and Dataport. These modifications offer a new feature to wristpads.
COLOR CRYSTALS
In addition to the modifications unique to themselves, all lightweapons come with a slot for a color crystal. Typically, newly created lightweapons come with one of the more common color variants, such as green, blue, or red. Occasionally, a character might come across a more scarce color crystal. When determining what color crystal a lightweapon comes with, the GM can choose for the player, or have the player make a universal forcecasting ability check. The result of the check affects the color of the crystal, as shown below in the Forcecasting Color Crystal Modifier table.
Forcecasting Color Crystal Modifier
Forcecasting Ability Check DC | d100 RollItem modifier |
---|---|
1 | -15 |
5 | -10 |
10 | -5 |
15 | 0 |
20 | +5 |
25 | +10 |
30 | +20 |
The d100 Roll Modifier is added to the percentile dice rolled for the Color Crystal table, which is discussed below.
Once a player has made their forcecasting ability check to discover a lightweapon color crystal, the player rolls percentile dice and consults the Color Crystal table below, applying a modifier based on the result of their forcecasting ability check.
Color Crystal
d100 | Crystal Color |
---|---|
1-20 | Blue |
21-40 | Red |
41-60 | Green |
61-70 | Yellow |
71-80 | Purple |
81-90 | Orange |
91-93 | Viridian |
94-96 | Cyan |
97 | Bronze |
98 | Silver |
99 | White |
100 | Black |
This table includes the most common and desirable color crystals. More extensive options can be awarded at the discretion of the GM.
A player can choose the color crystal that is the result of their percentile dice rolled, or they can choose one that falls below it. For instance, if the player rolls a 91 and finds a viridian color crystal, they could instead choose a yellow color crystal, as if they had rolled a 63.
AUGMENTS
Augments are intended to offer features universal across items, such as an increase to an ability score or augmenting a class feature.
You can’t have two of the same augment in a single chassis, but you can have multiples of an augment, each in its own chassis.
Installing Augments in Other Items. Additionally, a character proficient in tinker’s tools can add modification slots for augments to items that lack them. First, the character must spend one uninterrupted hour tinkering with the item, which can be done over a short rest, with their tinker’s tools. The character must then make an ability check with tinker’s tools. On a result of less than 20, the item gains no augment slots, and you must wait 24 hours before you can try again. On a result of 20 or higher, the item gains one vacant augment slot. On a result of 30 or higher, the item gains two augment slots. Adding augment slots to an item causes that item to require attunement, if it didn’t already. An item can’t support augmentations of higher rarity than the item’s rarity.
VARIANT: COMMON MODIFICATIONS
Modifying equipment is a common expectation of adventurers foraying through the worlds of Star Wars. This rule treats all potential modifiable items - that is, the eight categories listed below - as unmodified standard rarity chassis. For example, every blaster you find while adventuring, or for sale in a market, comes with vacant modification slots for targeting, barrel, core, and attachment modifications.
Additionally, all modifications of standard rarity should be available for purchase from vendors without using the Buying Enhanced Items downtime activity.
Note that all chassis of premium or higher rarity should still be treated as enhanced items for the purposes of distribution.
Some characters are dissatisfied with their inborn gifts, while some are simply looking to augment their natural prowess. The less fortunate, however, might find themselves missing a limb. For all of these characters, cybernetic augmentations suit a purpose.
AUGMENTING CREATURES
Augmenting a creature with cybernetic enhancements requires three key components: a valid target for the augmentation, an augmentation to install, and biotech’s tools. A creature can only be modified by someone with proficiency in biotech’s tools.
VALID TARGETS
Typically, only beasts and humanoids are valid targets for augmentations. A creature can support a number of cybernetic augmentations equal to their proficiency bonus.
AUGMENTATION TIME
It takes 8 hours to install an augmentation in a Medium creature. The time it takes to install an augmentation in a creature of another size varies based on the size of the target, as shown below in the Creature Size Time Modifier table below.
Creature Size Time Modifier
Creature Size | Time Modifier |
---|---|
Tiny | x 0.25 |
Small | x 0.5 |
Medium | x 1 |
Large | x 2 |
Huge | x 5 |
Gargantuan | x 10 |
For instance, to install an augmentation in a Medium creature takes 8 hours. To install an augmentation in a Huge creature, however, it takes 40 hours (5 x 8).
The installer works 8 hours per day. It costs 100 credits per hour if the operation is performed by an NPC.
SIDE EFFECTS
In addition to the side effects associated with each augmentation, your body undergoes changes, depending on how many augmentations you adopt, as shown below in the Cybernetic Augmentation Side Effects table.
Cybernetic Augmentation Side Effects
Number of Augmentations | Side Effect |
---|---|
2 | You have disadvantage on saving throws against effects that deal ion damage. |
4 | You have vulnerability to ion damage. |
6 | You count as a droid for powers that affect only droids or constructs. |
INSTALLING AUGMENTATIONS
In addition to the time and cost requirement, installing an augmentation requires an ability check with biotech’s tools. The DC for the check is determined by the rarity of the augmentation being installed, as shown in the Installation/Removal DC by Rarity table.
On a success, the augmentation is correctly installed. On a failure, the augmentation is not installed, the time and credits are spent, and you must wait 24 hours before you can try again. Additionally, on a failure, the recipient suffers another effect, depending on the type of augmentation installed:
REMOVING AUGMENTATIONS
Removing an augmentation takes half the time and credits it would to install, and requires an ability check with biotech’s tools. The DC for the check is determined by the rarity of the augmentation being removed, as shown in the Installation/Removal DC by Rarity table.
On a success, the augmentation is removed and salvaged. On a failure, the augmentation is removed but destroyed.
Additionally, if removing a replacement augmentation, the recipient loses the ability to use the missing part until it receives another suitable replacement.
AUGMENTATION CATEGORIES
Two major categories of cybernetic augmentations exist in the galaxy: enhancements and replacements.
ENHANCEMENTS
Enhancements bestowed new abilities or improved the recipient in some fashion. Enhancements included skeletal reinforcement, subcutaneous communications hardware, and weapon mounts. Some enhancements have visible external components, while others were hidden beneath the skin.
REPLACEMENTS
Replacements are prosthetic or artificial units intended to replace limbs and damaged organs. Common replacements provided no benefits other than duplicating the essential functions of their biological counterparts. In appearance, a cybernetic replacement could be recognizably artificial or virtually indistinguishable from the real thing.
Droids vary in form and function. Beyond simply their droid classification and subtype, many droids - or their owners - crave further customizability. Droid customizations are designed for this purpose.
CUSTOMIZING DROIDS
Customizing a droid with droid-specific equipment requires three key components: a droid with a valid slot for the equipment, a piece of equipment to install, and astrotech’s tools. A droid can only be customized by someone with proficiency in astrotech’s tools.
VALID TARGETS
Only droids are valid targets for droid customizations. A droid’s motor can support two droid customizations, and can be upgraded to support up to six customizations.
CUSTOMIZATION TIME
It takes 8 hours to install a customization in a Medium droid. The time it takes to install a customization in a droid of another size varies based on the size of the target, as shown in the Droid Size Time Modifier table below.
Droid Size Time Modifier
Droid Size | Time Modifier |
---|---|
Tiny | x 0.25 |
Small | x 0.5 |
Medium | x 1 |
Large | x 2 |
Huge | x 5 |
Gargantuan | x 10 |
For instance, to install a customization in a Medium droid takes 8 hours. To install an augmentation in a Huge droid, however, it takes 40 hours (5 x 8).
The installer works 8 hours per day. It costs 100 credits per hour if the operation is performed by an NPC.
MOTOR UPGRADING
A droid’s motor can be upgraded to support more customizations, up to a maximum of six customizations. To upgrade the motor in a Medium droid, it takes 8 hours and a number of credits depending on the total number of slots the upgraded motor grants, as shown below in the Total Slots Upgrade Cost table.
Total Slots Upgrade Cost
Total Slots | Upgrade Cost (cr) |
---|---|
3 | 2.000 |
4 | 10.000 |
5 | 50.000 |
6 | 200.000 |
The time and cost it takes to upgrade a motor in a droid of another size varies based on the size of the target, as shown in the Droid Size Time Modifier table.
For instance, to upgrade a Medium droid’s motor from 2 slots to 3 slots, it takes 8 hours and 2,000 cr. To upgrade a Huge droid’s motor from 3 slots to 4 slots, however, it takes 40 hours (5 x 8) and 50,000 cr (5 x 10,000).
The installer works 8 hours a day. It costs 100 credits per hour if the operation is performed by an NPC.
INSTALLING CUSTOMIZATIONS
In addition to the time and cost requirement, installing a customization requires an ability check with astrotech’s tools. The DC for the check is determined by the rarity of the customization being installed, as shown in the Installation/Removal DC by Rarity table.
On a success, the customization is correctly installed. On a failure, the customization is not installed, the time and credits are spent, and you must wait 24 hours before you can try again.
REMOVING CUSTOMIZATIONS
Removing a customization takes half the time and credits it would to install, and requires an ability check with astrotech’s tools. The DC for the check is determined by the rarity of the customization being removed, as shown in the Installation/Removal DC by Rarity table.
On a success, the customization is removed and salvaged. On a failure, the customization is removed but destroyed.
CUSTOMIZATION CATEGORIES
Two major categories of droid customizations exist in the galaxy: parts and protocols.
PARTS
Parts typically enhance or replace the features of a droid. Additional arms, integrated shield generators or weapons, or built-in repulsor lifts. A droid is limited in the number of part customizations they can have by their size, as shown below in the Droid Size Maximum Parts table.
Droid Size Maximum Parts
Droid Size | Maximum Parts |
---|---|
Tiny | 1 |
Small | 2 |
Medium | 3 |
Large | 4 |
Huge | 5 |
Gargantuan | 6 |
PROTOCOLS
Protocols bestow new abilities or improvements on the target droid. Typically, they take the shape of systems improvements and offer no visible indicator that they exist.
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\n\t\tValue/Weight: 1000 cr, 2 lb.
\n\t\tDamage: 1d6 Kinetic
\n\t\tValue/Weight: 42 cr, 0 lb.
Damage: 1d6 Acid
Weapons: Simple and Martial Blasters that deal Kinetic Damage
A disruptor cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 13 Constitution saving throw, taking 1d6 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
","img":""} -{"_id":"MjU2NzQ0NWFiNDgy","name":"Journeyman Byrothsis Lens","permission":{"default":2},"folder":"MzVhNzRjYjg0ZGRl","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to attack rolls you make with force powers when using this weapon as your focus.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 3 property. If it already has the piercing property, its piercing number increases to 3.
Type: Suite
Prerequisites: Ship size Large or larger
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.
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.
","img":""} -{"_id":"MjUzZWI1NDk0YjQ1","name":"Emergency rations","permission":{"default":2},"folder":"NTAzNmNhNzUyZGEy","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Value/Weight: 25 cr, 0 lb.
Emergency rations come in small pill form, provide all the necessary nourishment for one person for one day, and take up roughly one-tenth the space of field rations.
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You can reload this weapon four times without using an action. You can’t use this feature again until you reload the weapon with an action.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
When you deal damage with this weapon, you deal an additional 1d8 force, lightning, necrotic, poison, psychic, or sonic damage (chosen by the GM when generating this item).
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You have a +2 bonus to attack and damage rolls made with this slug cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the slug cartridge has been fired, it no longer gives a bonus.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Costs 330 credits. Includes a chest, a set of fine clothes, a datapad, 5 datacards, a stylus pen, 5 days of field rations, and a canteen.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Thermal detonators are palm-sized, spherical, and extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Thermal detonators have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 19 Dexterity saving throw. A creature takes 8d6 fire and 8d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.
Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 2 property. If it already has the charging property, its charging number increases by 2, to a maximum of 3.
Level: 2
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
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.
","img":""} -{"_id":"MjYxNzliNjQzZjY3","name":"Mullinine Cell","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
You are exceptionally speedy and agile. You gain the following benefits:
Type: Focus Generator Modification
Subtype: Channel
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power through this focus generator that has a range of 5 feet or greater, you can increase the range of that force power by 10 feet.
Value/Weight: 650 cr, 25 lb.
This kit contains all of the commonly required tools to make repairs on constructs, such as ships, speeders, and turrets. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to perform repairs or install ship upgrades.
LORE
Your skill allows you to more readily discern the make and model of vehicle and ship parts.
INVESTIGATION/PERCEPTION
Your experience lets you more readily identify aftermarket modifications in vehicles and ships.
TECHNOLOGY
Your experience grants you greater insight when conducting repairs on ships or vehicles.
QUICK FIXER
When you are interrupted while you are conducting repairs on a vehicle or ship, reduce the required time by half as long as you are present during the entirety of the repairs.
Sample Activities
Activity | DC |
---|---|
Restoring power to a damaged vehicle | 15 |
Disassembling a vehicle’s engine | 20 |
Name | Cost | Weight | Source |
Clothes, clandestine* | 300 | 7 | WH |
Clothes, common | 5 | 3 | PHB |
Clothes, costume | 50 | 4 | PHB |
Clothes, dress uniform | 100 | 8 | PHB |
Clothes, fine | 150 | 6 | PHB |
Clothes, traveler's | 20 | 4 | PHB |
Sunshades** | 20 | 0 | WH |
*These clothes come with four hidden pockets, each of which can store up to 1 lb. Finding these hidden pockets requires a DC 15 Investigation check.
**These shades are worn over the eyes. While worn, you can no longer 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. However, while worn, 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 dim light.
Level: 1
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"MjZkNzBlNDgxZmM5","name":"Superior Focus Generator Chassis","permission":{"default":2},"folder":"OGI5MjU1NTFiOTJm","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Focus
Subtype: Force
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable focus generator chassis comes with vacant modification slots for emitter, conductor, energy channel, and cycler modifications, as well as one augment slot. It can house modifications of advanced rarity or lower.
Skin Color | Brown, chestnut, green, red, scarlet, or yellow |
Hair Color | None |
Eye Color | Black or orange |
Distinctions | Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos |
Height | 4'9\" | +2d10\" |
Weight | 110 lb. | x(2d4) lb. |
Homeworld | Alderaan |
Language | Killik |
Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.
The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind.
Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.
Killiks are a hive-mind insectoid that typically don’t use names. On the offchance they do, it’s usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.
As a Killik, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Killiks reach adulthood in their 40s and live an average of 200 years.
Alignment. Killiks’ willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.
Size. Killiks stand between 5 and 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.
Four-Armed. Killiks 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).
Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
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 Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.
Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.
","img":""} -{"_id":"Mjc3YjI5YTIzYzlm","name":"Exceptional Returning Weapon Hilt","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (50/150) properties. If it already has the thrown property, the range increases by 25/75.
Type: Weapon
Subtype: Any
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable weapon chassis comes with vacant modification slots determined by its type, as well as two augment slots. It can house modifications of artifact rarity or lower.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the regulated property.
Type: Armor Modification
Subtype: Armoring
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You can integrate a single weapon that weighs no more than 8 lb. into this armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.
Skin Color | Grey, brown, or black |
Hair Color | White, grey, or brown |
Eye Color | Red, orange, yellow, grey, green, or black |
Distinctions | Full body fur, flat noses, head cones |
Height | 5'5\" | +2d10\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Antar 4 |
Language | Antarian |
Gotals possess cranial horns as receptors to sense electromagnetism and other energy emissions. These nerve-ending filled cones can sense the natural electromagnetic fields produced by Antar 4’s magnetite-rich crust, allowing the species to operate even in total darkness. Their senses also pick up the electromagnetic auras from other life forms. When close to their hunting targets, they can ascertain information on its mood, awareness, and state of mind. Electronic devices can also be sensed by Gotals; in fact, most droids give off enough electromagnetic emissions to at least annoy a Gotal, and at worst to seriously disorient the horned beings, making them notoriously distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being quite weak, and their sense of smell almost completely absent.
Since their natural empathy makes them instantly sensitive to the feelings of others, Gotals have little use for government or laws on their homeworld, resulting in problems when dealing with other societies. No central authority figure can speak for Antar 4 as a whole in a crisis, and no organized Gotal military or police force can act on their behalf. Other species respect the Gotals for their discretion and restraint, but some individuals fear interacting with the horned beings for fear of having their emotional state revealed to others.
Gotal names are quite guttural, though there are also many harsher tones within their names. Gotal names do not vary significantly based on gender, and surnames are familial.
First Names. Thon, Fern, Fuu’rash, Jir, Vluphol
Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem
As a Gotal, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
Age. Gotals reach adulthood in their late teens and live less than a century.
Alignment. Gotals’ polite and respectful nature causes them to tend toward lawful alignments, though there are exceptions.
Size. Gotals typically stand 6 to 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Energy Sensors. Gotals perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.
Hunter. You are proficient in Survival.
Natural Empathy. Gotal’s electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.
Languages. You can speak, read, and write Galactic Basic and Antarian. The Antarian language is characterized by growls and clicking noises at various volumes.
Type: Operation
Prerequisites: Tier 1
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 deployed operator can attempt suppress the target’s communications by making an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. On a success, the target’s communications are suppressed, preventing any communication to or from external sources. On a failure, they become immune to this feature for one day.
Type: Armor
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +2 bonus to AC while this armor is installed.
simple vibroweapon
Value/Weight: 50 cr, 0 lb.
Damage: Special
Handwraps are worn over the hands. When you hit with a melee weapon attack using handwraps, you use your unarmed strike damage instead of the weapon’s damage. Additionally, while wearing handwraps, when pushing or dragging weight in excess of your carrying capacity, your speed drops to 10 feet, instead of 5.
Level: 7
Force Alignment: Light
Casting Period: 1 minute
Range: Touch
Duration: 1 hour
Concentration: —
Prerequisite: —
You touch a creature and stimulate its natural healing ability. The target regains 4d8+15 hit points. For the duration of the power, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
If the creature has a severed part you hold it to the stump, the power instantaneously causes the limb to knit to the stump.
This power has no effect on droids or constructs.
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You’ve reinforced your chassis. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack and damage rolls made with this plasma cell. This bonus is in addition to any bonuses granted by the weapon. Once the plasma cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
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 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.
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.
","img":""} -{"_id":"MjgxODY0MGNkNGVl","name":"Quadanium Heavy Shield","permission":{"default":2},"folder":"NzI0ZGZiZjdkODc4","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"shield
\n\t\tValue/Weight: 2.000 cr, 36 lb.
\n\t\tDetails: AC +3, Charging 1, Cumbersome, Obtrusive, Strength 15
\n\t\tPhysical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. Heavy shields are much larger and more cumbersome, but they offer more protection than their smaller counterparts. Their obtrusive size, however, makes them unwieldy, requiring the use of a one-handed weapon with the light property in the other hand.
When you take damage while wearing armor or wielding a shield with the charging property, you gain a charge. You can store a maximum number of charges equal to the charging number, and the charges last for 1 minute. The next time you hit with a melee weapon attack while you have charges, you deal additional damage of the same type as the weapon’s damage equal to the number of charges stored.
While wearing armor or wielding a shield with the cumbersome property, your speed is reduced by 5.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
While wielding a shield with the obtrusive property, you have disadvantage on Dexterity (Stealth) checks that rely on sight.
GM Notes :
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Subtype: Grip
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the shocking 16 property. If it already has the shocking property, its shocking number increases by 4, to a maximum of 18.
Type: Item Modification
Subtype: Augment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
Your Intelligence score increases by 1. One ability score other than Intelligence (chosen by the GM) decreases by 1.
Level: 4
Casting Period: 10 minutes
Range: 300 feet
Duration: 24 hours
Concentration: —
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
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.
","img":""} -{"_id":"MjhkODc2Y2I0MDBl","name":"Scout","permission":{"default":2},"folder":"MDZiYTY5MzFmNWRl","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.
Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.
Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.
DEADLY HUNTERS
Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilizationhumanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.
Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.
INDEPENDENT ADVENTURERS
Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the firstand possibly the lastline of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
QUICK BUILD
You can make a scout 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 Intelligence. Second, choose the bounty hunter background.
THE SCOUT
Level | Proficiency Bonus | Features | Ranger's Quarry Damage Die | Tech Powers Known | Tech Points | Max Power Level |
1st | 2 | Swift Response, Ranger's Quarry | d4 | - | - | - |
2nd | 2 | Fighting Style, Techcasting | d4 | 4 | 2 | 1st |
3rd | 2 | Pathfinder, Scout Technique | d4 | 5 | 3 | 1st |
4th | 2 | Ability Score Improvement | d4 | 6 | 4 | 1st |
5th | 3 | Extra Attack | d6 | 7 | 5 | 2nd |
6th | 3 | Expertise | d6 | 8 | 6 | 2nd |
7th | 3 | Technique feature | d6 | 9 | 7 | 2nd |
8th | 3 | Ability Score Improvement | d6 | 10 | 8 | 2nd |
9th | 4 | - | d8 | 11 | 9 | 3rd |
10th | 4 | Commando | d8 | 12 | 10 | 3rd |
11th | 4 | Technique feature | d8 | 13 | 11 | 3rd |
12th | 4 | Ability Score Improvement | d8 | 14 | 12 | 3rd |
13th | 5 | - | d10 | 15 | 13 | 4th |
14th | 5 | Combat Tech | d10 | 16 | 14 | 4th |
15th | 5 | Technique feature | d10 | 16 | 15 | 4th |
16th | 5 | Ability Score Improvement | d10 | 16 | 16 | 4th |
17th | 6 | - | d12 | 17 | 17 | 5th |
18th | 6 | Supreme Awareness | d12 | 17 | 18 | 5th |
19th | 6 | Ability Score Improvement | d12 | 17 | 19 | 5th |
20th | 6 | Foe Slayer | d12 | 18 | 20 | 5th |
CLASS FEATURES
As a Scout, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per Scout level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st
PROFICIENCIES
Armor: Light armors, medium armors, light and medium shields
Weapons: Simple blasters, martial Blasters, simple vibroweapons, martial vibroweapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 5d4 x 100 cr
SWIFT RESPONSE
Beginning at 1st level, you learn to react with swift and decisive action in combat. You gain the following benefits:
RANGER’S QUARRY
Also 1st level, you learn how to effectively read and track your prey. On your turn, you can choose a creature you can see within 90 feet and mark it as your quarry (no action required). For the next 10 minutes, you gain the following benefits:
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Starting at 9th level, you can expend two uses of this feature to extend the duration to 8 hours. At 17th level, you can expend three uses to extend the duration to 24 hours.
FIGHTING STYLE
Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
TECHCASTING
Also at 2nd level, 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.
TECH POWERS KNOWN
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 class table. You may not learn a tech power of a level higher than your Max Power Level.
TECH POINTS
You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class 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.
MAX POWER LEVEL
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 class table.
You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.
TECHCASTING ABILITY
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.
Tech save DC = 8 + your proficiency bonus +your Intelligence modifier
Tech attack modifier = your proficiency bonus +your Intelligence modifier
TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
PATHFINDER
Beginning at 3rd level, you are skilled at navigating the untamed wilds. You gain the following benefits when traveling for an hour or more:
SCOUT TECHNIQUE
Also at 3rd level, you choose to focus on a specific scout technique, which is detailed here: List of Scout Archetypes. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
EXPERTISE
At 6th 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.
At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
COMMANDO
Starting at 10th level, you can take the Dash and 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.
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.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.
COMBAT TECH
At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.
SUPREME AWARENESS
At 18th level, 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.
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.
FOE SLAYER
At 20th level, 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.
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.
","img":""} -{"_id":"MjhkZDljMDM0MGVi","name":"Force Lightning","permission":{"default":2},"folder":"ZTNkNmE5ODczYzU4","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 3
Force Alignment: Dark
Casting Period: 1 action
Range: Self (100-foot line)
Duration: Instantaneous
Concentration: Yes
Prerequisite: Shock
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
","img":""} -{"_id":"MjhlZDAzNTQ2ZTFi","name":"Exceptional Fixed Piercing Stock","permission":{"default":2},"folder":"NjNhNzZhYTg1YjY0","flags":{"R20Converter":{"handout-order":28,"handout-archived":false}},"sort":280000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
For some, the consumption of substances is the entirety of their life. For berserkers of the Addicted Approach, substances cause their fury to burn stronger and deeper, granting significant benefits.
When you choose this approach at 3rd level, you gain proficiency in your choice of brewer's kit or spicer's kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.
Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.
At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.
Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.
At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.
","img":""} -{"_id":"MjkxOTdhOGJkNjhm","name":"Dextrous Mastery Oscillator","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":16,"handout-archived":false}},"sort":160000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by two steps (from 19 to 15, 17 to 13, or 15 to 11). If the dexterity number is 13 or lower, this modification removes the dexterity property from it entirely.
Type: Clothing Modification
Subtype: Inlay
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Dexterity and Intelligence saving throws and a -1 penalty to Wisdom and Charisma while wearing this article of clothing.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This armor or shield’s strength number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, this modification removes the strength property from it entirely.
Type: Suite
Prerequisites: —
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 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.
","img":""} -{"_id":"MjlhMDAyYzQ5YTgz","name":"Crafter","permission":{"default":2},"folder":"MTA5ZTYwZjQ4ZTU1","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan’s tools. You gain the following benefits:
You can select this feat multiple times. Each time you do so, you must choose a different set of artisan’s tools.
","img":""} -{"_id":"MjlhYjZiZWMxM2Q3","name":"Basic Fortitude Weave","permission":{"default":2},"folder":"ZDg1NjRjOTFkOGIw","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Clothing Modification
Subtype: Weave
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Constitution and Strength saving throws and a -1 penalty to Dexterity and Intelligence while wearing this article of clothing.
Level: 1
Casting Period: 1 action
Range: Self
Duration: 1 hour
Concentration: —
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.
The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. Someone may also use an action to make an Investigation check against your techcasting save DC, seeing through the hologram on a success.
","img":""} -{"_id":"MjlkMDdjNDQzZDg0","name":"Superior Crossguard Hilt","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":46,"handout-archived":false}},"sort":460000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the defensive 2 property. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
Type: Ventures
Prerequisite: —
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, for the attack rolls.
Type: Adventuring Gear
Subtype: Feet
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
While you wear these boots, you can activate or deactivate heir mag-locks as a bonus action. While the mag locks are engaged, you move at half speed, can walk on any solid metallic surface, ignore difficult terrain caused by metallic debris, and ignore the effects of gravity (or the lack thereof), allowing you to walk up vertical surfaces or even upside-down.
The battery in these boots lasts for a total of 1 hour and recharges at the end of a long rest.
","img":""} -{"_id":"MmE0ZTI4NjlmY2Fh","name":"Major Neutronium Edge","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":28,"handout-archived":false}},"sort":280000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Edge
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to damage rolls made with this weapon.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and fixed properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Level: 1
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Up to three creatures of your choice that you can see within range must make Dexterity saving throws. Whenever 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.
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","img":""} -{"_id":"MmE3OGJjNjc4Yjdk","name":"Marauder Approach","permission":{"default":2},"folder":"NDMyNGRmZjI0YzQw","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Few things are more terrifying than being in the path of a Berserker who has learned the ways of the Force. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a marauder unleashes their rage, they channel their brute strength into primal might, and uses it to devastate his foes in a hail of fire, blades, and blood. Due to the uncontrolled nature of their powers, marauders have a dangerous predilection for the strength and raw power offered by the dark side, and many fall into it’s clutches. Even those who do not are always temped by the voices of fury barely contained within.
When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
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 Marauder Approach 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.
You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach 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.
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 Marauder Approach Forcecasting table.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier
Force attack modifier = your proficiency bonus + your forcecasting ability modifier
Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.
Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.
At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.
Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws 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.
At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.
THE MARAUDER APPROACH
Level | Force Powers Known | Force Points | Max Power Level |
3rd | 4 | 3 | 1st |
4th | 5 | 4 | 1st |
5th | 6 | 5 | 1st |
6th | 7 | 6 | 1st |
7th | 8 | 7 | 2nd |
8th | 9 | 8 | 2nd |
9th | 10 | 9 | 2nd |
10th | 11 | 10 | 2nd |
11th | 12 | 11 | 2nd |
12th | 13 | 12 | 2nd |
13th | 14 | 13 | 3rd |
14th | 15 | 14 | 3rd |
15th | 16 | 15 | 3rd |
16th | 17 | 16 | 3rd |
17th | 18 | 17 | 4th |
18th | 18 | 18 | 4th |
19th | 19 | 19 | 4th |
20th | 19 | 20 | 4th |
Level: 9
Force Alignment: Universal
Casting Period: 1 action
Range: Self (30-foot radius)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Improved Battle Meditation
You exude an aura out to 30 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.
Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw.
Whenever a hostile creature starts enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d8 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.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack and damage rolls made with this deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn’t deafened.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Prototype
Prerequisite: Intelligence 13
Attunement: No
Source: WH
This augmentation replaces a hand.
As a bonus action, you can transform this claw-hand into one of the following items of your choice, or back its default claw-hand state. While your claw-hand is transformed, you are considered to be proficient in the item it is replicating, if you are not already:
For items that have charges such as the repair kit, you regain all expended charges at the end of a long rest. For items that use power cells, you can reload those with power cells normally.
Side Effect: Once this hand replacement has been installed, you can no longer wield weapons in this hand other than those this augmentation can transform into.
The CVCM hand replacement appears to be a simple claw, but it contains a startling variety of tools, transforming to become whatever gadget is needed at the moment.
","img":""} -{"_id":"MmExZThjYTU2ZWFm","name":"Greater Translocate","permission":{"default":2},"folder":"NTdkZmI3N2ZiNDQ1","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 5
Casting Period: 1 bonus action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
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.
light armor
\n\t\tValue/Weight: 1.450 cr, 13 lb.
\n\t\tDetails: AC 12 + Dex., Avoidant 1, Strength 11
\n\t\tFiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.
\\n\\nWhen wearing armor or wielding a shield with the avoidant property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.
\\n\\nIf the wearer has a Strength score lower than 17, their speed is reduced by 10 feet.
GM Notes :
{\"name\":\"Fleximetal Fiber Armor\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"light armor\",\"AC\":\"12\",\"Weight\":\"13\",\"Requires Attunement\":\"No\"},\"content\":\"Fiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.\\n\\nWhen wearing armor or wielding a shield with the avoidant property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.\\n\\nIf the wearer has a Strength score lower than 17, their speed is reduced by 10 feet.\",\"htmlcontent\":\"Fiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.\\n\\nWhen wearing armor or wielding a shield with the avoidant property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.\\n\\nIf the wearer has a Strength score lower than 17, their speed is reduced by 10 feet.\"}medium armor
\n\t\tValue/Weight: 2.500 cr, 45 lb.
\n\t\tDetails: AC 15 + Dex (max 2), Bulky
\n\t\tComposite armor is a type of armored suit that offers a good balance of mobility and protection against most types of weapons. The micro-hydraulics of this type of powered armor provide the operator with protection, but are more bulky than mesh or weave armors. This type of armor is rarely seen outside of professional mercenaries’ and soldiers’ use.
The wearer has disadvantage on Stealth (Dexterity) checks.
GM Notes :
{\"name\":\"Composite Armor\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"medium armor\",\"AC\":\"15\",\"Weight\":\"45\",\"Stealth\":\"Disadvantage\",\"Requires Attunement\":\"No\"},\"content\":\"Composite armor is a type of armored suit that offers a good balance of mobility and protection against most types of weapons. The micro-hydraulics of this type of powered armor provide the operator with protection, but are more bulky than mesh or weave armors. This type of armor is rarely seen outside of professional mercenaries’ and soldiers’ use.\\n\\nThe wearer has disadvantage on Stealth (Dexterity) checks.\",\"htmlcontent\":\"Composite armor is a type of armored suit that offers a good balance of mobility and protection against most types of weapons. The micro-hydraulics of this type of powered armor provide the operator with protection, but are more bulky than mesh or weave armors. This type of armor is rarely seen outside of professional mercenaries’ and soldiers’ use.\\n\\nThe wearer has disadvantage on Stealth (Dexterity) checks.\"}Value/Weight: 150 cr, 4 lb.
This cybernetic augmentation replaces a foot.
A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your A Champion Well Known feature, you can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club.
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Acrobat |
2 | Brawny |
3 | Threatening |
4 | Performer |
5 | Entertainer |
6 | Linguist |
7 | Durable |
8 | Martial Adept |
Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
d8 | Personality Trait |
---|---|
1 | I know a story relevant to almost every situation. |
2 | Whenever I come to a new place, I collect local rumors and spread gossip. |
3 | I'm a hopeless romantic, always searching for that \"special someone\". |
4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. |
5 | I love a good insult, even one directed at me. |
6 | I get bitter if I'm not the center of attention. |
7 | I'll settle for nothing less than perfection. |
8 | I change my mood or my mind as quickly as I change key in a song. |
d6 | Ideal |
---|---|
1 | Beauty. When I perform, I make the world better than it was. (Light) |
2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) |
3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) |
4 | Greed. I'm only in it for the money and fame. (Dark) |
5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) |
6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) |
d6 | Bond |
---|---|
1 | My instrument is my most treasured possession, and it reminds me of someone I love. |
2 | Someone stole my precious trophy, and someday I'll get it back. |
3 | I want to be famous, whatever it takes. |
4 | I idolize a hero of the old tales and measure my deeds against that person's. |
5 | I will do anything to prove myself superior to my hated rival. |
6 | I would do anything for the other members of my old troupe. |
d6 | Flaw |
---|---|
1 | I'll do anything to win fame and renown. |
2 | I'm a sucker for a pretty face. |
3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. |
4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. |
5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. |
6 | Despite my best efforts, I am unreliable to my friends. |
House/variant rules are optional additions to GM each game that in some way enhance or alter game play. Generally, they are done to alleviate stress from the GM, to improve player engagement, or to help a player realize a character goal. This appendix includes a number of variant rule options, all of which I offer at my table.
I would encourage you to become familiar with the core content of this conversion before you decide if these house rules are right for you.
One of the first variant rules I added to my games was the Defense Rolls, published in the Unearthed Arcana: Variant Rules. Essentially, instead of the GM making attack rolls against the players’ static AC, the players make defense rolls against the GM’s static attack save DC. Implementing this is easy.
Armor class is replaced with Defense Bonus. This bonus is calculated simply by players taking their AC and subtracting 10. If a player had an AC of 16, they would have a DB of +6.
Attack bonuses you find on monster cards are similar converted to static values, called the attack save DC. To calculate this DC, simply take the listed attack bonus and add 12 to it. For instance, a B1 battle droid’s blaster rifle attacks with a +4 modifier. Instead, that droid would have an attack save DC of 16.
Instead of the GM making attack rolls, players make defense rolls by rolling a d20 and adding their Defense Bonus. If the roll meets or exceeds the attack save DC, the player successfully defends. If a character fails the the defense roll, the attack hits.
If the attacker would normally have advantage on the attack roll, you instead apply disadvantage to the defense roll, and vice versa if the attacker would have disadvantage.
If the defense roll comes up a 1 on the d20, then the attack is a critical hit. If the attacker would normally score a critical hit on a roll of 19 or 20, then the attack is a critical hit on a 1 or 2, and so forth for broader critical ranges.
Similarly, a 20 on the defense roll would automatically be a successful dodge, regardless of the attack save DC.
This is the first variant rule I implemented at my table, and it has thus far been universally loved. Keeping players engaged is very important at the table. Additionally, abilities that players have that allow them to know your attack rolls are simpler since the player rolls the dice in the open.
While I use this rule, and will continue to do so, when my players encounter “boss”-type mobs, I roll attack rolls as normal.
I especially recommend this rule if you utilize the Space Combat optional rule set. Since the pilot on many larger ships doesn’t operate the weapons, using this rule keeps them further engaged.
Also published in the Unearthed Arcana: Variant Rules was a rule for your players to roll when they use powers or abilities that call for a save DC. Instead of the GM making saving throws against the players’ static save DCs, the players roll a saving throw check against the GM’s defense save DC.
If players have their save throw DCs calculated, simply subtract 8 from that value. If your consular’s force save DC is 15, your saving throw check modifier is +7.
Monster cards also include potential saving throws, which can easily be converted to a defense save DC. Take the appropriate ability score modifier and add 14 to it. If the monster is proficient in the saving throw (indicated in the saving throw line on the monster card, if it exists), instead use that value. For instance, if a B1 battle droid is forced to make a Dexterity saving throw, its defense save DC would be 16 (14+2).
Instead of the GM rolling saving throws for the monsters, players make saving throw checks by rolling a d20 and adding their saving throw check modifier. If the roll meets or exceeds the defense save DC, the creature fails the saving throw. If a character fails the the saving throw check, the creature successfully saves.
If the defender would normally have advantage on the saving roll, you instead apply disadvantage to the saving throw check, and vice versa if the defender would have disadvantage.
For all the same reasons as defense rolls. Players enjoy it, and it makes it easier for me to GM. Again, I don’t use this rule when players encounter bosses.
The current version of the SW5e PHB has the player using different ability scores depending on the alignment of the powers they are trying to cast: Wisdom for light side, Charisma for dark side, player’s choice for universal.
For new players, this might be too complicated. Consider letting them instead choose between using Wisdom and Charisma as their forcecasting ability.
This is a wonderful simplification for new players. I, personally, love the alignment determining the forcecasting ability, and I have relatively experienced players, so I haven’t felt a need to use this.
This one is simple. At level 4, 8, 12, 16, and 19, when a player gets the opportunity to choose between adding 2 to their ability scores or a feat, I’m letting them add 1 to an ability score and choose a feat.
Now, this is going to create more powerful players, which means you need to pit them against more powerful monsters. I, personally, love this rule because I know it helps experienced players realize the exact character they want and helps to differentiate GM different characters of the same class. Then GM again, I’m a huge proponent of feats in general.
I love feats and I love powerful player characters, so as a GM this rule works well for me. It’s not for everyone.
I won’t delve too far into this. The simplified version is that instead of receiving experience for every encounter and leveling up at odd times, the GM chooses when they level up. Additionally, there never has the potential to be an experience, and consequently level, disparity between players.
Milestone leveling eliminates unnecessary record-keeping, helps maintain narrative significance to leveling up, and streamlines the GM controlling the game.
Additionally, if you utilize the Space Combat optional rule set, I urge you to use this. The nature of space combat is that there is no ship leveling up. Experience values relative to the amount required to level up will diminish drastically.
Most consumables require an action to use, which makes sense when applying them to others. However, a common adjustment in 5e (which is even more logical in SW5e), is to allow administering such consumables to yourself as a bonus action, instead. This only applies to consumables that confer a positive benefit, such as a repair kit or medpac.
This is a pretty common house rule at most tables, I believe. I’ve always used it since I discovered it years ago.
In some eras of Star Wars history, forcecasters are a rarity, and are hunted across the galaxy by the likes of Inquisitors, or if they’re unlucky, a Dark Lord of the Sith, in an attempt to crush any foreseen threats to their rule. Should you want your forcecasting players to experience this additional level of drama and suspense, here is an alternate rule to implement:
Whenever a player casts a force power, others in the Galaxy may detect their presence through ripples in the Force. Each player has a pool of Disturbance Points. This pool of Disturbance Points increases every time a force power is cast by a number of points equal to the level of the force power used (at-will powers are treated as Level 0).
After each combat, roll a percentile dice for each player that used a force power. If you roll a number equal to or lower than the players Disturbance Pool, they are detected by Jedi Hunters of your determination, who begin to hunt the player they detected.
During each long rest, decrease each players pool of Disturbance Points by an amount equal to their level.
I actually run a campaign in the Old Republic era, so I don’t use this rule. It is great, however, for those who run in more restricted eras.
","img":""} -{"_id":"MmFjNzI4NzM2YTdh","name":"Force Piloting","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Ventures
Prerequisite: The ability to cast force powers
When you make an Intelligence (Piloting) check while aboard your ship, you may use your Wisdom or Charisma modifier (your choice), instead of your Intelligence modifier. Additionally, when calculating the bonus to AC while piloting, you can use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.
Some few master their weapon in ways that differ from their peers. Those sentinels who follow the Path of the Forceblade channel the Force into their weapon, forming a unique connection that grants you greater control over the weapon; it becomes an extension of their will.
Starting when you choose this calling at 3rd level, you learn the saber throw force power. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use your Kinetic Combat feature when you cast it as your action. Finally, once per turn, when you hit a creature within 30 feet of you with the saber throw force power, you can spend 1 force point to teleport to an unoccupied space within 5 feet of the creature.
Also at 3rd level, you learn how to bond with a lightweapon or vibroweapon through the Force, making it part of you.
You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:
You can have two weapons bonded to you in this way at a time, and you can summon both of them to you with the same bonus action.
At 7th level, when you cast saber throw while wielding your forceblade, you add half your forcecasting ability modifier (rounded down) to the damage rolls, and you can att-ack the same target multiple times. Additionally, when you make your Kinetic Combat attack, if you spent a force point to teleport to within 5 feet of the target, you make the attack roll with advantage.
By 13th level, when you are the target of a ranged attack, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage equal to your Kinetic Combat Damage Die and you impose disadvantage on the triggering attack roll.
At 18th level, you’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier + any bonuses to the weapon’s attack rolls). On a failed save, it takes damage equal to your Kinetic Combat Damage Die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.
Additionally, when you do so, you can use your Kinetic Combat feature.
","img":""} -{"_id":"MmFlMzY4NDk2YzA4","name":"Keen Ascendancy Guard","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":41,"handout-archived":false}},"sort":410000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 3 property. If it already has the keen property, its keen number increases to 3.
Type: Operation
Prerequisites: Tier 3, Stealth Mode
This system improves the stealth mode function on your ship. While active, your ship no longer has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on scanners, and no longer has to roll on the Hyperspace Mishaps table before entering hyperspace while stealth mode is active.
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 2 property. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Name | Source |
PHB | |
EC | |
EC | |
PHB | |
PHB | |
EC | |
EC | |
EC | |
EC |
Type: Armor Modification
Subtype: Armoring
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This armor has 3 charges. As an action, you can spend 1 or more charges to cast the [voltaic shielding] tech power, 1 charge per level. All expended charges are regained after you complete a long rest.
This armoring grants access to renowned engineer Viir Agathys’s signature tech power.
Type: Consumable
Subtype: Substance
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: Expanded Content
A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next hour, the creature experiences a high that allows them to roll an additional d12 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 21 Wisdom saving throw or experience a low that lasts 4 hours, during which they must roll a d12 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 21 Constitution saving throw to resist addiction.
","img":""} -{"_id":"MmJiZjgyZDRiYTJl","name":"Bounty Hunter","permission":{"default":2},"folder":"NjI2ZTU5NzFhNWJj","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.
Skill Proficiencies: Choose two from Deception, Insight, Persuasion, and Stealth
Tool Proficiencies: Your choice of demolitions kit, security kit, or slicer's kit
Languages: One of your choice
Equipment: A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
d8 | Personality Trait |
1 | I always have a plan for what to do when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don't pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can't do it. |
8 | I blow up at the slightest insult. |
d6 | Ideal |
1 | Honor. I don't steal from others in the trade. (Lawful) |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
3 | Charity. I steal from the wealthy so that I can help people in need. (Light) |
4 | Greed. I will do whatever it takes to become wealthy. (Dark) |
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Redemption. There's a spark of good in everyone. (Light) |
d6 | Bond |
1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest thief that ever lived. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
d6 | Flaw |
1 | When I see something valuable, I can't think about anything but how to steal it. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. |
4 | I have a tell that reveals when I'm lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison for a crime that I committed. I'm okay with that. |
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d8 and add the result to the total.
Level: 1
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 hour
Concentration: Yes
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.
Type: Ventures
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 Intelligence (Technology) check as a part of an Interfere contest before the end of your next turn.
Type: Ventures
Prerequisite: At least 2 levels in scholar
When you expend an Inspiring Display die or System Disruption die, roll the die as normal, but you can instead subtract it from your pool of superiority dice.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 17 Constitution saving throw. On a failed save, a creature takes 6d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
Type: Weapon
Prerequisites: Weapon that deals kinetic damage
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.
Level: 2
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 hour
Concentration: Yes
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.
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.
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.
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.
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.
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.
Skin Color | Brown, green, or tan |
Hair Color | Black, gray, or white |
Eye Color | Black |
Distinctions | Diminutive size, wispy eyebrows |
Height | 1'0\" | +2d6\" |
Weight | 3 lb. | x1 lb. |
Homeworld | Anzella |
Language | Anzellan |
The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms.
Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.
Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces.
Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.
Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.
Male Names. Babu, Gridel, Moru, Rano, Yodel
Female Names. Dibi, Fing, Nooni, Teena, Zazi
Surnames. E’ayoo, Frik, Meer, Tanni, Vrut
As a Anzellan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.
Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.
Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.
Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.
Speed. Your base walking speed is 20 feet.
Crafters. You have proficiency in one tool of your choice.
Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.
Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can’t use medium or heavy shields. Additionally, you can’t wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.
Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can’t add more than +3.
Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.
Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.
Technician. You are proficient in the Technology skill.
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, create a soothing melody for 1 minute. 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.
Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as one augment slot. It can house modifications of prototype rarity or lower.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack and damage rolls made with this plasma cell. This bonus is in addition to any bonuses granted by the weapon. Once the plasma cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Skin Color | Blue (male) or red (female) |
Hair Color | None |
Eye Color | Orange (male) or blue (female) |
Distinctions | Mechanical apperance, unique patterns and markings along face, neck, and body |
Height | 4'9\" | +2d8\" |
Weight | 105 lb | x(2d4) lb. |
Homeworld | Voss |
Language | Voss |
Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.
The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.
All Voss have two short names, connected by a hyphen, with the family name being the second one.
Male Names. Char, Edan, Fadith, Nodin, Orin
Female Names. Amin, Magra, Tala, Weylin, Yana
Surnames. -Ko, -La, -Po, -Rae, -Va
As a Voss, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.
Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.
Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 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 grey.
Precognition. You see brief visions of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Mystic Healing. You have proficiency in Medicine.
Voss Weapon Training. You have proficiency with the blaster rifle and techblade.
Inscrutable. Your calm demeaoer 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.
Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it’s mystic-sounding word pairings.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Value/Weight: 10 cr, 2 lb.
Glowrods create a beam of light illuminating the area around you in bright light for a 20-foot radius and dim light for an additional 20 feet. The glowrod lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.
A visit to any of the great cities in the worlds of Star Wars overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.
And the people themselves-people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues-represent many different species, from diminutive bothans and stalwart cereans to majestic twi’leks and towering wookiees, mingling among a variety of human ethnicities.
Scattered among the members of these more common species are the true exotics: a hulking besalisk here, pushing his way through the crowd, and a sly chiss there, lurking in the shadows with mischief in her eyes. A group of jawas chatters as one of them activates a clever mechanical toy that moves of its own accord. Zabraks and devaronians live and work alongside humans, without fully belonging. And there, well out of the sunlight, is a lone dros-a fugitive from the the Galactic Republic, trying to make his way in a world.
Humans are the most common people in the worlds of Star Wars, but they live and work alongside ithorians, kiffar, mirialan, and countless other fantastic species. Your character belongs to one of these peoples.
Your choice of species affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a bothan can be a good choice for a sneaky operative, a wookiee makes a tough berserker, and a twi’lek can be a master of the Force.
Your character species not only affects your ability scores and traits but also provides the cues for building your character’s story. Each species’ description in this chapter includes information to help you roleplay a character of that species, including personality, physical appearance, features of society, and special alignment tendencies. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their species. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality.
The description of each species includes special traits that are common to members of that species. The following entries appear among the traits of most species.
Every species increases one or more of a character’s ability scores.
The age entry notes the age when a member of the species is considered an adult, as well as the species’ expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.
Most species have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your sith pureblood follows the light side, for example, in defiance of the Sith Empire can help you better define your character.
Characters of most species are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few species are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons and heavy shields, as explained in chapter 6.
Your speed determines how far you can move when traveling (chapter 8) and fighting (chapter 9).
By virtue of your species, your character can speak, read, and write certain languages. Each species typically speaks, or at least understands, Galactic Basic as well as having a unique language of their own. Chapter 4 lists the most common languages of the Star Wars universe.
Choose from the following species options: Species List
","img":""} -{"_id":"MmNkOTliNjgyNDVk","name":"Acid Splash","permission":{"default":2},"folder":"YWJiZTQzNjQzMjY1","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: At-will
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You become fearsome to others, gaining the following benefits:
martial vibroweapon
\n\t\tValue/Weight: 1050 cr, 14 lb.
\n\t\tDamage: 3d4 Kinetic
Properties: Dexterity 13, Two-Handed
\n\t\tType: Weapon
Prerequisites: Primary or Secondary Weapon
The deployed gunner can use their Dexterity modifier instead of the ship’s for the attack rolls of the chosen weapon.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack and damage rolls made with this deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 17 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn’t deafened.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the insulated 2 property. If it already has the insulated property, its insulated number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Your Wisdom score increases by 1.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 300 cr, 11 lb.
\n\t\tDamage: 1d10 Kinetic
Properties: Dexterity 11, Heavy, Two-Handed
\n\t\tValue/Weight: 625 cr, 3 lb.
Damage: 2d6 Acid
Weapons: Vapor projector
When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
","img":""} -{"_id":"MmRjMGE4MWQ5MmZm","name":"Plastoid Composite","permission":{"default":2},"folder":"Njk0OGU3NDNmYzYx","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"medium armor
\n\t\tValue/Weight: 4.500 cr, 45 lb.
\n\t\tDetails: AC 15 + Dex (max 2), Bulky, Reinforced, Rigid
Composite armor is a type of armored suit that offers a good balance of mobility and protection against most types of weapons. The micro-hydraulics of this type of powered armor provide the operator with protection, but are more bulky than mesh or weave armors. This type of armor is rarely seen outside of professional mercenaries’ and soldiers’ use.
The wearer has disadvantage on Stealth (Dexterity) checks.
When you make a long jump while wearing armor with the reinforced property, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
While wearing armor with the rigid property, you add half your Dexterity modifier (rounded down), instead of your full Dexterity modifier, to Dexterity saving throws you make. If your Dexterity modifier is negative, you instead subtract the full modifier.
GM Notes :
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Subtype: Enhancement
Rarity: Advanced
Prerequisite: Constitution 13
Attunement: No
Source: WH
As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.
Side Effect: While this augmentation is active, your speed is reduced by 10. Additionally, it fails to activate if you are submerged in water or other liquids.
This internal augmentation can be activated to project a distortion field that bends visual light.
","img":""} -{"_id":"MmU0MjIzYzU2M2Nm","name":"Judgment Ascendancy Guard","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":39,"handout-archived":false}},"sort":390000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Suite
Prerequisites: —
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 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.
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.
Type: Blaster Modification
Subtype: Targeting
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the heavy property.
Level: 4
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
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.
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.
","img":""} -{"_id":"MmUwNjcwMDBmYTY2","name":"Venomous Oscillator","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":34,"handout-archived":false}},"sort":340000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As a bonus action, you can coat this weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.
Once you’ve used this feature, you must complete a long rest before you can use it again.
","img":""} -{"_id":"MmUwYzVlZWE2ZmFi","name":"EMP bomb","permission":{"default":2},"folder":"NmEwYTU2ODE3ZTY0","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Starship Ammunition
Cost: 900
Weight: 12 lb
When an EMP bomb detonates, each ship within 200 feet must make a Constitution saving throw. On a failed save, a ship is stunned for 1 minute. As an action on each of their turns, a deployed mechanic can repeat the saving throw, ending the effect on a success.
Level: 1
Casting Period: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"MmVkNjRmNDhhYzM1","name":"Kinetic Stoicism","permission":{"default":2},"folder":"MGE4NzcyMmExYjRk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"You’ve developed a preternatural focus, granting the following benefits:
At higher levels, character tend to reach the pinnacle of an ability score, representing their mastery of that aspect. These feats are designed to give those characters an edge greater than just the ability score.
","img":""} -{"_id":"MmVkNzBkMWM4NmE2","name":"Electrovoulge","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 1300 cr, 15 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Reach, Shocking 13, Two-Handed
\n\t\tYou grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Animal Handler |
2 | Brawny |
3 | Medic |
4 | Survivalist |
5 | Entertainer |
6 | Linguist |
7 | Gourmand |
8 | Dungeon Delver |
Often considered rude and uncouth among civilized folk, nomads have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world are the most important bonds to nomads.
d8 | Personality Trait |
---|---|
1 | I'm driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing nature. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. |
6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Dark) |
5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the Darkdoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There's no room for caution in a life lived to the fullest. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I am slow to trust members of other species, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the agile 2 property. If it already has the agile property, its agile number increases by 2, to a maximum of 3.
Level: 9
Force Alignment: Universal
Casting Period: 1 minute
Range: Self
Duration: 8 hours
Concentration: —
Prerequisite: Danger Sense
Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.
Type: Ventures
Prerequisite: —
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.
Type: Consumable
Subtype: Technology
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
When you make an Intelligence (security kit) check, you can use the spike (no action required) to gain advantage on the check, and then you can reroll both of the dice once. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Without it empires fall, armies dissolve into nothingness, and species are forgotten with the passage of time. A favored tool of assassins, crime lords, and moguls: food. Those scholars who choose the Chef Pursuit know the importance and power that food carries.
When you choose this pursuit at 3rd level, you gain proficiency with chef’s kits and your choice of Nature or Survival skills.
Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you’ve chosen it.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
You may only perform one maneuver that is used during a long or short rest at a time.
As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they’re depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.
As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.
As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.
At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.
Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.
Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.
Once you’ve reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.
Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:
These benefits last until the end of the creature’s next long rest or 24 hours have passed. This feature has no effect on droids or constructs.
When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the culinary arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: Chef Pursuit
Any of your chef features, maneuvers, or discoveries can now effect droids and constructs.
Prerequisite: 17th level, Chef Pursuit
Prerequisite: Full Course discovery
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).
Prerequisite: 7th level, Chef Pursuit
Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.
Prerequisite: 12th level, Chef Pursuit
Prerequisite: Filling Meal discovery
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).
Prerequisite: Chef Pursuit
Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.
Prerequisite: Chef Pursuit
If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.
Prerequisite: Chef Pursuit
Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.
Your people have extraordinary luck, which you have learned to lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction and expend 1 luck point to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can’t use luck points before the end of your next turn.
","img":""} -{"_id":"MmZjOGFjMDUyOWVj","name":"Deuterium-Pyro","permission":{"default":0},"folder":"YWYzZWNkOGE1ZWQ4","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"This alcoholic beverage, favored amongst ruffians, features a terrible flavor and strong aftertaste. As an action, you can apply chis substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during
‘which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At che end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"MmZmMzBmYTZmNmMx","name":"Piercing Fiber-Alloy Guard","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":49,"handout-archived":false}},"sort":490000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Level: 2
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.
The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.
While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.
","img":""} -{"_id":"MzAwYzFhOTRlOGRi","name":"Shocking","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"When you hit a creature with a weapon with the shocking property, you can force it to make a Constitution saving throw, DC equal to the shocking number. On a failed save, the creature takes an additional 1d4 lightning damage and becomes shocked until the end of its next turn.
","img":""} -{"_id":"MzAxNjFhMDUzZmMx","name":"List of Medical Items","permission":{"default":2},"folder":"Y2VmN2Q0MzI3ODEw","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"\n Name \n | \n\n Cost \n | \n\n Weight \n | \n\n Source \n | \n
\n\n | \n\n 600 \n | \n\n 4 \n | \n\n PHB \n | \n
\n\n | \n\n 450 \n | \n\n 16 \n | \n\n WH \n | \n
\n\n | \n\n 125 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 70 \n | \n\n 5 \n | \n\n PHB \n | \n
\n\n | \n\n 150 \n | \n\n 1 \n | \n\n WH \n | \n
\n\n | \n\n 300 \n | \n\n 2 \n | \n\n WH \n | \n
\n\n | \n\n 150 \n | \n\n 4 \n | \n\n WH \n | \n
\n\n | \n\n 300 \n | \n\n 8 \n | \n\n WH \n | \n
\n\n | \n\n 145 \n | \n\n 3 \n | \n\n WH \n | \n
\n\n | \n\n 450 \n | \n\n 24 \n | \n\n WH \n | \n
\n\n | \n\n 300 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 750 \n | \n\n 3 \n | \n\n PHB \n | \n
\n\n | \n\n 600 \n | \n\n 36 \n | \n\n WH \n | \n
\n\n | \n\n 50 \n | \n\n 3 \n | \n\n PHB \n | \n
Type: Blaster Modification
Subtype: Barrel
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d6 and add the result to the total.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and disarming properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Operation
Prerequisites: Tier 2, Navcomputer Slot
This modification improves the navcomputer on your ship, granting advantage to the deployed operator on Intelligence (Technology) checks made to calculate astronavigation.
Additionally, the deployed operator can overload the navcomputer to quickly calculate astronavigation. When they do so, if they have advantage on the Intelligence (Technology) check, they can reroll one of the dice once. Once this feature has been used, it can’t be used again until the ship undergoes maintenance.
Level: 4
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
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.
The storm’s area of effect becomes difficult terrain until the end of your next turn.
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.
","img":""} -{"_id":"MzBiODI2NWJhMmU2","name":"Master Feedback","permission":{"default":2},"folder":"MzdlMDdkNTk5ZmEx","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 9
Force Alignment: Dark
Casting Period: 1 action
Range: 90 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Greater Feedback
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.
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.
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.
","img":""} -{"_id":"MzBkM2Q2YTJkOGU2","name":"Cycler rifle","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 450 cr, 10 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Ammunition (range 100/400), Rapid 2, Reload 8, Two-Handed
\n\t\tType: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 and disintegrate properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Barrel
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When you deal damage with this weapon, you deal an additional 1d4 acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item).
Delving into an ancient Sith tomb, slipping through the Black Sun territory of Coruscant, hacking a fresh trail through the thick jungles on the forest moon of Endor-these are the things that Star Wars adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.
This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.
Whether adventurers are exploring a dusty dungeon or the complex relationships of a noble court, the game follows a natural rhythm, as outlined in the book’s introduction:
1. The GM describes the environment.
2. The players describe what they want to do.
3. The GM narrates the results of their actions.
Typically, the GM uses a map as an outline of the adventure, tracking the characters’ progress as they explore enclave corridors or wilderness regions.
The GM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the GM might use a timeline or a flowchart to track their progress instead of a map.
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In an enclosed environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.
In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours time.
For long journeys, a scale of days works best. Following the road from Tatooine to Kashyyk, the adventurers spend four uneventful days before a pirate ambush interrupts their journey.
In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9.
Swimming across a rushing river, sneaking down a building corridor, scaling a treacherous mountain slope- all sorts of movement play a key role in D&D adventures.
The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the ruin entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient Jedi stronghold. you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”
Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.
Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.
The following rules determine how far a character or monster can move in a minute, an hour, or a day.
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information).
Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).
Mounts, Speeders, and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
Characters in shuttles, speeders, or other vehicles choose a pace as normal. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
Pace | Distance per Minute | Distance per Hour | Distance per Day | Effect |
Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Wisdom (Perception) scores |
Normal | 300 feet | 3 miles | 24 miles | - |
Slow | 200 feet | 2 miles | 18 miles | Able to use stealth |
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear enclosed corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain.
You move at half speed in difficult terrain-moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day.
Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.
CLIMBING, SWIMMING AND CRAWLING
While climbing, swimming, or crawling, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
JUMPING
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.
As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey.
MARCHING ORDER
The adventurers should establish a marching order.
A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.
A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank.
Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank.
STEALTH
While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7.
NOTICING THREATS
Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The GM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the GM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. While traveling at a fast pace, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.
Encountering Creatures. If the GM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does.
Surprising Foes. If the adventurers encounter a hostile creature or group, the GM determines whether the adventurers or their foes might be surprised when combat erupts. See chapter 9 for more about surprise.
OTHER ACTIVITIES
Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the GM’s permission.
Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the GM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.)
Draw a Map. The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required.
Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the GM calls for it. (The Dungeon Master’s Guide has rules for tracking.)
Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the GM calls for it. (The Dungeon Master’s Guide has rules for foraging.)
Splitting Up the Party
Sometimes, it makes sense to split an adventuring party, especially if you want one or more characters to scout ahead. You can form multiple parties, each moving at a different speed. Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split into several smaller groups in the event of an attack. The advantage is that a small group of stealthy characters moving slowly might be able to sneak past enemies that clumsier characters would alert. An operative and a monk moving at a slow pace are much harder to detect when they leave their guardian friend behind.
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
A fall from a great height is one of the most common hazards facing an adventurer.
At the end of a fall, a creature takes 1d6 kinetic damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
The most fundamental tasks of adventuring-noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a power, to name just a few-rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area-such as darkness, opaque fog, or dense foliage-blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), or within the confines of an unlit dungeon or a subterranean vault.
BLINDSIGHT
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as Miraluka, and creatures with echolocation or heightened senses, such as Togruta or Verpine, have this sense.
DARKVISION
Many creatures in the worlds of Star Wars, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.
TRUESIGHT
A creature with truesight can, out to a specific range, see in normal and enhanced darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by a power.
Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.
FOOD
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
WATER
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case.
A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such a moving a lever, and the GM describes what, if anything happens. For example, a character might decide to pull a lever, which might, in turn, open a door, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.
Characters can also damage objects with their weapons and powers. Objects are immune to poison and sonic damage, but otherwise they can be affected by physical attacks and powers much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.
Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world.
Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a Hutt so that he will spare your life. The GM assumes the roles of any characters who are participating in the interaction that don\"t belong to another player at the table. Any such character is called a nonplayer character (NPC).
In general terms, an NPC’s attitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.
Social interactions have two primary aspects: roleplaying and ability checks.
Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.
Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.
There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.
DESCRIPTIVE APPROACH TO ROLEPLAYING
With this approach. you describe your character’s words and actions to the GM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.
For instance, Chris plays Tordek the Nikto. Tordek has a quick temper and blames the Black Sun for his family’s misfortune. At a bar, an obnoxious Twi’lek operative sits at Tordek’s table and tries to strike up a conversation with the Nikto.
Chris says, “Tordek spits on the floor, growls an insult at the Twi’lek, and stomps over to the bar. He sits on a stool and glares at the operative before ordering another drink.”
In this example, Chris has conveyed Tordek’s mood and given the GM a clear idea of his characters attitude and actions.
When using descriptive roleplaying, keep the following things in mind:
ACTIVE APPROACH TO ROLEPLAYING
If descriptive roleplaying tells your GM and your fellow players what your character thinks and does, active roleplaying shows them.
When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.
Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying:
Speaking as Tordek, Chris says in a gruff, deep voice, “I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, I’d snap your arm and enjoy your screams.” In his normal voice. Chris then adds, “I get up, glare at the Twi’lek, and head to the bar.”
RESULTS OF ROLEPLAYING
The GM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn Jawa refuses to let anyone badger her. A vain Hutt laps up flattery.
When interacting with an NPC, pay close attention to the GM’s portrayal ofthe NPC’s mood, dialogue, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.
Interactions in D&D are much like interactions in real life. If you can offer NPCS something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a senator’s allies, your efforts to convince or deceive will fall short.
In addition to roleplaying, ability checks are key in determining the outcome of an interaction.
Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your GM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your GM’s discretion.
Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a pavilion, the scoundrel who is proficient in Deception is the best bet to lead the discussion. When negotiating for a hostage’s release, the force initiate with Persuasion should do most of the talking.
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest time to sleep and eat, tend their wounds, refresh their batteries and spirits for force- and tech-casting, and brace themselves for further adventure.
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. Whenever a character spends a Hit Die to regain hit points, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting powers, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned credits.
In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.
Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle, as described in chapter 5.
Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.
Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.
CRAFTING
You can craft unenhanced objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 250 cr, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 250 cr, you make progress every day in 250-cr increments until you reach the market value of the item. For example, a suit of heavy durasteel armor (market value 15,000 cr) takes 60 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 250 cr worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of heavy durasteel armor in 20 days, at a total cost of 7,500 cr.
While crafting, you can maintain a modest lifestyle without having to pay 10 cr per day. If you have expertise in your chosen tool, you can instead maintain a comfortable lifestyle without having to pay 20 cr per day (see chapter 5 for more information on lifestyle expenses).
PRACTICING A PROFESSION
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 10 cr per day (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession.
If you are a member of an organization that can provide gainful employment, such as a syndicate or guild, you earn enough to support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
RECUPERATING
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
RESEARCHING
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and ancient datacrons in a library or buying drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.
For each day of research, you must spend 10 cr to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).
TRAINING
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
The training lasts for 250 days and costs 10 cr per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
","img":""} -{"_id":"MzE2M2ZiZmU0MWQ4","name":"Battle Precognition","permission":{"default":2},"folder":"NGY4MWY2MjAwMmI2","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: 8 hours
Concentration: —
Prerequisite: —
Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.
simple vibroweapon
Value/Weight: 50 cr, 1 lb.
Damage: 1d4 Kinetic
Properties: Finesse, Light, Thrown (range 20/60)
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the burst property, with a burst number equal to one-half its reload number (rounded up). If it already has the burst property, the burst number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disintegrate 17 property. If it already has the disintegrate property, its disintegrate number increases by 5, to a maximum of 18.
Skin Color | Blue, brown, green, orange, red, purple, yellow, or gray |
Hair Color | Brown, gray, or white |
Eye Color | Amber, blue, brown, gray, green, hazel, purple, or red |
Distinctions | Downward-sloping, large ears |
Height | 3'0\" | +2d8\" |
Weight | 40 lb. | x1 lb. |
Homeworld | Lannik |
Language | Lannik |
Lannik are short, bipedal humanoids with droopy, long ears. Males and females are equally tall, although the latter have a considerably less strong complexity. Their species is, however, much more vigorous and resistant than what its size could suggest. A Lannik’s skin tends to be of colours similar to his or her eyes and hair. The species has evolved long pointy ears which allow them to hear better than human ears.
The Lannik culture is apparently war loving, and Lanniks feel a great respect for warriors. At the same time, though, they follow a strict centuries-old code of honour. Lannik soldiers have the custom of tying all their hair in a single topknot over their head. Their species is one of fierce warriors, whose abilities have developed fighting against terrible predators and other Lanniks in a long history of wars. Although many regard the Lannik as hotheaded and temperamental, they are quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation.
The Lannik do not show their thoughts through their facial expressions, and seem always angry to other species. They are also very stubborn, and are not likely to change career once they chose it. Most males - and many females - serve in the planetary militia, celebrating the species’ past as a warrior species. Some take on off-world mercenary work.
Lannik names are generally short. Lanniks don’t often give out their surnames.
Male Names. Minch, Oteg, Vandar, Yaddle, Yoda
Female Names. Giro, Lina, Penny, Vona, Zeya
Surnames. Bek, Kaz, Mon, Var, Zin
As a Lannik, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Lanniks reach adulthood in their 50’s and can live up to 900 years.
Alignment. Despite the turbulence on their homeworld, Lanniks tend toward the light side, though there are exceptions.
Size. Lanniks typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Closed Mind. Lanniks have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.
Force Sensitive. You know the guidance at-will force power. When you reach 3rd level, you can cast the valor force power once per day. When you reach 5th level, you can also cast the force enlightenment force power once per day. Wisdom is your forcecasting ability for these powers.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
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.
Wisdom of the Elders. You are proficient in the Lore skill.
Languages. You can speak, read, and write Galactic Basic and Lannik. Due to their large ears, the Lannik language is spoken softly, and it is considered insulting to shout.
Type: Blaster Modification
Subtype: Core
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
Once per round, when you hit a creature with a ranged attack using this weapon, its speed is reduced by 5 feet until the end of its next turn.
\n Name \n | \n\n Category \n | \n\n Cost \n | \n\n Damage \n | \n\n Attack Bonus \n | \n\n Attacks per Round \n | \n
\n Bomb deployer \n | \n\n Quaternary \n | \n\n 8000 \n | \n\n Special \n | \n\n 0 \n | \n\n 1 \n | \n
\n Bomb layer \n | \n\n Quaternary \n | \n\n 8000 \n | \n\n Special \n | \n\n 0 \n | \n\n 1 \n | \n
\n Burst laser battery \n | \n\n Primary \n | \n\n 4000 \n | \n\n 6d6 energy \n | \n\n 0 \n | \n\n 1 \n | \n
\n Burst laser cannon \n | \n\n Primary \n | \n\n 4000 \n | \n\n 3d6 energy \n | \n\n 0 \n | \n\n 1 \n | \n
\n Cluster missile array \n | \n\n Tertiary \n | \n\n 6000 \n | \n\n 4d10 energy \n | \n\n 2 \n | \n\n 2 \n | \n
\n Cluster missile launcher \n | \n\n Tertiary \n | \n\n 6000 \n | \n\n 2d10 energy \n | \n\n 2 \n | \n\n 2 \n | \n
\n Concussion missile array \n | \n\n Tertiary \n | \n\n 6250 \n | \n\n 6d10 energy \n | \n\n 2 \n | \n\n 1 \n | \n
\n Concussion missile launcher \n | \n\n Tertiary \n | \n\n 6250 \n | \n\n 3d10 energy \n | \n\n 2 \n | \n\n 1 \n | \n
\n Heavy ion railgun \n | \n\n Secondary \n | \n\n 5300 \n | \n\n 4d8 pulse \n | \n\n 1 \n | \n\n 1 \n | \n
\n Heavy laser battery \n | \n\n Primary \n | \n\n 4150 \n | \n\n 2d6+2 energy \n | \n\n 1 \n | \n\n 1 \n | \n
\n Heavy laser cannon \n | \n\n Primary \n | \n\n 4150 \n | \n\n 1d6+1 energy \n | \n\n 1 \n | \n\n 1 \n | \n
\n Heavy slug railgun \n | \n\n Secondary \n | \n\n 5150 \n | \n\n 4d8 kinetic \n | \n\n 1 \n | \n\n 1 \n | \n
\n Heavy thermite railgun \n | \n\n Secondary \n | \n\n 5400 \n | \n\n 4d8 thermite \n | \n\n 1 \n | \n\n 1 \n | \n
\n Ion battery \n | \n\n Primary \n | \n\n 4300 \n | \n\n 6d6 pulse \n | \n\n 0 \n | \n\n 1 \n | \n
\n Ion cannon \n | \n\n Primary \n | \n\n 4300 \n | \n\n 3d6 pulse \n | \n\n 0 \n | \n\n 1 \n | \n
\n Ion missile array \n | \n\n Tertiary \n | \n\n 6600 \n | \n\n 4d10 pulse \n | \n\n 2 \n | \n\n 1 \n | \n
\n Ion missile launcher \n | \n\n Tertiary \n | \n\n 6600 \n | \n\n 2d10 pulse \n | \n\n 2 \n | \n\n 1 \n | \n
\n Ion railgun \n | \n\n Secondary \n | \n\n 5300 \n | \n\n 2d8 pulse \n | \n\n 1 \n | \n\n 1 \n | \n
\n Laser battery \n | \n\n Primary \n | \n\n 3800 \n | \n\n 2d6 energy \n | \n\n 0 \n | \n\n 2 \n | \n
\n Laser cannon \n | \n\n Primary \n | \n\n 3800 \n | \n\n 1d6 energy \n | \n\n 0 \n | \n\n 2 \n | \n
\n Light laser battery \n | \n\n Primary \n | \n\n 4100 \n | \n\n 2d6+2 energy \n | \n\n 0 \n | \n\n 2 \n | \n
\n Light laser cannon \n | \n\n Primary \n | \n\n 4100 \n | \n\n 1d6+1 energy \n | \n\n 0 \n | \n\n 2 \n | \n
\n Proton torpedo array \n | \n\n Tertiary \n | \n\n 6900 \n | \n\n 4d10 energy \n | \n\n 2 \n | \n\n 1 \n | \n
\n Proton torpedo launcher \n | \n\n Tertiary \n | \n\n 6900 \n | \n\n 2d10 energy \n | \n\n 2 \n | \n\n 1 \n | \n
\n Quad laser battery \n | \n\n Primary \n | \n\n 4400 \n | \n\n 2d6+2 energy \n | \n\n -1 \n | \n\n 2 \n | \n
\n Quad laser cannon \n | \n\n Primary \n | \n\n 4400 \n | \n\n 1d6+1 energy \n | \n\n -1 \n | \n\n 2 \n | \n
\n Rapid-fire laser battery \n | \n\n Primary \n | \n\n 4600 \n | \n\n 2d6 energy \n | \n\n -1 \n | \n\n 3 \n | \n
\n Rapid-fire laser cannon \n | \n\n Primary \n | \n\n 4600 \n | \n\n 1d6 energy \n | \n\n -1 \n | \n\n 3 \n | \n
\n Rocket pod array \n | \n\n Tertiary \n | \n\n 6300 \n | \n\n 2d10 energy \n | \n\n 0 \n | \n\n 3 \n | \n
\n Rocket pod launcher \n | \n\n Tertiary \n | \n\n 6300 \n | \n\n 1d10 energy \n | \n\n 0 \n | \n\n 3 \n | \n
\n Slug railgun \n | \n\n Secondary \n | \n\n 5150 \n | \n\n 2d8 kinetic \n | \n\n 1 \n | \n\n 1 \n | \n
\n Thermite battery \n | \n\n Primary \n | \n\n 4300 \n | \n\n 6d6 thermite \n | \n\n 0 \n | \n\n 1 \n | \n
\n Thermite cannon \n | \n\n Primary \n | \n\n 4300 \n | \n\n 3d6 thermite \n | \n\n 0 \n | \n\n 1 \n | \n
\n Thermite railgun \n | \n\n Secondary \n | \n\n 5400 \n | \n\n 2d8 thermite \n | \n\n 1 \n | \n\n 1 \n | \n
\n Thermite torpedo array \n | \n\n Tertiary \n | \n\n 6700 \n | \n\n 4d10 thermite \n | \n\n 2 \n | \n\n 1 \n | \n
\n Thermite torpedo launcher \n | \n\n Tertiary \n | \n\n 6700 \n | \n\n 2d10 thermite \n | \n\n 2 \n | \n\n 1 \n | \n
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 8d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Politicians study social & political sciences. Those scholars who choose the Politician Pursuit know how to best present themselves to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without impediment. They also understand the importance of self-preservation for a political figure.
When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.
Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).
Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
If you are surprised at the start of combat and aren’t incapacitated, you can expend one superiority die to act normally. Additionally, on your first turn in combat, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.
When a creature makes an attack roll against you, you can use your reaction and expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die, and add the result to the ally’s attack roll.
As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore unenhanced difficult terrain.
You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creature up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die + your Intelligence modifier.
On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.
As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.
As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are det-ermined.
As an action, you can expend one superiority die to strengthen your allies’ defences. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws they make equal to amount rolled.
When you hit a creature with a weapon attack, you can expend one superiority die and use your reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack’s damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn.
The target automatically succeeds if it is immuned to charm, it doesn’t understand your language, or if your command is directly harmful to it.
Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range 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 stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.
If you or any of your companions damage the target, the effect ends.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Once you’ve reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.
When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: Politician Pursuit
Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).
Prerequisite: 5th level, Politician Pursuit
The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.
Prerequisite: 15th level, Politician Pursuit
As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.
During this time you can use your reaction to force the creature to use its reaction.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Prerequisite: 5th level, Politician Pursuit
The range on the your Motivating Diplomat feature is increased to 15 feet.
Prerequisite: 9th level, Politician Pursuit
When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.
You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn’t already include your proficiency bonus.
Prerequisite: Politician Pursuit
You have advantage on any attack against a creature that is charmed by you or frightened of you.
Level: 9
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
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.
The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.
","img":""} -{"_id":"MzFjZWVmZjk0YTZi","name":"Emergency Generator","permission":{"default":0},"folder":"NzdmM2U0MTNhY2Nj","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Engineering
Prerequisites: —
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 deployed mechanic can use their reaction to have it drop to 1 shield point instead. Alternatively, if the ship has 0 shield points, a deployed mechanic can use their action to restore shield points equal to twice their Intelligence modifier.
Once either feature has been used, the power backup can’t be used again until the ship undergoes maintenance.
You have spent prolonged use with a mechanic’s kit, gaining the following benefits:
Increase an ability score of your choice by 1, to a maximum of 20.
You gain proficiency with the mechanic’s kit. If you are already proficient with it, you instead gain expertise with it.
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.
Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check to find a construct’s weakness, you are considered to have expertise in the Investigation or Perception skill.
Level: 6
Force Alignment: Universal
Casting Period: 1 action
Range: Self (15-foot radius)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Force Immunity
An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.
Any force 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 force 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.
Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.
","img":""} -{"_id":"MzI2M2JiOWJmZTE5","name":"Biotech's tools","permission":{"default":0},"folder":"ODdkZDk4OGMzYjk3","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Value/Weight: 450 cr, 6 lb.
Biotech’s tools include all of the necessary components to craft and install cybernetic augmentations in humanoids and beasts.
MEDICINE
Combined with biotech’s tools, your medical acumen allows you to better treat the injuries of cybernetically-enhanced patients.
INSIGHT
Your knowledge of cybernetics’ functionality grants you improved awareness of the facial ticks of the cybernetically-enhanced.
TECHNOLOGY
Your knowledge and experience lets you identify cybernetic augmentations, and their function.
Sample Activities
Activity | DC |
---|---|
Install an augmentation | Varies |
Reverse engineer an augmentation | Varies |
martial vibroweapon
\n\t\tValue/Weight: 250 cr, 3 lb.
\n\t\tDamage: 1d6 Kinetic
\n\t\tYou learn two at-will force powers, and one 1st-level force power, which you cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). Additionally, you lose the Force-Insensitive special trait if you have it.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 and silent properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Medpac
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As an action, you can use this medpac to restore 8d4+8 hit points to a creature within 5 feet.
Value/Weight: 300 cr, 1 lb.
A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore 2d4+2 hit points to a creature within 5 feet.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.
Once you’ve used this feature, you must complete a long rest before you can use it again.
","img":""} -{"_id":"MzJkZmI1MzE5Mjg0","name":"Magnetic Forearm Enhancement","permission":{"default":2},"folder":"OWIwM2I3ZDliZTU0","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces a forearm.
Unarmed strikes with this hand have the reach property.
Side Effect: When you roll a 1 on an ability check, attack roll, or saving throw with this arm, the hand disconnects and falls to the ground. It can be picked up and replaced as a bonus action.
This hand replacement creates a magnetic connection between the hand and forearm, emitting a minor hum.
","img":""} -{"_id":"MzM0NDZkZGJhYmIw","name":"Dire Mastery Hilt","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 property. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
When you are critically hit while wielding this shield, you can’t take reactions until the start of your next turn, and you gain no AC benefit from your shield against the next attack against you before the start of your next turn.
","img":""} -{"_id":"MzM1ZTk5NjlkYzJh","name":"Recreation","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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 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.
Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.
Type: Droid Customization
Subtype: Protocol
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
While you are interfaced via the tracker droid interface tech power, when you are within 5 feet of a target, your handler does not provoke opportunity attacks when moving out of that creature’s reach.
Six abilities provide a quick description of every faction’s collective physical and mental characteristics:
Is a faction comprised of renowned gladiators of great might and fortitude? Or is it a coalition of craftsmen, working together to create the best products available? Force-wielders working together, for good or ill? Or maybe it’s a guild of shrewd merchants, attempting to corner the market. Ability scores defined these qualities - a faction’s assets as well as weaknesses.
Ability scores govern a faction’s ability to benefit it’s members, as well as wage inter-faction conflict. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
This chapter focuses on how to use ability checks, covering how these checks benefit your faction’s members and how they interact with other factions.
Each of a faction’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a faction’s member’s training and competence in activities related to that ability.
A score of 10 or 11 is the normal average, but many factions are a cut above average in most abilities. A score of 18 is the highest that a faction usually reaches. Larger factions can have scores as high as 20, and galaxy-spanning factions can have scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every ability check, ability modifiers come up in play more often than their associated scores.
Ability Scores and Modifiers
Score | Modifier | Score | Modifier | Score | Modifier | Score | Modifier | |||
---|---|---|---|---|---|---|---|---|---|---|
1 | -5 | 8-9 | -1 | 16-17 | +3 | 24-25 | +7 | |||
2-3 | -4 | 10-11 | 0 | 18-19 | +4 | 26-27 | +8 | |||
4-5 | -3 | 12-13 | +1 | 20-21 | +5 | 28-29 | +9 | |||
6-7 | -2 | 14-15 | +2 | 22-23 | +6 | 30 | +10 |
Sometimes a feature tells you that you have advantage or disadvantage on an ability check. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
You usually gain advantage or disadvantage through the use of faction features. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
Factions have a proficiency bonus determined by tier, as detailed in chapter 1. The bonus is used in the rules on ability checks.
Your faction’s proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say your faction can add its proficiency bonus to a Wisdom ability check, you nevertheless add the bonus only once when you make the save.
Occasionally, your faction’s proficiency bonus might be multiplied or divided (doubled or halved. for example) before you apply it. If a circumstance suggests that your faction’s proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to multiply your faction’s proficiency bonus when making an ability check that wouldn’t normally benefit from its proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if your faction lacks proficiency in the Intelligence ability score, it gains no benefit from a feature that lets it double your proficiency bonus when it make Intelligence checks.
EXPERTISE
Certain features, such as the Association Expertise feature, let your faction double its proficiency bonus with a given ability score, granting expertise in that ability score. As usual, you can only gain expertise in an ability score once.
An ability check represents a faction’s ability to overcome a challenge. The GM calls for an ability check when a faction, or a faction member, attempts an action that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the 6 abilities is relevant to the task at hand and the difficulty of the task, represented by Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the faction, or faction member, overcomes the challenge at hand. Otherwise, it’s a failure, which means the faction or faction member makes no progress toward the objective or makes progress combined with a setback determined by the GM.
CONTESTS
Sometimes one faction’s or faction member’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as accepting a mission reward from a third party. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal - for example, when a faction is trying to usurp control or influence from another faction. In situations like these, the outcome is determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That faction or faction member either succeeds at the action or prevents the other one from succeeding.
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two faction members tie in a contest to accept a mission reward, neither character grabs it. In a contest between a faction trying to usurp control or influence from another faction, a tie means control or influence is not usurped.
Ability Check DCs
Task Difficulty | DC |
---|---|
Very easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very hard | 25 |
Nearly impossible | 30 |
PASSIVE CHECKS
A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as a faction and its member’s normal vigilance, or can be used when the GM wants to secretly determine whether a faction succeeds at something without rolling dice, such as noticing a spy.
Here’s how to determine a character’s total for a passive check:
10 + all modifiers that normally apply to the check. If the faction has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.
For example. if a 1st-tier faction has a Wisdom of 15 and proficiency in Wisdom, it has a passive Wisdom score of 14.
The rules on spying in the “Espionage” section below rely on passive checks.
WORKING TOGETHER
Sometimes two or more factions team up to attempt a task. The faction who’s leading the effort, or the one with the highest ability modifier, can make an ability check with advantage, reflecting the help provided by the other faction.
A faction can only provide help if the task is one that he or she could attempt alone. For example, attempting to mass produce a type of blaster requires members with proficiency with armstech’s tools, so a faction whose members lack that proficiency can’t help another faction in that task. Moreover, a faction can help only when two or more factions working together would actually be productive.
Trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover. a character can help only when two or more individuals working together would actually be productive. Some tasks are no easier with help.
Every task that a faction might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.
Factions of 2nd tier and higher are more adept at performing certain downtime activities. When a faction member of 2nd rank or higher attempts the favored downtime activity and rolls percentile dice, they also get to make a faction ability check and add it to the roll, provided they are in an area where the faction has influence. Each downtime activity is tied to a specific ability score, as discussed in this section.
VARIANT: ACTIVITIES WITH OTHER ABILITIES
Normally, your faction’s favored activity only utilizes a specific ability score. Favoring the Crime downtime activity, for instance, usually applies a faction’s Dexterity ability check. During resolution of an activity, however, a faction member might use utilize a different ability score during resolution. In such cases, the GM might allow you to roll a faction ability check utilizing a different ability score, or you might ask if you can use a different faction ability check. For example, if you are performing crime during downtime and using a security kit, your GM might call for a faction Intelligence check when rolling percentile dice, instead of Dexterity, even though Crime is normally associated with Dexterity.
STRENGTH
Strength measures the bodily power, athletic training, and the extent to which a faction’s membership can exert raw physical force.
STRENGTH ACTIVITIES
Many activities focus on using a character’s might and power. When a character performs one of the following downtime activities, and it’s their faction’s favored downtime activity, they can make a faction ability check:
FACTION CHECKS
Additionally, when two factions are in conflict - either directly or indirectly - one faction can attempt the following actions:
The faction then makes a Strength check contested by the target faction’s Constitution check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
DEXTERITY
Dexterity measures the agility, reflexes, and balance of a faction’s membership.
DEXTERITY ACTIVITIES
Many activities capitalize on a character’s nimbleness and stealth. When a character performs one of the following downtime activities, and it’s their faction’s favored downtime activity, they can make a faction ability check:
FACTION CHECKS
Additionally, when two factions are in conflict - either directly or indirectly - one faction can attempt the following actions:
The faction then makes a Dexterity check contested by the target faction’s Intelligence check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
CONSTITUTION
Constitution measures the health, stamina, and vital force of a faction’s membership.
CONSTITUTION ACTIVITIES
Many activities focus on using a character’s vitality and heartiness. When a character performs one of the following downtime activities, and it’s their faction’s favored downtime activity, they can make a faction ability check:
FACTION CHECKS
Additionally, when two factions are in conflict - either directly or indirectly - one faction can attempt the following actions:
The faction then makes a Constitution check contested by the target faction’s Strength check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
INTELLIGENCE
Intelligence measures the mental acuity, accuracy of recall, and the ability of a faction’s membership to reason.
INTELLIGENCE ACTIVITIES
Many activities capitalize on a character’s reasoning and memory. When a character performs one of the following downtime activities, and it’s their faction’s favored downtime activity, they can make a faction ability check:
FACTION CHECKS
Additionally, when two factions are in conflict - either directly or indirectly - one faction can attempt the following actions:
The faction then makes an Intelligence check contested by the target faction’s Dexterity check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
WISDOM
Wisdom measures how attuned to the world, perceptive, and intuitive a faction’s membership is.
WISDOM ACTIVITIES
Many activities focus on using a character’s intuition and awareness. When a character performs one of the following downtime activities, and it’s their faction’s favored downtime activity, they can make a faction ability check:
FACTION CHECKS
Additionally, when two factions are in conflict - either directly or indirectly - one faction can attempt the following actions:
The faction then makes a Wisdom check contested by the target faction’s Charisma check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
CHARISMA
Charisma measures the the ability to interact effectively with others, confidence, and eloquence of a faction’s membership.
CHARISMA ACTIVITIES
Many activities capitalize on a character’s charm and presence. When a character performs one of the following downtime activities, and it’s their faction’s favored downtime activity, they can make a faction ability check:
FACTION CHECKS
Additionally, when two factions are in conflict - either directly or indirectly - one faction can attempt the following actions:
The faction then makes a Charisma check contested by the target faction’s Wisdom check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
","img":""} -{"_id":"MzMxN2U0OGRlODQx","name":"Exceptional Wristpad Chassis","permission":{"default":2},"folder":"ODYyYmZkOTQxNDdj","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Focus
Subtype: Tech
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable wristpad chassis comes with vacant modification slots for processor, motherboard, dataport, and storage modifications, as well as two augment slots. It can house modifications of legendary rarity or lower.
Value/Weight: 50 cr, 4 lb.
A grappling hook allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in consular
Attunement: No
Source: WH
You learn the Improved Power Force-Empowered Casting option, and when you use it you can reroll a number of damage dice equal to your Wisdom + Charisma modifiers (a minimum of two). If you already know the Improved Power Force-Empowered Casting option, you can instead choose another option.
Those operatives who choose the Sawbones Practice have studied the humanoid body on a more intimate level than other operatives. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes.
When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.
Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.
Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:
Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.
You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target’s turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can’t be reduced in any way.
You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.
You attempt to hamper the target’s movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.
Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.
Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.
At your DM’s discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.
At 17th level, you have advantage on death saving throws.
Additionally, when you are stabilized, you regain 1 hit point. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
","img":""} -{"_id":"MzQ0ZjZlMDlkNmZj","name":"Superior Shield Chassis","permission":{"default":2},"folder":"ZDY5YTVhMGE2ODcy","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Shield
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable shield chassis comes with vacant modification slots for overlay, underlay, reinforcement, and shielding modifications, as well as one augment slot. It can house modifications of advanced rarity or lower.
Skin Color | Green, olive, or yellow |
Hair Color | Black, blonde, brown, or red |
Eye Color | Blue, green, violet, grey, red, yellow, or orange |
Distinctions | Facial tattoos, flexible and agile |
Height | 4'6\" | +2d10\" |
Weight | 100 lb. | x(2d4) lb. |
Homeworld | Mirial |
Language | Mirialan |
Mirialans are a near-human species native to the planet Mirial. They have green to yellow skin and tattoos on their faces. The Mirialans are known for their spirituality and strong connection with the world around them. Mirialans are very flexible and agile, making them fast and formidable foes.
The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual’s actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. Within their belief system was the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole.
A Mirialan often places a unique, geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos often acts as a good indicator of how mature and/or skilled a Mirialan was. Because the more markings brings about a form of status, Mirialan society is stratified and allows the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans do not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes is incredibly subtle and changes their meaning greatly.
Mirialan names are typically concise and rarely more than two syllables. Surnames are familial.
Male Names. Boca, Floha, Jemy, Puv, Choqa
Female Names. Buf, Ches, Kebe, Ovof, Shaqa
Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria
As a Mirialan, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Mirialan reach adulthood in their late teens and live less than a century.
Alignment. Mirialans spiritual tendencies cause them to tend towards the light side, though there are exceptions.
Size. Mirialan typically stand 5 to 6 feet tall and weight 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture’s religion.
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 Mirialan.
martial lightweapon
Value/Weight: 500 cr, 2 lb.
Damage: 1d8 Energy
Properties: Finesse, Hidden, Luminous
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
When you make a ranged attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets’ Wisdom (Perception) check. On a success, you remain hidden.
While wearing armor with the silent property, you have advantage on Dexterity (Stealth) checks that rely on sound.
","img":""} -{"_id":"MzRmOGM0ZDhhMDBk","name":"Exceptional Disguised Vicious Hilt","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You enhance this armor, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 19 Dexterity saving throw, taking 4d6 kinetic damage on a failed save or half as much on a successful one.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised property.
Type: Universal
Prerequisites: Tier 1, Central Computer
You improve your ship’s central computer. Your artificial intelligence’s Intelligence score increases to 14. Additionally, your artificial intelligence gains proficiency in mechanic’s kits, and it can now act as a deployed mechanic.
\n Name \n | \n\n Cost \n | \n\n Weight \n | \n\n Source \n | \n
\n\n | \n\n 450 \n | \n\n 3 \n | \n\n PHB \n | \n
\n\n | \n\n 50 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 200 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 300 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 1000 \n | \n\n 5 \n | \n\n PHB \n | \n
\n\n | \n\n 150 \n | \n\n 1 \n | \n\n WH \n | \n
\n\n | \n\n 800 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 450 \n | \n\n 1 \n | \n\n WH \n | \n
Type: Weapon
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +2 bonus to attack and damage rolls made with this enhanced ship weapon.
Value/Weight: 5 cr, 1 lb.
A pouch has a capacity of 1/5 cubic foot, or 6 pounds of good.
Type: Armor Modification
Subtype: Armoring
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This armor gains the impermeable property.
Type: Universal
Prerequisites: Tier 3
You overhaul your ship’s hull to make it more adaptive. Your ship gains proficiency in Constitution saving throws.
Level: 8
Force Alignment: Universal
Casting Period: 1 action
Range: Unlimited
Duration: 24 hours
Concentration: —
Prerequisite: —
You create a telepathic link between yourself and a willing creature with which you are familiar. Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon’s dexterity number is reduced by four steps (from 19 to 11). If the dexterity number is 17 or lower, this modification removes the dexterity property from it entirely.
Skin Color | Brown |
Hair Color | Shades of white, brown, red, and black |
Eye Color | Black |
Distinctions | Furry, short stature, acute sense of smell |
Height | 2'9\" | +2d6\" |
Weight | 40 lb. | x1 lb. |
Homeworld | Forest Moon of Endor |
Language | Ewokese |
Ewoks are sentient humanoid mammals, averaging about one meter in height, which can provide an advantage when trying to hide. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade an Ewok can get. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. Their appearance has been likened to “little bears,” though they are sometimes referred to as “mini Wookiees.”
Most Ewoks live high among the trees of the forest moon, in villages built between the closely spaced trees. The basic design of a tree village has a “Central Village” of thatched-roof huts on the primary limbs. These huts are high enough above the ground to be out of reach of predators. Suspended bridges connect the gaps between trees, adjoining distant huts. Knotted rope ladders allow access up or down.
Ewoks enjoy singing and playing music during celebrations and rituals. They are resourceful and tend to make use of everything they get their hands on; they use a variety of crude drums, horns, flutes, and other instruments in their music.
Ewok names are comprised of growled consonants. Female names always end in a vowel. Surnames are clan-based.
Male Names. Coostick, Erphek, Grarphil, Moodoo
Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi
Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa
As a Ewok, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Ewoks reach adulthood in their early teens and live about 50 years.
Alignment. Ewoks are inherently accepting, albeit naive, and tend toward the light side, though there are exceptions.
Size. Ewoks stand between 3 and 4 feet tall and weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Crude Weapon Specialists. Ewoks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Musical Culture. Ewoks incorporate music in their celebrations and rituals. You have proficiency in an instrument of your choice.
Natural Survivalist. You have proficiency in Nature and Survival.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
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 Ewokese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.
Type: Ventures
Prerequisite: —
When you take the Search action while deployed as an operator, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on the scanner.
Type: Wristpad Modification
Subtype: Processor
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the tech attack rolls and -1 penalty to the tech save DCs of tech powers you cast through this wristpad.
Type: Universal
Prerequisites: Tier 4, Advanced Central Computer
You massively improve your ship’s central computer. Your artificial intelligence’s Intelligence score increases to 20, and its proficiency bonus increases to 5. Additionally, when your artificial intelligence takes the Interfere action, it has advantage on the Intelligence (Technology) check.
You develop your conversational skill to better deceive others. You gain the following benefits:
martial blaster
\n\t\tValue/Weight: 2400 cr, 20 lb.
\n\t\tDamage: Special
Properties: Ammunition (range 100/400), Reload 1, Special, Strength 13, Two-Handed
\n\t\tValue/Weight: 50 cr, 25 lb.
A chest has a capacity of 12 cubic feet, or 300 pounds of gear.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Standard
Prerequisite: Constitution 11
Attunement: No
Source: WH
Your Constitution score increases by 1, to a maximum of 20.
Side Effect: One ability score other than Constitution (chosen by the GM) decreases by 1.
","img":""} -{"_id":"MzYyYWNmMjFlNGQ4","name":"Sith saber","permission":{"default":2},"folder":"MDhjYmMzM2ZkODk1","flags":{"R20Converter":{"handout-order":18,"handout-archived":false}},"sort":180000,"entryTime":0,"content":"martial lightweapon
Value/Weight: 2400 cr, 3 lb.
Damage: 1d8 Energy
Properties: Dexterity 11, Hidden, Keen 1, Luminous, Versatile (1d10)
Level: 8
Force Alignment: Universal
Casting Period: 1 action
Range: 500 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Eruption
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This power can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
","img":""} -{"_id":"MzZiMjkzMjQwOTU3","name":"Gunning Mastery","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Type: Ventures
Prerequisite: Rank 5
You master a particular style of gunning. Choose one of the Gunning Mastery options, detailed above. You can select this venture multiple times. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in operative
Attunement: No
Source: WH
When you use your Bad Feeling feature, you have resistance to all damage until the end of your first turn.
Level: 1
Force Alignment: Light
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Guidance
You bless 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.
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.
","img":""} -{"_id":"MzZjZTQxZjRjMWJj","name":"Obtrusive","permission":{"default":2},"folder":"OGY5OGE3NWRmMzAw","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"While wielding a shield with the obtrusive property, you have disadvantage on Dexterity (Stealth) checks that rely on sight.
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: Strength property
Attunement: No
Source: EC
This weapon’s strength number is reduced by two steps (from 19 to 15, 17 to 13, or 15 to 11). If the strength number is 13 or lower, this modification removes the strength property from it entirely.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
You’ve practiced casting powers in the midst of combat, learning techniques that grant you the following benefits:
Type: Operation
Prerequisites: Tier 2, Enhanced Communications
This modification improves the native communications on your ship. Deployed operators 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 deployed operator can encrypt communications by making an Intelligence (Technology) check, setting the decrypt DC. Another deployed operator 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, when another ship tries to suppress your communications, the deployed operator has advantage on the Intelligence (Technology) check made to contest it.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and fixed properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack and damage rolls made with this shocking cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the shocking cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn’t shocked.
Type: Armor Modification
Subtype: Armoring
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This armor gains the reactive 3 property. If it already has the reactive property, its reactive number increases to 3.
Skin Color | Green, pink, white, or yellow |
Hair Color | None |
Eye Color | Black |
Distinctions | Large cranium, acute senses of smell and hearing |
Height | 4'9\" | +2d6\" |
Weight | 100 lb. | x(2d4) lb. |
Homeworld | Clak'dor VII |
Language | Bith |
Bith are craniopods with pale pink, yellow, or green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The bith’s internal systems are different from most humanoids, as the bith have only one lung, and exhale through their skin. Bith also lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks.
The other bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed colors. Their eyes, as big as a Menahuun’s, can see microscopic details of nearby objects, but are extremely nearsighted as a result. An interesting side effect of their incredible sensors is the effect of sonic grenades, or screamers, on them. It is described as causing their heads to explode. Similarly, bith have high manual dexterity which helps them manipulate fine tools, though their physical prowess with gross motor skills was only average.
Bith are one of the galaxy’s most ancient civilizations, with a history going back millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more respect than other, “younger” species. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs.
Bith names are quite diverse. Some names look complicated and difficult to pronounce, while others are quite simple.
Male Names. Fedu, Jenkiss, Kabadons, Ph’teumkiass
Female Names. Duhia, F’hubama, R’hothal, Thidus
Surnames. D’intes, Hern, K’sarorn, Nimum, Rumo
As a Bith, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Bith reach adulthood in their late teens and live less than a century.
Alignment. Biths’ benevolent nature causes them to tend toward the light side, though there are exceptions.
Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Musician. You are proficient in one musical instrument of your choice.
Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.
Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your choice.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disintegrate 14 property. If it already has the disintegrate property, its disintegrate number increases by 2, to a maximum of 18.
Type: Starship Ammunition
Cost: 700
Weight: 18 lb
","img":""} -{"_id":"Mzg1YjJkZWMxODc3","name":"Hyperdrive, class 0.75","permission":{"default":2},"folder":"ZTNiNzI4NDI3YWNk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Hyperdrive
Cost: 25000
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 0.75 hyperdrive travels at one and a-third times the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"Mzg3YTE0MWM5YzBj","name":"Power Supply Port","permission":{"default":2},"folder":"MTk2NDg0ZTc3MDk1","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: Class V droid
Attunement: No
Source: WH
You gain the ability to charge expended power cells and power generators within your reach. You have a charging capacity of 1 hour. You can spend 10 minutes of this charging capacity to replenish an expended power cell, or 1 hour replenishing an expended power generator. Alternatively, you can directly connect to and power a single blaster weapon that uses power cells or power generators. Once per turn, if the powered weapon would be reloaded, it can be done without using an action, instead expending 10 minutes of your charging capacity if it uses power cells or 1 hour if it uses a power generator. Connecting or disconnecting a weapon takes an action.
If you attempt to replenish an enhanced power cell or power generator, or a specialized power cell, it loses its enhanced or specialized properties.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 0 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 43) \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 0 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 61) \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Plant \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 159) \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 158) \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 157) \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 1/8 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 122) \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 160) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/8 \n | \n\n any \n | \n\n Fisto’s Codex (page 184) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/4 \n | \n\n any \n | \n\n Fisto’s Codex (page 31) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/4 \n | \n\n any \n | \n\n Fisto’s Codex (page 129) \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 1/4 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 156) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/4 \n | \n\n any \n | \n\n Fisto’s Codex (page 47) \n | \n
\n\n | \n\n Tiny \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 168) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 43) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n any \n | \n\n Fisto’s Codex (page 111) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 113) \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 1/2 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 123) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 183) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n any \n | \n\n Fisto’s Codex (page 47) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 46) \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Plant \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n any \n | \n\n Fisto’s Codex (page 110) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 113) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 55) \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Plant \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n any \n | \n\n Fisto’s Codex (page 115) \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n any \n | \n\n Fisto’s Codex (page 184) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 185) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 189) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any chaotic \n | \n\n Fisto’s Codex (page 183) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 2 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any \n | \n\n Fisto’s Codex (page 31) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 129) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 45) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 44) \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 2 \n | \n\n any light \n | \n\n Fisto’s Codex (page 86) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any light \n | \n\n Fisto’s Codex (page 62) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 97) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 98) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any \n | \n\n Fisto’s Codex (page 174) \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 185) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 192) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 167) \n | \n
\n\n | \n\n Huge \n | \n\n Swarm \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 3 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 36) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 111) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any light \n | \n\n Fisto’s Codex (page 68) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 65) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 66) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 116) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 175) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 181) \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Swarm \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n any \n | \n\n Fisto’s Codex (page 168) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n any \n | \n\n Fisto’s Codex (page 110) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 36) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 55) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 91) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 91) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 90) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 98) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 125) \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 177) \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 4 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 5 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 12) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 170) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 5 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 5 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 163) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 45) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 182) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 57) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 67) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 73) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 74) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 87) \n | \n
\n\n | \n\n Large \n | \n\n Plant \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 99) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 5 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 115) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 63) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Swarm \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 124) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Aberration \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 130) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 132) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 190) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 167) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 129) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 6 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 37) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Humanoid \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any light \n | \n\n Fisto’s Codex (page 68) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 71) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 101) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 100) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 114) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 109) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 166) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any lawful \n | \n\n Fisto’s Codex (page 32) \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 7 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 48) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 15) \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Aberration \n | \n\n 7 \n | \n\n chaotic dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n any light \n | \n\n Fisto’s Codex (page 72) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 73) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 101) \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 133) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 131) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 7 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 194) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 30) \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Humanoid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 57) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 69) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 88) \n | \n
\n\n | \n\n Large \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 92) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 127) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n any \n | \n\n Fisto’s Codex (page 14) \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 9 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 49) \n | \n
\n\n | \n\n Huge \n | \n\n Aberration \n | \n\n 9 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 59) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 77) \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n any \n | \n\n Fisto’s Codex (page 116) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 9 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 161) \n | \n
\n\n | \n\n Large \n | \n\n Aberration \n | \n\n 9 \n | \n\n chaotic dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 10 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 171) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n kaleesh) \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 10 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 192) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 54) \n | \n
\n\n | \n\n Large \n | \n\n Humanoid \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n neutral light \n | \n\n Fisto’s Codex (page 70) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 103) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 64) \n | \n
\n\n | \n\n Large \n | \n\n Undead \n | \n\n 10 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 119) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Swarm \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n any \n | \n\n Fisto’s Codex (page 117) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 29) \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 11 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n any \n | \n\n Fisto’s Codex (page 32) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 11 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 102) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 125) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 191) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 178) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 25) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 33) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 134) \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 12 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 38) \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 12 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 89) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 104) \n | \n
\n [Outlaw Archaeologist ] \n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 176) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 12 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 13 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 13 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 13 \n | \n\n any \n | \n\n Fisto’s Codex (page 33) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 13 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 28) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 13 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 27) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 78) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 16) \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 14 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 105) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 14 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 14 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 193) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 26) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 15 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 88) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 19) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 180) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n neutral light \n | \n\n Fisto’s Codex (page 79) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 155) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 15 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 58) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 179) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 169) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 34) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 17 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 17) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 18) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 134) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Construct \n | \n\n 18 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 135) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 81) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 80) \n | \n
\n\n | \n\n Huge \n | \n\n Undead \n | \n\n 18 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 120) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 146) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Construct \n | \n\n 19 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 19 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 85) \n | \n
\n\n | \n\n Huge \n | \n\n Beast \n | \n\n 19 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 19 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 140) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 19 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 148) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 82) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 20) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 141) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 137) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 83) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 108) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 126) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Plant \n | \n\n 21 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 152) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 145) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 22 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 75) \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 22 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 142) \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 22 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 24) \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 22 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 23) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Force Entity \n | \n\n 23 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 23 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 84) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 23 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 23 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 154) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 23 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 136) \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 24 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 24 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 150) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Aberration \n | \n\n 25 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 95) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Beast \n | \n\n 25 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Aberration \n | \n\n 25 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 96) \n | \n
\n\n | \n\n Huge \n | \n\n Force Entity \n | \n\n 25 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 5) \n | \n
\n\n | \n\n Huge \n | \n\n Force Entity \n | \n\n 25 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 6) \n | \n
\n\n | \n\n Huge \n | \n\n Force Entity \n | \n\n 25 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 7) \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 25 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 22) \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 26 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Undead \n | \n\n 27 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 121) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Construct \n | \n\n 28 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 187) \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/8 \n | \n\n any neutral alignment \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/8 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Beast \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n CR \n | \n\n any dark \n | \n\n sw5e \n | \n
Level: 2
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
Prerequisite: Guidance
You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.
Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
","img":""} -{"_id":"MzhlMjkyOWJjNTUy","name":"Wristblaster","permission":{"default":2},"folder":"OTE1MGVmZjE5MjQz","flags":{"R20Converter":{"handout-order":16,"handout-archived":false}},"sort":160000,"entryTime":0,"content":"simple blaster
\n\t\tValue/Weight: 250 cr, 1 lb.
\n\t\tDamage: 1d4 Energy
Properties: Ammunition (range 30/120), Disguised, Fixed, Light, Reload 12
\n\t\tType: Consumable
Subtype: Adrenal
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +4 bonus to its Dexerity score, and its maximum for this score increases by 2. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Advanced
Prerequisite: Intelligence 15
Attunement: No
Source: WH
When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.
Side Effect: When you make an ability check using a skill you are not proficient in, you must roll a d4 and subtract the result from the total.
This implant includes a library of situational information that it injects directly into your consciousness.
","img":""} -{"_id":"MzhmZmI1MGJkYTg2","name":"Traumakit","permission":{"default":2},"folder":"Y2VmN2Q0MzI3ODEw","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Value/Weight: 50 cr, 3 lb.
A common traumakit can be stocked with bacta packs, and contains spray-bandages, bone stabilizers, antiseptics, and other essentials for the treatment of wounds. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. A traumakit can be used to stabilize 5 times before it must be restocked at its original cost.
Type: Weapon
Subtype: Net
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 30 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.
Level: 5
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: Restoration
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:
Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in sentinel
Attunement: No
Source: WH
You gain an additional manifestation use of your Sentinel Ideals.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 17 Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
Level: 2
Force Alignment: Light
Casting Period: 1 action
Range: 30 feet
Duration: 1 minute
Concentration: —
Prerequisite: —
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.
Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
","img":""} -{"_id":"MzlhMWU4MjgxNTFi","name":"Enviro-suit","permission":{"default":2},"folder":"NTAzNmNhNzUyZGEy","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Value/Weight: 2000 cr, 15 lb.
Environment suits, atmospheric suits, or EVA suits, are pressure suits that enabled wearers to survive and operate in zero gravity space and other dangerous conditions.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 1 property. If it already has the insulated property, its insulated number increases by 1, to a maximum of 3.
The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.
When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.
Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.
While raging you have resistance to all damage except psychic damage.
While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack.
This unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.
While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.
At 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.
You gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.
You have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.
You gain a climbing speed equal to your movement speed.
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
Starting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.
At 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
While you’re raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.
","img":""} -{"_id":"N2E1YjAwMWI0OTZl","name":"Revolver","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":28,"handout-archived":false}},"sort":280000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 750 cr, 4 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Ammunition (range 30/120), Burst 6, Reload 6, Strength 11
\n\t\tLevel: 2
Casting Period: 1 action
Range: Self
Duration: Up to 1 hour
Concentration: Yes
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. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Level: 1
Force Alignment: Dark
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Denounce
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever 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.
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.
","img":""} -{"_id":"N2E5MDA0NDE4OTli","name":"Security kit","permission":{"default":2},"folder":"ODdkZDk4OGMzYjk3","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"Value/Weight: 650 cr, 3 lb.
A security kit includes the tools and electronic components necessary to bypass electronic and mechanical locks. It includes sensor devices, a specialized commlink designed to detect silent alarms, a small file, a set of lockpicks, a small mirror mounted to an elongated handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
LORE
Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
INVESTIGATION AND PERCEPTION
You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
TECHNOLOGY
Your knowledge of locks grants you insight into their make and potential weaknesses.
SET A TRAP
Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Sample Activities
Activity | DC |
---|---|
Pick a moderate lock | 15 |
Disable a trap | Varies |
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 property. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Tsiraki is a blue-colored alcoholic beverage crafted from fermented salakberries and pickling spices. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"N2ExZDkwZGY1YmRh","name":"Ballistic Shield","permission":{"default":2},"folder":"N2UxOGMxMjI4NjNh","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: 4
Casting Period: 1 action
Range: Self
Duration: Up to 1 hour
Concentration: Yes
A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic and energy damage.
Type: Focus
Subtype: Tech
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable wristpad chassis comes with vacant modification slots for processor, motherboard, dataport, and storage modifications. It can house modifications of premium rarity or lower.
Level: 8
Force Alignment: Dark
Casting Period: 1 action
Range: 150 feet
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: Shroud of Darkness
Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
","img":""} -{"_id":"N2EyZmNjZjUwNzM4","name":"Nemesis Cell","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":29,"handout-archived":false}},"sort":290000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and hidden properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Level: 1
Force Alignment: Universal
Casting Period: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Duration: 1 minute
Concentration: —
Prerequisite: —
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.
","img":""} -{"_id":"N2IxNWQxYjhkOGZi","name":"Togruta","permission":{"default":2},"folder":"YThlODlhMTk5MWE4","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Skin Color | Blue, green, orange, purple, red, white, or yellow |
Hair Color | None |
Eye Color | Black, blue, green, orange, purple, yellow, or red |
Distinctions | Sharp canine teeth, two montrals, three or four head-tails |
Height | 4'9\" | +2d8\" |
Weight | 115 lb. | x(2d4) lb. |
Homeworld | Shili |
Language | Togruti |
Togruta have rusty skin tones ranging in hue from blue to red to green, with white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor’s camouflage that helped them to blend in with Shili’s natural surroundings.
Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals. Togruta have the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detect space ultrasonically. Young togrutas’ montrals and posterior head-tail do not fully grow until adolescence, when their montrals curve and their final head-tail grows to the length of their other head-tails.
Togruta have a strong sense of unity and togetherness. On their native homeworld of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The creatures of Shili most often attack in groups, which was even more reason for the native togruta to work together. While most of Shili is covered in the scrublands where the togruta hunt their herbivorous prey, the togruta live in small communities in the forest valleys.
Togruta names are typically long. Surnames are familial.
Male Names. Acanaar, Mukraas, Obolak, Tokrym
Female Names. Akoma, Maasha, Okohlo, Shola
Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin
As a Togruta, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Togruta reach adulthood in their late teens and live less than a century.
Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though there are exceptions.
Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures
Wild Hunters. You have proficiency with the Survival skill.
Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language characterized by trills and long vowel sounds which are modified by subtle tremors in the togruta’s head-tails. This language is heavily influenced by Basic, but also incorporates some native idioms, which caused Basic-speaking togruta to use seemingly strange expressions.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.
Always on the lookout for danger, you gain the following benefits:
Level: 3
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
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.
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.
","img":""} -{"_id":"N2JjYjI4N2U0YmIy","name":"Luthier","permission":{"default":2},"folder":"MTEyY2IxNGYxZGM2","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"???
Type: Consumable
Subtype: Adrenal
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Constitution score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 19 Dexterity saving throw, taking 4d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed property. Additionally, it loses the two-handed property.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
simple vibroweapon
Value/Weight: 80 cr, 12 lb.
Damage: 1d8 Kinetic
Properties: Heavy, Two-Handed
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.
When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
At 6th level, you can use your force abilities to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.
You can use this feature a 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.
Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
At 14th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.
","img":""} -{"_id":"N2M3NjRkMmNhMWZj","name":"Shocking Oscillator Mark III","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":33,"handout-archived":false}},"sort":330000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the shocking 15 property. If it already has the shocking property, its shocking number increases by 3, to a maximum of 18.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When you take the Attack action and hit a creature with this weapon, you can repeat the attack against another creature within 5 feet, no action required. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
When you make your first attack on your turn with a weapon with the defensive property, you can choose to suffer a penalty to attack and damage rolls with that weapon up to the defensive number. If you do so, you gain the same bonus to AC. These effects last until the start of your next turn, as long as you’re holding the weapon.
","img":""} -{"_id":"N2M4OTIyZTUwNzc4","name":"Grenade, Ion (Deadly)","permission":{"default":2},"folder":"NzBiODE2YzZlOTlk","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Ion grenades are hand-held explosive devices that release a blast of ion energy. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 19 Dexterity saving throw. A creature takes 8d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Type: Adventuring Gear
Subtype: Body
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as two augment slots. It can house modifications of legendary rarity or lower.
Type: Blaster Modification
Subtype: Core
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disintegrate 13 property. If it already has the disintegrate property, its disintegrate number increases by 1, to a maximum of 18.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the light property.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the disarming property.
Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.
At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.
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.
Starting at 6th level, you learn to simultaneously limit a creature’s force powers and store that power within yourself to later strengthen your damaging force powers.
You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.
Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power’s damage, and it equals half your consular level (rounded down).
Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.
At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.
Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.
At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.
At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.
","img":""} -{"_id":"N2NiMjQ0NmZhZDhi","name":"Master Force Scream","permission":{"default":2},"folder":"NjcxZGIwYjc2N2Qy","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 8
Force Alignment: Dark
Casting Period: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
Concentration: —
Prerequisite: Improved Force Scream
You emit a cacophonous scream imbued with the power of the Force. Each creature you choose within 60 feet of you must succeed on a Constitution saving throw. On a failed save, a creature takes 6d6 psychic damage, 6d6 sonic damage, is deafened, knocked prone, and blinded for 1 minute. On a successful save, it takes half as much damage and isn’t deafened, knocked prone, or blinded by this power.
A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
","img":""} -{"_id":"N2NkNGUzMjgwMzE5","name":"List of Plants","permission":{"default":2},"folder":"OTU5Y2Y2N2ZkNzZk","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Small \n | \n\n Plant \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Plant \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Plant \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Plant \n | \n\n 21 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Plant \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: Strength property
Attunement: No
Source: EC
This weapon’s strength number is reduced by four steps (from 19 to 11). If the strength number is 17 or lower, this modification removes the strength property from it entirely.
","img":""} -{"_id":"N2NmNDE5OGFkN2Ew","name":"Power Cell (Average)","permission":{"default":2},"folder":"MTFhMjcwNDI4YWY5","flags":{"R20Converter":{"handout-order":28,"handout-archived":false}},"sort":280000,"entryTime":0,"content":"Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You have a +1 bonus to attack and damage rolls made with this power cell. This bonus is in addition to any bonuses granted by the weapon. Once the power cell is depleted, it no longer gives a bonus.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 level in scholar
Attunement: No
Source: WH
You gain two additional superiority dice.
Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of your tribe.
Your people have always tried to hold to the old ways. Tradition and taboo have kept your tribe strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why your tribe chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of your tribe led bands back to the old ways, and most of your people abandoned the soft ways of civilization.
Skill Proficiencies: Choose two from Animal Handling, Athletics, Nature, and Survival
Tool Proficiencies: One type of musical instrument or artisan's tools
Languages: One of your choice
Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to your tribe, a set of traveler's clothes, and a pouch containing 100 cr
FEATURE: BARBARIAN HERITAGE
You have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the worlds. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.
Additionally, you can call upon the hospitality of other tribes in times of need.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Often considered rude and uncouth among civilized folk, barbarians have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
1 | I'm driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing nature. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. |
6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Dark) |
5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the Darkdoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There's no room for caution in a life lived to the fullest. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I am slow to trust members of other species, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
shield
\n\t\tValue/Weight: 150 cr, 18 lb.
\n\t\tDetails: AC +2, Strength 13
\n\t\tPhysical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A medium shield was a common defensive technology that protect the user from blaster fire, the elements, or other hazards. Medium shields are used in conjunction with any one-handed weapon.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
GM Notes :
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Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 15 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Type: Armor Modification
Subtype: Overlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
Value/Weight: 50 cr, 1 lb.
Commlinks are standard handheld communication devices, fitted with microphones and receivers. A standard, personal commlinks have a range of up to 30 miles, but are reduced in dense, urban areas or areas of high level interference.
You fight with reckless abandon, caring not of your own safety. You use your pain to fuel your attacks, causing your enemies even greater pain. You may die one day - but that day will come earlier for your enemies. You gain the following benefits:
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Legendary
Prerequisite: Constitution 15
Attunement: No
Source: WH
Your Constitution score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Constitution saving throws.
Side Effect: One ability score other than Constitution (chosen by the GM) decreases by 1.
This implant drastically increases your endurance.
","img":""} -{"_id":"N2UwMDhiMDcwMWRm","name":"Exceptional Snare","permission":{"default":2},"folder":"MDNmYjJmMjhiMzYx","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Consumable
Subtype: Ammunition
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 17 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 40 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare’s effects.
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor gains the barbed (1d4) property. If it already has the barbed property, the barbed damage increases by one step (from d4 to d6, or from d6 to d8).
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 12d6 kinetic damage, or half as much on a successful one.
Type: Wristpad Modification
Subtype: Amplifier
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.
You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"N2VjOGYwYTJmMDA0","name":"Slugthrower","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":33,"handout-archived":false}},"sort":330000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 350 cr, 14 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Ammunition (range 100/400), Burst 6, Reload 12, Two-Handed
\n\t\tValue/Weight: 40 cr, 35 lb.
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
You master the lightsaber pike, saberspear, vibrolance, vibropike, and vibrospear. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
You’ve master the art of charming those around you, gaining the following benefits:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Skin Color | Blue or tan |
Hair Color | None |
Eye Color | Black, purple |
Distinctions | Three eyes and goat-like snout |
Height | 4'10\" | +2d10\" |
Weight | 115 lb. | x(2d4) lb. |
Homeworld | Kinyen |
Language | Gran |
Gran can easily be identified by their three eyes and their goat-like snout. Female Gran also have three breasts. They have excellent vision, able to resolve more colors than most species, and even able to see into the infrared, thus they are able to sense one another’s emotions and disposition by noting subtle changes in body heat and skin color. Gran have two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen. A single meal can take almost an entire day to finish, after that a Gran does not often need to eat for several days.
The peaceful nature of Gran society is a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society.
The Grans are also very protective of their families, and were some of the most devoted parents in the galaxy. This is because of their very powerful and sensitive sight, which can sense the emotions of their mates and their children. Gran society maintains its balance by setting up strict career quotas, and making sure young Gran are educated for a specific job that best served his or her talents.
Gran names typically are monosyllabic and accompanied by a surname, which is familial.
Male Names. Ask, Dree, Ree, Pax, Nic
Female Names. Yan, Alijia, Meeb, Sir, Zeek
Surnames. Moe, Leem, Yees, Wix, Naaq
As a Gran, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Gran reach adulthood around their late teens and live up to 80 years.
Alignment. Gran highly organized society cause them to tend toward lawful alignments, though there are exceptions…
Size. Gran typically stand between 5 and 6 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Slow Metabolism. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.
Keen Sight. Through use of infrared vision, you have advantage on Wisdom (Perception) checks that rely on sight.
Reader of Hearts. Through identifying subtle variations in a target’s body heat, the Gran are able to better understand their emotions and intentions. You are proficient in the Insight skill.
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 Gran. It is rare to hear Gran spoken on any world other than Kinyen.
Type: Ventures
Prerequisite: —
When you make an Intelligence (Mechanic’s Kit) check while deployed as a mechanic, you can add your proficiency bonus to checks you make if you do not already do so.
Value/Weight: 300 cr, 2 lb.
A holocomm is a communications unit that utilizes the HoloNet. It enables users to send and receive messages through holographic-based transmission networks.
Type: Adventuring Gear
Subtype: Head
Rarity: Premium
Prerequisite: No
Attunement: Yes
Set: Mandalorian Vestments
Source: WH
This helmet comes equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have darkvision out to 60 feet.
Mandalorian Vestments. While wearing and attuned to this helmet and Mandalorian Beskar’gam, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. While wearing and attuned to this helmet, Mandalorian Beskar’gam, and Mandalorian Shuk’orok, you have advantage on Intelligence (Investigation) checks within 5 feet.
Featuring the iconic T-shaped visor of the Mandalorians, this helmet strikes fear into the hearts of the unwary.
","img":""} -{"_id":"N2ZjNzA2OGU4YTY0","name":"Fixed Vicious Hilt","permission":{"default":2},"folder":"MzVhNzRjYjg0ZGRl","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disruptive and shocking 14 properties. If it already has the shocking property, its shocking number increases by 2, to a maximum of 18.
Level: 8
Force Alignment: Universal
Casting Period: 1 action
Range: Touch
Duration: 24 hours
Concentration: —
Prerequisite: Mind Trap
Until the power ends, one willing creature you touch is immune to psychic and sonic damage, any effect that would sense its emotions or read its thoughts, and the charmed condition. The power foils powers or effects of similar power used to affect the target’s mind or to gain information about the target.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the double property, with a double damage value equal to its normal damage.
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Type: Clothing Modification
Subtype: Inlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to Dexterity and Intelligence saving throws while wearing this article of clothing.
\n Name \n | \n\n Type \n | \n\n Prerequisites \n | \n
\n [Advanced Central Computer] \n | \n\n Universal \n | \n\n Tier 3, Prototype Central Computer \n | \n
\n [Advanced Droid Brain] \n | \n\n Universal \n | \n\n Tier 3, Prototype Droid Brain \n | \n
\n [Advanced Hull] \n | \n\n Universal \n | \n\n Tier 3, Prototype Hull \n | \n
\n [Advanced Reactor] \n | \n\n Universal \n | \n\n Tier 3, Prototype Reactor \n | \n
\n [Advanced Thruster] \n | \n\n Universal \n | \n\n Tier 3, Prototype Thruster \n | \n
\n [Anti-Boarding System] \n | \n\n Universal \n | \n\n Ship size Medium or larger \n | \n
\n [Artifact Central Computer] \n | \n\n Universal \n | \n\n Tier 5, Legendary Central Computer \n | \n
\n [Artifact Droid Brain] \n | \n\n Universal \n | \n\n Tier 5, Legendary Droid Brain \n | \n
\n [Artifact Hull] \n | \n\n Universal \n | \n\n Tier 5, Legendary Hull \n | \n
\n [Artifact Reactor] \n | \n\n Universal \n | \n\n Tier 5, Legendary Reactor \n | \n
\n [Artifact Thruster] \n | \n\n Universal \n | \n\n Tier 5, Legendary Thruster \n | \n
\n [Central Computer] \n | \n\n Universal \n | \n\n Ship size Large or larger \n | \n
\n [Droid Brain] \n | \n\n Universal \n | \n\n Ship size Medium or smaller \n | \n
\n [Ejection Pod] \n | \n\n Universal \n | \n\n Ship size Small \n | \n
\n [Improved Emergency Backup] \n | \n\n Universal \n | \n\n - \n | \n
\n [Legendary Central Computer] \n | \n\n Universal \n | \n\n Tier 4, Advanced Central Computer \n | \n
\n [Legendary Droid Brain] \n | \n\n Universal \n | \n\n Tier 4, Advanced Droid Brain \n | \n
\n [Legendary Hull] \n | \n\n Universal \n | \n\n Tier 4, Advanced Hull \n | \n
\n [Legendary Reactor] \n | \n\n Universal \n | \n\n Tier 4, Advanced Reactor \n | \n
\n [Legendary Thruster] \n | \n\n Universal \n | \n\n Tier 4, Advanced Thruster \n | \n
\n [Premium Central Computer] \n | \n\n Universal \n | \n\n Tier 1, Central Computer \n | \n
\n [Premium Droid Brain] \n | \n\n Universal \n | \n\n Tier 1, Droid Brain \n | \n
\n [Premium Hull] \n | \n\n Universal \n | \n\n Tier 1 \n | \n
\n [Premium Reactor] \n | \n\n Universal \n | \n\n Tier 1 \n | \n
\n [Premium Thruster] \n | \n\n Universal \n | \n\n Tier 1 \n | \n
\n [Prototype Central Computer] \n | \n\n Universal \n | \n\n Tier 2, Premium Central Computer \n | \n
\n [Prototype Hull] \n | \n\n Universal \n | \n\n Tier 2, Premium Hull \n | \n
\n [Prototype Reactor] \n | \n\n Universal \n | \n\n Tier 2, Premium Reactor \n | \n
\n [Prototype Thruster] \n | \n\n Universal \n | \n\n Tier 2, Premium Thruster \n | \n
\n [Protoype Droid Brain] \n | \n\n Universal \n | \n\n Tier 2, Premium Droid Brain \n | \n
\n [Quaternary Crew Slot] \n | \n\n Universal \n | \n\n Tier 4, Tertiary Crew Slot \n | \n
\n [Resilient Hull] \n | \n\n Universal \n | \n\n Tier 3 \n | \n
\n [Resilient Reactor] \n | \n\n Universal \n | \n\n Tier 3 \n | \n
\n [Resilient Thruster] \n | \n\n Universal \n | \n\n Tier 3 \n | \n
\n [Secondary Crew Slot] \n | \n\n Universal \n | \n\n Ship size Small \n | \n
\n [Slave Circuit] \n | \n\n Universal \n | \n\n Ship size Large or larger \n | \n
\n [Surge Protector] \n | \n\n Universal \n | \n\n - \n | \n
\n [Tertiary Crew Slot] \n | \n\n Universal \n | \n\n Tier 2, Secondary Crew Slot \n | \n
Type: Weapon
Prerequisites: Weapon that deals thermite damage
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.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield loses the cumbersome property.
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Your Charisma score increases by 1.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 2 \n | \n\n any light \n | \n\n Fisto’s Codex (page 86) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Force Entity \n | \n\n 23 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Force Entity \n | \n\n 25 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 5) \n | \n
\n\n | \n\n Huge \n | \n\n Force Entity \n | \n\n 25 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 6) \n | \n
\n\n | \n\n Huge \n | \n\n Force Entity \n | \n\n 25 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 7) \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 22 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 24) \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 25 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 22) \n | \n
\n\n | \n\n Medium \n | \n\n Force Entity \n | \n\n 22 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 23) \n | \n
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
","img":""} -{"_id":"NDBkZWJkZjMwNjcz","name":"Geneticist","permission":{"default":2},"folder":"MDU1MDNmMzE2YmY1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"???
","img":""} -{"_id":"NDBmZTc2MDA4NzZl","name":"Dexterity","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"A weapon with this special property requires more skill to control. While wielding it, you have disadvantage on attack rolls unless you meet the Dexterity requirement.
","img":""} -{"_id":"NDE0NDJiNTA2MjM2","name":"Pulsator Attachment Mark II","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":70,"handout-archived":false}},"sort":700000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Starship Ammunition
Cost: 700
Weight: 18 lb
","img":""} -{"_id":"NDE0YWEzYTQ0OTgz","name":"Weequay","permission":{"default":2},"folder":"YTNjYzc0ZTAyMjVj","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Skin Color | Brown, gray, red, or yellow |
Hair Color | Black or blond |
Eye Color | Black, gold, or gray |
Distinctions | Tough, leathery skin that provided resistance to blasterfire |
Height | 5'5\" | +2d8\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Sriluur |
Language | Sriluurian |
Weequays are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with a frill along each of their jowls.
Weequays have the ability to communicate with members of their own clan through smell by exuding complex pheromones. This pheromonal language can not be understood by any other species, or even by Weequays of another clan. Only Jedi senses can even tell that two Weequay are communicating. Since each Weequay’s pheromones are unique, Weequay have no need for a name within their clan. As a result, speech is only a secondary form of communication for Weequay, and they seldom speak a whole sentence, resulting in Humans mistakenly believing the species to be unintelligent.
Male Weequay often tie their hair into a long braid each year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays serving the Hutts were often very close to their homeworld, and would only have one or two braids. Female Weequay were usually bald, and did not follow this tradition.
Only Weequay who have to live among other clans, or among non-Weequay, take a personal name. Even then, some are simply referred to as “Weequay”. In Weequay culture, individual identity is much less important than the clan. As long as the clan survives, a single Weequay is expendable. This results in a sometimes brutal culture.
Male Names. Chublu, Fah, Kreakk, Og-Rollo, Yurrenn
Female Names. Gila, Qommi, Palsa, Sex, Xelror
Surnames. Britreg, Dlur, Klanz, Maub, Semu
As a Weequay, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Weequay reach adulthood in their late teens and live less than a century.
Alignment. Weequay ruthlessness and greed cause them to tend toward chaotic dark side, though there are exceptions.
Size. Weequay typically stand about 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Charming. You have proficiency in Deception or Persuasion.
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.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages. You can speak, read, and write Galactic Basic and Sriluurian. You can communicate with other Weequay without speaking through use of pheromones. Force attuned individuals can detect the communication but can’t understand it.
Type: Focus
Subtype: Tech
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +2 bonus to the tech attack rolls for tech powers you cast through this wristpad.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Hyperdrive
Cost: 2500
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 5.0 hyperdrive travels at one-fifth the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"NDE4OGM1ZjM5OWY2","name":"Autotargeting Burst Dire Interface","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additonally, it gains the burst property, with a burst number equal to its reload number. If it already has the burst property, the burst number is reduced to one-half its reload number (rounded up), to a minimum of 2. Lastly, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
When you deal damage with this weapon, you deal an additional 1d6 acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item).
Type: Adventuring Gear
Subtype: Waist
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
While you wear this belt, it casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
The only visible trace of this stealth field generator’s user is a vague shadow, much like the Defel themselves.
","img":""} -{"_id":"NDExYzhlNDVjMzQx","name":"Artifact Droid Brain","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Type: Universal
Prerequisites: Tier 5, Legendary Droid Brain
Your ship’s droid brain has reached its maximum potential. Your droid brain’s Intelligence score increases to 22, and its proficiency bonus increases to 6. Additionally, it gains expertise in your choice of mechanic’s kits, Piloting, or Technology.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When you have advantage on an attack roll you make with this weapon, get the same result on both dice rolls, and hit, you deal two additional weapon dice worth of damage.
Value/Weight: 100 cr, 1 lb.
A datapad is a small electronic device used for the input, storage and displaying of inform-ation. It features a holoprojective surface for 3D viewing.
Type: Adventuring Gear
Subtype: Waist
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this belt, your Strength score becomes 27. If your Strength is already equal to or greater than 27, it has no effect on you.
Worn on the legs, waist and lower back, this belt massively increases a users physical power with a set of heavy durasteel actuators alongside an synaptic monitoring system that reacts to its users motion with optimized power responses.
","img":""} -{"_id":"NDFjZGIzNmU1YWQ3","name":"Shroud of Darkness","permission":{"default":2},"folder":"ZTZiODlhYjllODZj","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Level: 4
Force Alignment: Dark
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Darkness
You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.
Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.
","img":""} -{"_id":"NDFlNzJmOWZjZGUz","name":"Gauntlet Armoring","permission":{"default":2},"folder":"YzljMWE1N2EzMzk5","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Armoring
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This armor gains the gauntleted (1d4) property. If it already has the gauntleted property, the gauntleted damage increases by one step (from d4 to d6, or from d6 to d8).
Skin Color | Black, brown, or grey |
Hair Color | Blue to yellow in ultraviolet light, black to dark brown in visible light |
Eye Color | Black, orange, or red |
Distinctions | Ability to absorb light, light blindness, claws |
Height | 3'10\" | +2d6\" |
Weight | 65 lb. | x(2d4) lb. |
Homeworld | Af'El |
Language | Defel |
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.
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.
Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.
Male Names. Alustair, Claustro, Tenebris, Varsiin
Female Names. Lhantra, Soliel, Stroika, Zavtra
Surnames. Gauss, Neura, Tume, Vecherom
As a Defel, you have the following special traits.
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.
Type: Adventuring Gear
Subtype: Neck
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this amulet, you are hidden from detection through the Force. You can’t be targeted by force powers or features that would detect the presence of the Force in you, and features that would detect your attunement to the Force show you glowing a faint yellow.
Made from the skin of a taozin, this amulet blurs and clouds Force senses so their wearers can not easily be detected by another Force-sensitive.
","img":""} -{"_id":"NDIxOGZjYjg2YzEw","name":"Sentinel Offensive Augment","permission":{"default":2},"folder":"MmFiY2M1ZjdkMzE0","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 level in sentinel
Attunement: No
Source: WH
Your Kinetic Combat Damage Die increases by one step (from a d4 to a d6, a d6 to a d8, a d8 to a d10, or a d10 to a d12). Additionally, when you roll a Kinetic Combat Damage Die, you can roll it twice and use either total.
Type: Armor Modification
Subtype: Shielding
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This shield gains the interlocking 1 property. If it already has the interlocking property, its interlocking number increases by 1, to a maximum of 3.
Type: Adventuring Gear
Subtype: Body
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls with weapons and force powers while you wear this robe.
Designed for those who relish personal combat, and know that power comes to those who take it, these robes augment offensive capabilities with no hindrance to movement.
","img":""} -{"_id":"NDJkMmU4MDExYTZi","name":"Stasis Field","permission":{"default":2},"folder":"MWIyN2QwYmM0OGU2","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 8
Force Alignment: Light
Casting Period: 1 action
Range: 120 feet (30-foot cube)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Stasis
Choose a target that you can see within range. Each creature must succeed on a Wisdom saving throw or be paralyzed for the duration. This power has no effect on droids or constructs. At the end of each of a target’s turns, it can make another Wisdom saving throw. On a success, the power ends on the target.
Force Potency. When you cast this power using a force slot of 9th level, the size of the cube increases to 40 feet.
","img":""} -{"_id":"NDJlM2U5MjEwYTk0","name":"Celerity Leg Prosthesis","permission":{"default":2},"folder":"OWIwM2I3ZDliZTU0","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces both legs.
Your Dexterity score becomes 13. If your Dexterity score is already equal to or greater than 13, it has no effect on you. Additionally, your speed increases by 5 feet.
Side Effect: When you roll a 1 a Dexterity saving throw, the legs seize up, reducing your speed to 0 until the start of your next turn.
This leg replacement is common for those travelers interested in making a quick getaway.
","img":""} -{"_id":"NDJlMTM2OTQ4NDM0","name":"Charging Reinforcement","permission":{"default":2},"folder":"ZjEwOGM0Y2RmZWEz","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the charging 1 property. If it already has the charging property, its charging property increases by 1, to a maximum of 3.
Type: Operation
Prerequisites: Tier 4, Improved Scanner
This modification massively improves the radar scanner on your ship. While deployed at the scanner, operators gain truesight out to 1,000 feet.
Type: Weapon
Subtype: Lightsaber
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +3 bonus to attack and damage rolls made with this enhanced lightsaber. Additionally, the weapon ignores resistance to energy damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.
The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order. It features a distinctly Mandalorian hilt and an ominous black blade.
","img":""} -{"_id":"NDM3MDNlMTAwNjgy","name":"Sullustan","permission":{"default":2},"folder":"NjMwYWZlOWQ2ZjBl","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Skin Color | Gray, pink, or light green |
Hair Color | Brown |
Eye Color | Black or brown |
Distinctions | Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks |
Height | 3'11\" | +2d12\" |
Weight | 60 lb. | x(2d4) lb. |
Homeworld | Sullust |
Language | Sullestese |
A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.
Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as “Fems”, are active members of their communities until they reach breeding status, called “Ready”, when they choose their mates.
Male names are typically longer than female names. Surnames are based on Warren-clan.
Male Names. Duedt, Oshror, Partheen, Throthinnitz
Female Names. Asulu, Eldo, Tri, Vo, We
Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb
As a Sullustan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Sullustan reach adulthood in their late teens and live less than a century.
Alignment. Sullustans’ outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.
Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 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.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.
Pilot. You have proficiency in Piloting.
Languages. You can speak, read, and write Galactic Basic, Sullestese, and one more language of your choice. Sullestese is characterized as a robust language in business, and as such is commonly learned by professional merchants.
Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time. As an action, yu can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d4. At the end of the low, the creature must make a DC 13, Constitution saving throw to resist addiction.
","img":""} -{"_id":"NDMxNTFiYzMwODFh","name":"Guardian Defensive Augment","permission":{"default":2},"folder":"MmFiY2M1ZjdkMzE0","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in guardian
Attunement: No
Source: WH
The radius of your Guardian Auras increases by 10 feet.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by two steps (from 19 to 15, 17 to 13, or 15 to 11). If the dexterity number is 13 or lower, this modification removes the dexterity property from it entirely.
Skin Color | Black, dark grey, or dark green |
Hair Color | Black |
Eye Color | Red |
Distinctions | Prehensile snouts, protective eyewear |
Height | 4'9\" | +2d8\" |
Weight | 105 lb. | x(2d4) lb. |
Homeworld | Kubindi |
Language | Kubazian |
Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world’s native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi, a planet which orbits a blue star, Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.
The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.
Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.
Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz
Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem
Surnames. Re, Eadzan, Hai, Khu’nar, Mairvuc, Va
As a Kubaz, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Kubaz reach adulthood in their early teens and live less than a century.
Alignment. Kubaz’ courteous nature causes them to tend toward lawful alignments, though there are exceptions.
Size. Kubaz typically stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.
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.
Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Slicer. You have proficiency with the Technology skill and the slicer’s kit.
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.
Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.
You excel at scaling cliffsides, hills, trees, and general climbing. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain a climbing speed equal to your movement speed.
You have advantage on ability checks and saving throws to avoid falling off or down while climbing.
You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you. Each creature can add a 1d6 to any ability check or saving throw they make for that climb.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
While wielding this weapon, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.
Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the disintegrate and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
light armor
\n\t\tValue/Weight: 450 cr, 13 lb.
\n\t\tDetails: AC 12 + Dex
\n\t\tFiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.
GM Notes :
{\"name\":\"Fiber Armor\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"light armor\",\"AC\":\"12\",\"Weight\":\"13\",\"Requires Attunement\":\"No\"},\"content\":\"Fiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.\",\"htmlcontent\":\"Fiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.\"}Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 2 property. If it already has the charging property, its charging number increases by 2, to a maximum of 3.
Type: Engineering
Prerequisites: Tier 2, Countermeasures
shield
\n\t\tValue/Weight: 375 cr, 6 lb.
\n\t\tDetails: AC +2
\n\t\tShield generators are made almost entirely of energy barriers. Medium and large shield generators have a physical handheld component from which the barrier emanates; medium shield generators are orbs that are slightly larger than a fist, while large shield generators project from a large cross. A medium shield was a common defensive technology that protect the user from blaster fire, the elements, or other hazards. Medium shields are used in conjunction with any one-handed weapon.
GM Notes :
{\"name\":\"Medium Shield Generator\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"shield\",\"AC\":\"2\",\"Weight\":\"6\",\"Requires Attunement\":\"No\"},\"content\":\"Shield generators are made almost entirely of energy barriers. Medium and large shield generators have a physical handheld component from which the barrier emanates; medium shield generators are orbs that are slightly larger than a fist, while large shield generators project from a large cross. A medium shield was a common defensive technology that protect the user from blaster fire, the elements, or other hazards. Medium shields are used in conjunction with any one-handed weapon.\",\"htmlcontent\":\"Shield generators are made almost entirely of energy barriers. Medium and large shield generators have a physical handheld component from which the barrier emanates; medium shield generators are orbs that are slightly larger than a fist, while large shield generators project from a large cross. A medium shield was a common defensive technology that protect the user from blaster fire, the elements, or other hazards. Medium shields are used in conjunction with any one-handed weapon.\"}Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Engineering
Prerequisites: Tier 4, Boarding Harpoon
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon’s strength number is reduced by two steps (from 19 to 15, 17 to 13, or 15 to 11). If the strength number is 13 or lower, this modification removes the strength property from it entirely. Additionally, it loses the two-handed property.
Type: Focus
Subtype: Tech
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable wristpad chassis comes with vacant modification slots for processor, motherboard, dataport, and storage modifications, as well as one augment slot. It can house modifications of advanced rarity or lower.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You can reload this weapon five times without using an action. You can’t use this feature again until you reload the weapon with an action.
Type: Wristpad Modification
Subtype: Processor
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to the tech attack rolls for tech powers you cast through this wristpad.
Level: 9
Casting Period: 1 action
Range: 250 feet
Duration: Instantaneous
Concentration: —
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.
As an action, a restrained creature can make a Strength check against your tech save DC, ending this effect on itself on a success.
A creature reduced to 0 hit points by this power dies instantly, as its body shatters into frozen chunks.
","img":""} -{"_id":"NDU3NDY3NGUwM2Y2","name":"Retribution Ascendancy Guard","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":51,"handout-archived":false}},"sort":510000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Value/Weight: 5 cr, 0 lb.
A datacard or data disk is a flat, hand-held device used in conjunction with a datapad to store information.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the rapid property, with a rapid number equal to one-half its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the silent property.
Type: Universal
Prerequisites: Tier 3, Prototype Hull
You greatly improve your ship’s hull. Your ship’s Constitution score increases by 1. As normal, you can’t increase your ship’s Constitution score above 20 with this system.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Focus Generator Modification
Subtype: Channel
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power of 1st-level or higher that deals damage, you can increase the damage by twice the number of force points spent.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Level: 5
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
Prerequisite: —
Your power with the Force deepens a creature’s understanding of its own talent. You touch one willing creature 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.
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.
","img":""} -{"_id":"NDVmNjA1MTEwM2Nk","name":"Student","permission":{"default":2},"folder":"YzdkZDkzNDkyNjhm","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the galaxy’s great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for new lore to add to its storehouse of knowledge.
The most well-known of the galaxy’s fonts of knowledge is the Library of the Republic. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Coruscant’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, powerful, or secret to permit anyone immediate access.
You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the galaxy, as professional courtesy shown to a fellow scholar.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
1 | Loremaster |
2 | Investigator |
4 | Naturalist |
5 | Linguist |
6 | Keen Mind |
7 | Observant |
8 | Healer |
Cloistered scholars are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, they value knowledge highly: as a worthy goal in itself, or as a means to a desirable end.
d8 | Personality Trait |
---|---|
1 | I use polysyllabic words that convey the impression of great erudition. |
2 | I've read every book in the world's greatest libraries, or I like to boast that I have. |
3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. |
4 | There's nothing I like more than a good mystery. |
5 | I'm willing to listen to every side of an argument before I make my own judgment. |
6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. |
7 | I am horribly, horribly awkward in social situations. |
8 | I'm convinced that people are always trying to steal my secrets. |
d6 | Ideal |
---|---|
1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) |
2 | Beauty. What is beautiful points us beyond itself toward what is true. (Light) |
3 | Logic. Emotions must not cloud our logical thinking. (Lawful) |
4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) |
5 | Power. Knowledge is the path to power and domination. (Dark) |
6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) |
d6 | Bond |
---|---|
1 | It is my duty to protect my students. |
2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. |
3 | I work to preserve a library, university, scriptorium, or monastery. |
4 | My life's work is a series of tomes related to a specific field of lore. |
5 | I've been searching my whole life for the answer to a certain question. |
6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
d6 | Flaw |
---|---|
1 | I am easily distracted by the promise of information. |
2 | Most people scream and run when they see a monster. I stop and take notes on its anatomy. |
3 | Unlocking an ancient mystery is worth the price of a civilization. |
4 | I overlook obvious solutions in favor of complicated ones. |
5 | I speak without really thinking through my words, invariably insulting others. |
6 | I can't keep a secret to save my life, or anyone else's. |
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
While active, this weapon emanates a sickly green light. This weapon loses the luminous property.
Additionally, when you make your first attack on your turn, you can alter the properties of this weapon. Until the start of your next turn, the damage type of this weapon is changed to acid. You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"NDY2Zjk4NWU4NzY5","name":"Grenade, Ion (Average)","permission":{"default":2},"folder":"MTFhMjcwNDI4YWY5","flags":{"R20Converter":{"handout-order":18,"handout-archived":false}},"sort":180000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Ion grenades are hand-held explosive devices that release a blast of ion energy. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 4d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Type: Clothing Modification
Subtype: Stitching
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This article of clothing come with two hidden pockets, each of which can store up to 1 lb. Finding these hidden pockets requires a DC 15 Investigation check.
Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 2 property. If it already has the insulated property, its insulated number increases by 2, to a maximum of 3.
Costs 290 credits. Includes a backpack, a datapad, 5 datacards, a stylus pen, a holorecorder, 5 days of field rations, and a canteen.
Type: Shield
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +3 bonus to Strength, Dexterity, and Constitution saving throws while this shield is installed.
Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Flash grenades are hand-held explosive devices that release a blinding flash. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 15 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack and damage rolls made with this deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 19 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn’t deafened.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d10 and add the result to the total.
martial lightweapon
Value/Weight: 1200 cr, 2 lb.
Damage: 1d4 Energy
Properties: Disruptive, Disguised, Fixed, Light, Luminous
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice). You must have one free hand to reload.
","img":""} -{"_id":"NDZlN2Y2Y2FkM2Yw","name":"Master Vibration Lens","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":32,"handout-archived":false}},"sort":320000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Level: 6
Casting Period: 10 minutes
Range: Self
Duration: 10 days
Concentration: —
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.
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.
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.
","img":""} -{"_id":"NDc1ZjE2Y2UzMDk2","name":"Greater Explosion","permission":{"default":2},"folder":"YjVhNjVkYmMwNDYy","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 9
Casting Period: 1 action
Range: 150 feet
Duration: Instantaneous
Concentration: —
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.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
","img":""} -{"_id":"NDc5NGU4OTk3ZjEw","name":"Stun Dart","permission":{"default":2},"folder":"MTk0NzU2MGFkMDdi","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Level: 8
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
Type: Shield
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +1 bonus to Strength, Dexterity, and Constitution saving throws while this shield is installed.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: Strength property
Attunement: No
Source: EC
This weapon loses the strength property.
Type: Hyperdrive
Cost: 500
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 15.0 hyperdrive travels at one-fifteenth the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"NDcyNmJmMjljMTlm","name":"Fine Duplexed Extender Channel","permission":{"default":2},"folder":"Mjg4NDU2ZjE0OTNm","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Focus Generator Modification
Subtype: Channel
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power through this focus generator that has a range of 5 feet or greater, you can increase the range of that force power by 20 feet.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This shield gains the lambent property.
Type: Blaster Modification
Subtype: Core
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You modify this weapon to be more effective against barriers. The weapon deals double damage against structures.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Your hit point maximum increases by an amount equal to your level, and it increases by 1 every time you gain a level.
Skin Color | Black, gray, pale blue, pale pink |
Hair Color | None |
Eye Color | Black |
Distinctions | Aquatic organs, massive size |
Height | 6' | +2d12\" |
Weight | 200 lb. | x(2d8) lb. |
Homeworld | Giju |
Language | Herglese |
The herglic are a massive race of creatures descended from aquatic mammals, breathing though a blowhole on top of their heads. They are tall and wide, and have smooth, hairless skin that ranged in color from pale blue to black, though some rare individuals may appear pink or have white markings on their sides. Their girth tends to leave them feeling out of place among smaller species; herglic tend to take up two chairs or fill the entire doorway of any establishment they enter that does not cater to beings their size.
The herglics are very technologically advanced, developing space flight and hyperdrives and colonizing their sector of the galaxy prior to the formation of the Galactic Republic. Natural explorers and traders, they sailed the cosmos establishing crucial trade routes and gaining prestige. Despite their size, herglic are surprisingly dexterous while working with tools, and are some of the finest engineers in the galaxy.
Herglics have an inquisitive but practical nature, enjoying travel and having exotic experiences. Their perpetually calm demeanor helps them interact with most other species peacefully, though when dealing with smaller species, herglics tend to become nervous and self-conscious about their proportions. They also seem to have an innate predeliction for gambling and games of chance, which have gotten more than one herglic into trouble on several occasions.
Male names are typically harsher sounding than female names. Herglics rarely use surnames.
Male Names. Biglu, Melchi, Sehvorah
Female Names. Mahg-Raet, Seese, Uddn
As a Herglic, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.
Age. Herglic reach adulthood in their late teens and live up to 120 years.
Alignment. Herglics’ gentle nature causes them to tend toward the light side, though there are exceptions.
Size. Herglic stand between 6 and 8 feet tall and weigh up to 600 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hold Breath. You can hold your breath for up to 1 hour at a time.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Swim. You have a swimming speed of 30 feet.
Technician. You are proficient in the Technology skill.
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 Herglese. Herglese has a clear and commanding cadence, drawing the attention of those who hear it.
Type: Clothing Modification
Subtype: Inlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to Dexterity saving throws and a +2 bonus to Intelligence saving throws while wearing this article of clothing. Additionally, you gain a +1 bonus to damage rolls with tech powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Value/Weight: 7 cr, 5 lb.
A standard shovel used for digging.
Level: 4
Force Alignment: Universal
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Force Confusion
You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.
","img":""} -{"_id":"NDgyMDFhYWU4Zjkx","name":"Quaternary Crew Slot","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":30,"handout-archived":false}},"sort":300000,"entryTime":0,"content":"Type: Universal
Prerequisites: Tier 4, Tertiary Crew Slot
You integrate an additional seating arrangement in your ship. Your ship’s maximum crew capacity increases by 1, to 4.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the disarming property.
Level: 7
Force Alignment: Universal
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Knight Speed
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.
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.
Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.
","img":""} -{"_id":"NDhhNmIzMGY1ODFm","name":"Devastating Parrying Grip","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Grip
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in berserker
Attunement: No
Source: WH
Once per round, when you use your Reckless Attack feature and hit a target, you can reduce the first kinetic or energy damage you take from the target before the start of your next turn by half.
Type: Universal
Prerequisites: Tier 1
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 20 with this system.
Name | Cost | Weight | Source |
Bagpipes | 300 | 6 | PHB |
Bandfill | 300 | 2 | PHB |
Chindinkalu horn | 120 | 7 | PHB |
Drum | 60 | 3 | PHB |
Fanfar | 220 | 4 | PHB |
Fizzz | 160 | 3 | PHB |
Flute | 20 | 1 | PHB |
Horn | 30 | 2 | PHB |
Kloo horn | 330 | 2 | PHB |
Lute | 350 | 2 | PHB |
Mandoviol | 425 | 1 | PHB |
Ommni box | 250 | 10 | PHB |
Pan flute | 120 | 2 | PHB |
Shawm | 20 | 1 | PHB |
Slitherhorn | 120 | 2 | PHB |
Traz | 300 | 6 | PHB |
Valahorn | 340 | 4 | PHB |
Viol | 300 | 1 | PHB |
Xantha | 170 | 7 | PHB |
A musical instrument includes all of the necessary components to play it, as well as a few songs commonly performed with that instrument.
LORE
Your expertise aids you in recalling lore related to your instrument.
PERFORMANCE
Your ability to put on a good show is improved when you incorporate an instrument into your act.
COMPOSE A TUNE
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Sample Activities
Activity | DC |
---|---|
Identify a tune | 10 |
Subtly manipulate the emotions of your audience | 15 |
Improvise a tune | 20 |
Value/Weight: 550 cr, 2 lb.
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.
Skin Color | Black, blue, green, or red |
Hair Color | Black, brown, or gray |
Eye Color | Black, blue, red, or brown |
Distinctions | Tusks, belligerent personalities, brawny stature |
Height | 5'5\" | +2d10\" |
Weight | 140 lb. | x(2d4) lb. |
Homeworld | Ando |
Language | Aqualish |
An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy’s many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason.
While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.
The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.
Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.
Male Names. Bung, Gu, Opege, Soni, Tubop
Female Names. Cestirki, Duni, Iftu, Sifre, Umi
Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix
As a Aqualish, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Aqualish reach adulthood in their late teens and live less than a century.
Alignment. Aqualish’ aggressive personalities cause them to tend toward the dark side, though there are exceptions.
Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Darkvision. You have a keen eyesight, especially in the dark. 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.
Menacing. You have proficiency in the Intimidation skill.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It’s rare that other species bother to learn it unless they regularly interact with Aqualish.
Name | Source |
PHB | |
PHB | |
PHB | |
EC | |
EC | |
EC | |
EC | |
EC | |
EC | |
EC |
Level: 3
Casting Period: 1 action
Range: 90 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.
","img":""} -{"_id":"NDkxOTdjYjE2OTJj","name":"Basic Returning Weapon Guard","permission":{"default":2},"folder":"YzQwNzI4NzhlYWUz","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (10/30) properties. If it already has the thrown property, the range increases by 5/15.
Type: Ventures
Prerequisite: At least 2 levels in fighter
When you expend a gambit die or tactical die, roll the die as normal, but you can instead subtract it from your pool of superiority dice.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the two-handed property. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
simple blaster
\n\t\tValue/Weight: 300 cr, 3 lb.
\n\t\tDamage: 1d10 Kinetic
Properties: Ammunition (range 80/320), Mighty, Reload 12, SIlent, Two-Handed
\n\t\tType: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: Two-handed property.
Attunement: No
Source: WH
This weapon loses the two-handed property.
Value/Weight: 350 cr, 2 lb.
Damage: 2d6 Kinetic + 2d6 Kinetic
Weapons: Rocket launcher
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 13 Dexterity saving throw, taking 2d6 kinetic damage on a failed save or half as much on a successful one.
","img":""} -{"_id":"NGE5NzBmZjc2OTQz","name":"Ashla Mastery","permission":{"default":2},"folder":"MzM5ZmVjY2VkNGQw","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Your calmness in the face of adversity allow you to more adeptly channel the light side of the Force. You gain the following benefits:
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property.
When you make a ranged attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets’ Wisdom (Perception) check. On a success, you remain hidden.
While wearing armor with the silent property, you have advantage on Dexterity (Stealth) checks that rely on sound.
Skin Color | Pale to green |
Hair Color | Black, blond, brown, grey, or white (with age) |
Eye Color | Yellow |
Distinctions | Four arms, serpentine, large beards |
Height | 4'8\" | +2d8\" |
Weight | 250 lb. | x(2d4) lb. |
Homeworld | Thisspias |
Language | Thisspiasian |
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.
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.
Thisspias is ruled by a hereditary leader called the Blood Monarch. Due to their seemingly archaic ruling structure, thisspiasians are often considered out-of-touch.
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
As a Thisspiasian, you have the following special traits.
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.
Level: 1
Casting Period: 1 bonus action
Range: 90 feet
Duration: Up to 1 hour
Concentration: Yes
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 half cover 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.
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.
","img":""} -{"_id":"NGFlNTk4OTk3YWFk","name":"Projector canister, corrosive","permission":{"default":2},"folder":"NzhkYjg3ZDVjM2Nk","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Value/Weight: 450 cr, 2 lb.
Damage: 1d6 Acid
Weapons: Wrist Launcher
When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
","img":""} -{"_id":"NGI0YjEzNDdiZDU0","name":"Holster","permission":{"default":2},"folder":"NmUxZDViYjkxNjRm","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Value/Weight: 75 cr, 2 lb.
A holster can be worn on the leg, hip, or back, and can be used to store a single weapon. You can draw a weapon stored in a holster without using an action. Once you’ve done so, you can’t do so again until you store a weapon in the holster as an action.
Value/Weight: 150 cr, 1 lb.
When you make an Intelligence (security kit) check, you can use the spike (no action required) to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Standard
Prerequisite: Dexterity 11
Attunement: No
Source: WH
Your Dexterity score increases by 1, to a maximum of 20.
Side Effect: One ability score other than Dexterity (chosen by the GM) decreases by 1.
","img":""} -{"_id":"NGI4YTI1OGNkNTEz","name":"Zoologist Pursuit","permission":{"default":2},"folder":"NzQ4M2FjYmEwOWEy","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Many academics develop an affinity for nature, studying the vast fauna that inhabit the different planets throughout the galaxy.
Those scholars who choose the Zoologist Pursuit capitalize on their knowledge of animals, developing a strong bond with a companion with whom they gain an advantage on the battlefield.
When you choose this pursuit at 3rd level, you gain proficiency your choice of Animal Handling or Nature skills. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.
Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.
Choose your beast, which is detailed at the end of this pursuit. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.
If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.
Your beast gains a variety of benefits while it is bonded to you:
The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
Your beast has the proficiency bonus of a player character of the same level.
Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).
Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.
While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.
When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast’s Strength (Athletics) check.
As an action, you can expend a superiority die to improve your beast’s defense. Roll the die and add it to your beast’s AC until the beginning of your next turn.
As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.
As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority 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.
Beginning at 6th level, your beast companion’s strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.
Once you’ve reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:
Your beast’s furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast’s furious state as a bonus action.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: Zoologist Pursuit
When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.
When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.
Prerequisite: 15th level, Zoologist Pursuit
You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn’t already and becomes immune to this feature for 24 hours.
Prerequisite: Zoologist Pursuit
You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.
Prerequisite: 5th level, Zoologist Pursuit
Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast’s size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast’s size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.
Prerequisite: Zoologist Pursuit
If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Prerequisite: 7th level, Zoologist Pursuit
Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.
Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.
Once you’ve selected your type of beast, you assign your beast companion’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.
All beasts share the following traits.
The traits are presented in alphabetical order.
Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.
Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.
Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.
If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.
Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.
Your beast companion can take the Disengage action as a bonus action.
Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).
Your beast companion has advantage on saving throws against force powers.
Your beast companion knows one 1st-level force power of your choice, and once per long rest it can cast it at 1st-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).
When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.
Your beast companion’s armor class becomes 14.
Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.
Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.
Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.
Your beast companion’s armor class becomes 11 + it’s Dexterity modifier.
Your beast companion’s armor class becomes 13 + it’s Dexterity modifier, to a maximum of +2.
When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.
Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.
Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.
If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.
Your beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast and take a bonus action to move up to half its speed and make a melee attack.
Your beast companion has a natural ranged weapon, such as a spitter or or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal kinetic damage equal to its natural weapon damage die.
Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.
Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and it’s walking speed increases to 35.
Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.
Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and it’s walking speed increases to 25.
Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Your beast companion can take the Dash action as a bonus action.
Your beast companion gains tremorsense out to 30 feet.
When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.
","img":""} -{"_id":"NGIzYThhODJkODFj","name":"Maneuverable","permission":{"default":2},"folder":"MWUwZGVlNzkxN2Zk","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You’ve learned that you are at your best when you’re on the move.
Type: Armor Modification
Subtype: Shielding
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 17 property.
Type: Adventuring Gear
Subtype: Legs
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as one augment slot. It can house modifications of advanced rarity or lower.
When you succeed on a Strength (Athletics) check to push a creature while wielding a shield with the spiked property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.
","img":""} -{"_id":"NGJmNzdmMDgzNTZh","name":"Echani Order","permission":{"default":2},"folder":"MWYyMGMwNDJlY2Nh","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Monks of the Echani Order train relentlessly both with and without their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.
Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.
If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.
Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
","img":""} -{"_id":"NGM1N2E1NTM0YjJl","name":"Mark V Datacron","permission":{"default":2},"folder":"M2U5NTkzMDlkYWNh","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: None
Subtype: Datacron
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
This datacron contains a single 7th-level tech power, or multiple powers of 1st-6th level with a combined level no greater than 7. After tinkering with the datacron for at least 40 hours, a techcaster with a Max Power Level of 7th or higher can make a DC 26 techcasting ability check. On a success, they learn the contained tech power(s), which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.
Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.
","img":""} -{"_id":"NGM1N2RlNTcxNTI5","name":"Barracks","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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 Starship Size Suite Capacity table.
Level: At-will
Casting Period: 1 action
Range: Self
Duration: 1 round
Concentration: —
You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapon attacks.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Value/Weight: 5 cr, 0 lb.
Damage: 1d6 Kinetic
Weapons: Wrist Launcher
This wrist launcher ammunition deals 1d6 kinetic damage on a hit.
","img":""} -{"_id":"NGMwNTU3MjE2OTQ2","name":"Novanian Grog","permission":{"default":0},"folder":"YWYzZWNkOGE1ZWQ4","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"This grog features a pungent odor and a strong kick. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 204. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"NGMyOWE3MzZhNmJl","name":"Grenade, ion","permission":{"default":2},"folder":"ZTFhODYyYTI0MTgy","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Value/Weight: 250 cr, 1 lb.
Ion grenades are hand-held explosive devices that release a blast of ion energy. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Level: 3
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: —
At your touch, all 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.
Value/Weight: 300 cr, 1 lb.
Underwater respirators are worn over the mouth and lower face. While worn, you can breath underwater, as the respirator filters the water to create breathable oxygen. The respirator functions for 1 hour per power cell (to a maximum of 2 hours) and can be recharged by a power source or replacing the power cells.
You are an expert at finding things in computers you shouldn’t. You gain the following benefits:
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with manual labor, a former merchant just elevated to the nobility, or an honest, hard-working landowner who cares deeply about the people who live and work on your land.
Work with your GM to come up with an appropriate title and determine how much authority that title carries, as well as your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, how do people regard them?
What’s your position in the family? Are you the heir to the head of the family or the head itself? Are you far down the line of succession? How does the head of your family feel about your adventuring career? Are you in your family’s good graces?
Does your family have a coat of arms you might wear, a signet ring, or particular colors?
These details help establish your family and your title as features of the world of the campaign.
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Silver-Tongued |
2 | Empathic |
3 | Loremaster |
4 | Charmer |
5 | Entertainer |
6 | Linguist |
7 | Inspiring Leader |
8 | Observant |
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds: responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
d8 | Personality Trait |
---|---|
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | The common folk love me for my kindness and generosity. |
3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. |
4 | I take great pains to always look my best and follow the latest fashions. |
5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. |
6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
d6 | Ideal |
---|---|
1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Light) |
2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) |
3 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) |
4 | Power. If I can attain more power, no one will tell me what to do. (Dark) |
5 | Family. Blood runs thicker than water. (Any) |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Light) |
d6 | Bond |
---|---|
1 | I will face any challenge to win the approval of my family. |
2 | My house's alliance with another noble family must be sustained at all costs. |
3 | Nothing is more important than the other members of my family. |
4 | I am in love with the heir of a family that my family despises. |
5 | My loyalty to my sovereign is unwavering. |
6 | The common folk must see me as a hero of the people. |
d6 | Flaw |
---|---|
1 | I secretly believe that everyone is beneath me. |
2 | I hide a truly scandalous secret that could ruin my family forever. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | In fact, the world does revolve around me. |
6 | By my words and actions, I often bring shame to my family. |
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Level: 5
Force Alignment: Dark
Casting Period: 1 action
Range: Self (30-foot sphere)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Horror
This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.
An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.
\n d8 \n | \n\n Behavior \n | \n
\n 1 \n | \n\n The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. \n | \n
\n 2-6 \n | \n\n The creature doesn’t move or take actions this turn. \n | \n
\n 7-8 \n | \n\n The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. \n | \n
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.
","img":""} -{"_id":"NGNmNWFjNTE1NGRi","name":"Gunner Adept","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Ventures
Prerequisite: Rank 2
You have gunner training that allows you to perform special combat gambits. You gain the following benefits:
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
Once per turn, when you deal damage with this weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.
Color Scheme | �� |
Distinctions | �� |
Height | �� | +2d12\" |
Weight | �� | x(2d8) lb. |
Manufacturer | Cybot GalacticaIndustrial Automaton |
Language | Binary |
Class V droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although many can be larger. 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.
They are noteworthy for their simple programming and quiet, focused work habits.
Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation. Labor droids are fifth-degree droids.
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.
Occasionally, noteworthy droids will earn monikers based on their accomplishments.
As a Droid, Class V, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.
Age. Droids don’t age, though they require maintenance to retain functionality.
Alignment. Droids tend toward no particular alignment. The best and worst are found among them.
Size. Class V droids typically stand between 5 and 7 feet and weigh around 260 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s tools. You must be proficient in armor in order to have it integrated.
Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.
Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Systems. You do not need to eat or drink.
Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.
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.
Manual Laborer. You have proficiency in Athletics and one set of artisan’s tools of your choice.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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.
Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you can not speak it.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Ion grenades are hand-held explosive devices that release a blast of ion energy. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 17 Dexterity saving throw. A creature takes 6d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Type: Armor Modification
Subtype: Shielding
Rarity: Standard
Prerequisite: Shield Generator
Attunement: No
Source: WH
You modify this shield generator to project outward. As a bonus action you can amplify this shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to this shield’s bonus.
You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"NGQxMjU1ZmQzZTJm","name":"Improved Returning Weapon","permission":{"default":2},"folder":"MmI4NjJkNTkyNGQ3","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Weapon
Subtype: Any Vibroweapon
Rarity: Prototype
Prerequisite: Thrown property
Attunement: Yes
Source: WH
You have a +2 bonus to attack and damage rolls made with this enhanced weapon. Additionally, when you make a ranged weapon attack with this weapon, it automatically returns to your hand after the attack is complete, whether you hit or miss.
This weapon includes a micro-repulsorfield generator and a biotech signature homing device allowing it to quickly return to its thrower.
","img":""} -{"_id":"NGQzZWVlMzU3MWM2","name":"Space Explorer","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":39,"handout-archived":false}},"sort":390000,"entryTime":0,"content":"Type: Ventures
Prerequisite: At least 1 level in scout
While deployed, parts of your Skilled Explorer class feature extend to your ship:
Type: Engineering
Prerequisites: —
Type: Navcomputer
Cost: 50000
The navcomputer is a specialized computer designed to calculate hyperspace routes. For a starship to have a navcomputer, it must have a vacant navcomputer slot modification.
When a deployed operator makes an Intelligence check to calculate astrogation, if a navcomputer is present and if they are proficient in Technology, they can instead make an Intelligence (Technology) check. A deployed operator can activate the navcomputer as a bonus action.
This navcomputer offers a +3 bonus when calculating astrogation. When you make a check to calculate astrogation, you add this bonus, regardless of whether or not you are proficient in Technology.
","img":""} -{"_id":"NGU2YjMzMzk4NTc5","name":"Protective Lining Mark III","permission":{"default":2},"folder":"YjU5NjA0ZjdlOTNh","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 1 property. If it already has the insulated property, its insulated number increases by 1, to a maximum of 3.
\n Name \n | \n\n Type \n | \n\n Prerequisites \n | \n
\n [Armory] \n | \n\n Suite \n | \n\n - \n | \n
\n [Barracks] \n | \n\n Suite \n | \n\n - \n | \n
\n [Boarding Pods] \n | \n\n Suite \n | \n\n Ship size Large or larger \n | \n
\n [Casino] \n | \n\n Suite \n | \n\n Ship size Large or larger \n | \n
\n [Command Center] \n | \n\n Suite \n | \n\n Ship size Large or larger \n | \n
\n [Docking Bay] \n | \n\n Suite \n | \n\n Ship size Large or larger \n | \n
\n [Droid Storage] \n | \n\n Suite \n | \n\n - \n | \n
\n [Escape Pod] \n | \n\n Suite \n | \n\n - \n | \n
\n [Hidden Storage] \n | \n\n Suite \n | \n\n - \n | \n
\n [Holding Cells] \n | \n\n Suite \n | \n\n - \n | \n
\n [Interrogation Chamber] \n | \n\n Suite \n | \n\n - \n | \n
\n [Investigation Suite] \n | \n\n Suite \n | \n\n - \n | \n
\n [Laboratory] \n | \n\n Suite \n | \n\n - \n | \n
\n [Living Quarters] \n | \n\n Suite \n | \n\n - \n | \n
\n [Luxury Quarters] \n | \n\n Suite \n | \n\n - \n | \n
\n [Mechanic's Shop] \n | \n\n Suite \n | \n\n - \n | \n
\n [Medbay] \n | \n\n Suite \n | \n\n - \n | \n
\n [Meditation Chamber] \n | \n\n Suite \n | \n\n - \n | \n
\n [Mess Hall] \n | \n\n Suite \n | \n\n - \n | \n
\n [Recreation] \n | \n\n Suite \n | \n\n - \n | \n
\n [Security Suite] \n | \n\n Suite \n | \n\n - \n | \n
\n [Slave Pens] \n | \n\n Suite \n | \n\n Ship size Large or larger \n | \n
\n [Storage Compartment] \n | \n\n Suite \n | \n\n - \n | \n
\n [Supercharger Station] \n | \n\n Suite \n | \n\n - \n | \n
\n [Transportation] \n | \n\n Suite \n | \n\n - \n | \n
\n [Vault] \n | \n\n Suite \n | \n\n - \n | \n
\n [Workshop] \n | \n\n Suite \n | \n\n - \n | \n
martial lightweapon
Value/Weight: 2100 cr, 9 lb.
Damage: 3d4 Energy
Properties: Dexterity 13, Luminous, Two-Handed
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the two-handed property.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and hidden properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Navcomputer
Cost: 2500
The navcomputer is a specialized computer designed to calculate hyperspace routes. For a starship to have a navcomputer, it must have a vacant navcomputer slot modification.
When a deployed operator makes an Intelligence check to calculate astrogation, if a navcomputer is present and if they are proficient in Technology, they can instead make an Intelligence (Technology) check. A deployed operator can activate the navcomputer as a bonus action.
","img":""} -{"_id":"NGVhY2YzOThmN2Jk","name":"Armstech Engineering","permission":{"default":2},"folder":"MDY0MWUzMTAzZTRj","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Those engineers who choose the Armstech Engineeering discipline focus on the skill of constructing and modifying blasters and vibroweapons.
When you choose this discipline at 3rd level, you gain proficiency in armstech’s tools, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech’s tools, the rate at which you craft doubles.
Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can expend materials equal to half the cost of a weapon in order to modify it. You must have the weapon, materials, and armstech’s tools in order to perform this modification.
Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer class table.
Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.
Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.
The damage increases to 2d6 at 11th level and 3d6 at 17th level.
At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.
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.
Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Prerequisite: 5th level, Blaster
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.
Prerequisite: 5th level, Blaster
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.
Prerequisite: Blaster
You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.
Prerequisite: Blaster
Your weapon gains the burst property, with a burst number equal to its reload number.
Prerequisite: 7th level
You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.
Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.
Prerequisite: Vibroweapon
You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.
Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.
Prerequisite: Blaster
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.
You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.
You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.
While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.
Prerequisite: 9th level
You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.
Prerequisite: 9th level
Prerequisite: Burst Core
Your weapon’s burst number is reduced to half its reload number.
Prerequisite: Expanded Magazine
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.
Prerequisite: Vibroweapon
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.
Prerequisite: 5th level
Prerequisite: Jagged Oscillator
Your weapon now scores a critical hit on a roll of 19 or 20.
Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.
Prerequisite: 11th level
Prerequisite: Booming Strikes
You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.
Prerequisite: 7th level
When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Prerequisite: Blaster with the strength property
You install a recoil dampener in your modified blaster, removing the strength property from it.
Prerequisite: Vibroweapon
You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.
You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.
You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.
You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.
Prerequisite: 9th level
Prerequisite: Harpoon Reel
After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target as if you were standing in the
target’s space. If the power requires a saving throw, the target has disadvantage.
Once you’ve used this feature, you can’t use it again until you recover the harpoon.
Prerequisite: 9th level, Vibroweapon
When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Prerequisite: 9th level, Blaster
You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.
Prerequisite: Vibroweapon with the dexterity property
You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.
Prerequisite: Vibroweapon
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Prerequisite: 5th level
You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.
The tracker regains all expended charges after a long rest.
Prerequisite: 11th level
Prerequisite: Flashlight
When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.
Prerequisite: 9th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.
Once you’ve used this feature, you must complete a long rest before you can use it again.
","img":""} -{"_id":"NGViOTdjNWFiYzRl","name":"Fortress shield","permission":{"default":2},"folder":"MDlkMzE3NjgyNWEz","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Starship Shield
Cost: 4650
Fortress shields offer a higher maximum shield points, but regenerate slower than normal shields.
Level: 2
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Sap VItality
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.
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.
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.
","img":""} -{"_id":"NGVjMjM4YTljNjE1","name":"Lightning Charge","permission":{"default":2},"folder":"ZTRiNzY3NjUzZTA2","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
Prerequisite: —
You imbue your weapon with debilitating force lightning. 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 the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.
At Higher Levels: This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Type: Armor Modification
Subtype: Shielding
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This shield gains the spiked (1d4) property. If it already has the spiked property, the spiked damage increases by one step (from d4 to d6, or from d6 to d8).
Level: 3
Force Alignment: Light
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Heroism
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.
","img":""} -{"_id":"NGY2OGZkYTZiNzI5","name":"Devastating Keen Core","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":49,"handout-archived":false}},"sort":490000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 3 property. If it already has the keen property, its keen number increases to 3.
Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
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.
At Higher Levels: The power’s damage increases by one die when you reach 5th, 11th, and 17th level.
","img":""} -{"_id":"NGYxYzk1OTY1MmE3","name":"Expanded Magazine","permission":{"default":2},"folder":"YTY3MDFlNDIzMzc5","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You can reload this weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.
Skin Color | Brown, dark red or green |
Hair Color | Brown, gray, or white |
Eye Color | Black or blue |
Distinctions | Curved neck, two mouths, aural flaps, locomotion tubes, throat sack |
Height | 5'9\" | +2d12\" |
Weight | 135 lb. | x(2d4) lb. |
Homeworld | Ithor |
Language | Ithorese |
Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh. Their reflexes and coordination are somewhat slower than that of average humanoids.
In addition to allowing them to speak their unique stereophonic language, the Ithorians’ four throats also have the ability to violently expel air, resulting in a deafening and potentially concussive scream. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.
Ithorians worship the “Mother Jungle,” a spiritual entity embodying the lush, tropical ecology of their world, Ithor. They are generally devoted environmentalists, staunch herbivores, and complete pacifists, devoting much time to contemplating their ecology, studying plants and their uses and the overall respecting of all living things. Most Ithorians never set foot on their own planet, instead living in floating cities above their world called herdships. Only three of their continents have been explored and harvested, the other two never having been touched by Ithorian hands. They demonstrate extreme belief in the protection and sustaining of their environment as dictated by their “Law of Life.”
Ithorian names are quite varied in length but most names are soft and melodic. They are often difficult to prounounce by other species, so many Ithorians adopt nicknames.
Male Names. Del, Gizorthej, Pexxocl, Steorthibs
Female Names. Binshe, Dhu’sha, Mul, Slosh, Vlo
Surnames. Afleehl, Crukid, Tondand, Wamunn
As a Ithorian, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Ithorians reach adulthood in their late teens and live an average of 85 years.
Alignment. Ithorians tend toward the light side, though there are exceptions.
Size. Shorter Ithorians stand around 6 feet while taller reach over 7 and a half. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hold Breath. Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.
Sonic Resistance. Ithorians have resistance to sonic damage.
Sonic Scream. You can use your action to violently expell air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs.
Languages. You can speak, read, and Ithorese . You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed property.
Level: At-will
Casting Period: 1 action
Range: 30 feet
Duration: Instantaneous
Concentration: —
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. Droids and constructs have disadvantage on this saving throw.
This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","img":""} -{"_id":"NGZlMTYyNzE4NTc1","name":"Barabel","permission":{"default":2},"folder":"ZWQ3Nzc5YjhmODRi","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Skin Color | Black, green, grey, or red |
Hair Color | None |
Eye Color | Black or red |
Distinctions | Four-fingered hands, two inch long teeth |
Height | 5'7\" | +2d10\" |
Weight | 140 lb. | x(2d4) lb. |
Homeworld | Barab I |
Language | Barabel |
Barabel are a bipedal species of reptilians who are covered in very tough dark colored scales. Evolved from nocturnal lizards, the Barabel adapted a thick layer of fat which allowed them to remain active and not sluggish when temperatures dropped. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. Barabel are able to shed their tails if necessary, an ability that proved the undoing of many startled foes. They also possess heavy retractable claws along with needle sharp teeth which can grow to be 2 inches in length. A carnivorous species, Barabel possess two stomachs in order to process the massive amount of food they required to survive.
Living in low tech communities ranging from a few dozen individuals to no more than ten thousand, the Barabel community is built around a warren where the group thrives and hunted from. The Barabel species is noted for its hunting and tracking prowess; many of their actions are fueled by their hunting instincts, leading to the general feeling that Barabel are always angry. They are well known for their aggression but are also extremely loyal. They also have a great deal of respect for the Jedi because of their first experiences with a Jedi Master who settled a dangerous clan dispute. Apologies, whether for a misdeed or in sympathy, are an unknown concept to Barabel and are considered insulting.
Barabel names are harsh and gutteral. Female names are often softer. Surnames are warren-based.
Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok
Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku
Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo
As a Barabel, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.
Age. Barabel reach adulthood in their late teens and live less than a century.
Alignment. Barabel aggression causes them to tend toward the dark side, though there are exceptions.
Size. Barabel typically stand between 6 and 7 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws. Barabel have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.
Darkvision. You have a keen eyesight, especially in the dark. 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. While you are unarmored or wearing light 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.
Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
Hunter. You are proficient in Survival.
Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.
Languages. You can speak, read, and write Galactic Basic and Barabel. The Barabel language is characterized by its barks and hisses.
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.
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.
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 ships line of fire on the offenders.
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.
Rank | Feature |
---|---|
1st | Venture, Piloting Procedure |
2nd | I’ll Try Spinning, Evasion |
3rd | Versatile Pilot, Cunning Avoidance |
4th | That’s a Good Trick, Uncanny Dodge |
5th | Paragon Pilot, Pilot Extraordinaire |
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).
Also at 1st rank, you learn tactics that are fueled by special dice called tactical dice.
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 3rd 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.
You have two tactical dice, which are d4s. A tactial die is expended when you use it. You regain all of your expended tactical dice when you finish a long rest.
You gain another tactical die at 2nd, 3rd, 4th and 5th in this deployment. Additionally, your tactical 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.
The tactics are presented in alphabetical order.
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a tactical die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.
When you fail a Strength, Dexterity, or Constitution saving throw, you can expend a tactical die to attempt to recover. Roll the die and add the result to the saving throw.
As a bonus action, you can expend a tactical 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.
When you are the target of an attack roll, you can expend a tactical 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.
As a bonus action, you can expend a tactical 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.
When you are hit by a ship attack, you can expend a tactical 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.
When you take the Ram action, you can expend a tactical 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.
As a bonus action, you can expend a tactical die and lock on to 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.
At 2nd rank, when you use take the Evade action, you have advantage on the Piloting check. If you already have advantage, you can instead reroll one of the dice once.
Also at 2nd 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.
Starting at 3rd rank, when you would expend a Tactical die, you can use a d4 instead of expending a die. You can only use this feature once per round.
Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make an Intelligence (Piloting) check, and instead use that value for your AC or saving throw.
At 4th rank, when you take the Evade action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on attack rolls it makes against you before the start of your next turn, instead of one.
Also at 4th 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.
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your Pilot Procedure feature when you finish a short or long rest.
Additionally, when you would make a Piloting check while deployed 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. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
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 Piloting checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against you have disadvantage.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and hidden properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
\n Name \n | \n\n Type \n | \n\n Prerequisites \n | \n
\n\n | \n\n Operation \n | \n\n Tier 3, Stealth Mode \n | \n
\n\n | \n\n Operation \n | \n\n Hyperdrive Slot \n | \n
\n\n | \n\n Operation \n | \n\n Tier 5, Active Camouflage \n | \n
\n\n | \n\n Operation \n | \n\n Tier 1 \n | \n
\n\n | \n\n Operation \n | \n\n - \n | \n
\n\n | \n\n Operation \n | \n\n - \n | \n
\n\n | \n\n Operation \n | \n\n Ship size Large or larger \n | \n
\n\n | \n\n Operation \n | \n\n Ship size Medium or larger \n | \n
\n\n | \n\n Operation \n | \n\n Tier 2, Hyperdrive Slot \n | \n
\n\n | \n\n Operation \n | \n\n - \n | \n
\n\n | \n\n Operation \n | \n\n Tier 2, Enhanced Communication \n | \n
\n\n | \n\n Operation \n | \n\n Tier 2, Enhanced Scanner \n | \n
\n\n | \n\n Operation \n | \n\n Tier 3, Communications Suppressor \n | \n
\n\n | \n\n Operation \n | \n\n Tier 4, Improved Communications \n | \n
\n\n | \n\n Operation \n | \n\n Tier 4, Improved Scanner \n | \n
\n\n | \n\n Operation \n | \n\n Tier 5, Improved Suppressor \n | \n
\n\n | \n\n Operation \n | \n\n Tier 2, Navcomputer Slot \n | \n
\n\n | \n\n Operation \n | \n\n - \n | \n
\n\n | \n\n Operation \n | \n\n Tier 2 \n | \n
\n\n | \n\n Operation \n | \n\n - \n | \n
\n\n | \n\n Operation \n | \n\n Tier 1 \n | \n
\n\n | \n\n Operation \n | \n\n Tier 1 \n | \n
\n\n | \n\n Operation \n | \n\n - \n | \n
Type: Armor Modification
Subtype: Armoring
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
Your movement speed increases by 5 feet.
Value/Weight: 145 cr, 3 lb.
This cybernetic augmentation replaces a hand.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it.
Type: Clothing Modification
Subtype: Inlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to Dexterity and Intelligence saving throws while wearing this article of clothing.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 24 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 5 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 26 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 1/8 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 122) \n | \n
\n\n | \n\n Large \n | \n\n Undead \n | \n\n 10 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 119) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Undead \n | \n\n 27 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 121) \n | \n
\n\n | \n\n Huge \n | \n\n Undead \n | \n\n 18 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 120) \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 1/2 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 123) \n | \n
\n\n | \n\n Medium \n | \n\n Undead \n | \n\n 1/4 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 156) \n | \n
Level: 3
Casting Period: 1 bonus action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"NTBkYzc1YzNjYjk3","name":"Devastating Rending Cell","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Costs 420 credits. Includes a backpack, a bedroll, two costumes, two glowrods, 5 days of field rations, a canteen, and a disguise kit.
Type: Weapon
Subtype: Net
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 17 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 40 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.
Mummergy is a strong-smelling liquor derived from a plant of the same name. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract che result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"NTE4ZWZiZTg1ODI0","name":"Champion Shield Chassis","permission":{"default":2},"folder":"MjgwOWIxMTMxNTM5","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Shield
Subtype: Any
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable shield chassis comes with vacant modification slots for overlay, underlay, reinforcement, and shielding modifications, as well as two augment slots. It can house modifications of artifact rarity or lower.
Type: Armor Modification
Subtype: Shielding
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 16 and responsive 1 properties. If it already has the magnetic property, its magnetic number increases by 4, to a maximum of 18. If it already has the responsive property, its responsive number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
Your Strength score increases by 2, and your maximum for this score increases by 2.
martial lightweapon
Value/Weight: 950 cr, 3 lb.
Damage: 1d8 Energy
Properties: Defensive 1, Dexterity 13, Heavy, Luminous, Versatile (1d10)
The power of the Force is both vast and diverse, with uses varying drastically based on their wielder. Those consulars who follow the Way of Manipulation learn to control their weapons with the Force, maneuvering them across the battlefield.
When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a melee weapon you wield, or one melee weapon within 5 feet that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.
Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.
Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:
This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.
At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.
Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot’s level.
At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).
Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.
","img":""} -{"_id":"NTFlNzQ5MDRiNGRm","name":"Acquisitions Practice","permission":{"default":2},"folder":"ODNjNDRlNThjMWM3","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Many operatives are hired for the procurement of valuable artifacts, but only the true masters of the art can slip through the tightest security and make off with untold riches, whether they do it for a profit, or for sport. Those operatives who choose the Acquisitions Practice apply a mixture of stealth and impressive acrobatics to surpass any kind of defenses they are met with.
When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.
Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.
Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.
Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:
Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier
You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.
You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.
You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.
Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:
When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.
","img":""} -{"_id":"NTFlZTRkZmZhZmFj","name":"Evasive Lining Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 500 cr, 5 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Dexterity 13, Versatile (1d10), Vicious 1
\n\t\tLevel: At-will
Casting Period: 1 action
Range: Self (30-foot sphere)
Duration: 10 minutes
Concentration: —
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.
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.
This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","img":""} -{"_id":"NTI0MWRmOWYwYzQ2","name":"Prototype Blueprint","permission":{"default":2},"folder":"ZmI5Y2Y4ZGZhNjNm","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: None
Subtype: —
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This blueprint contains information regarding the raw and rare materials, tools, and steps required to craft an item of prototype rarity. Over the course of 1 hour, which can be done during a short rest, a character can attempt to learn the blueprint. If they do so, they must make a DC 18 Intelligence check with the appropriate tools. On a success, the blueprint for the item is learned. On a failure, the blueprint is not learned, and the character must wait 24 hours before they can try again.
Blueprints contain the secrets of how to craft items of a more complex nature.
","img":""} -{"_id":"NTJjMDhlYTAyMmFh","name":"Shocking cartridge","permission":{"default":2},"folder":"NzhkYjg3ZDVjM2Nk","flags":{"R20Converter":{"handout-order":23,"handout-archived":false}},"sort":230000,"entryTime":0,"content":"Value/Weight: 28 cr, 0 lb.
Damage: 1d6 Lightning
Weapons: Simple and Martial Blasters that deal Kinetic Damage
A shocking cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn’t shocked.
","img":""} -{"_id":"NTJkMDg5NmFhZGU0","name":"Hermit","permission":{"default":2},"folder":"ZDM3ZjZjNzhiNzll","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You lived in seclusion-either in a community or alone-for a formative part of your life. In your time apart from society, you found quiet, solitude, and perhaps some of the answers you were looking for.
d6 | Life of Seclusion |
---|---|
1 | I was partaking of communal living in accordance with the dictates of a religious order. |
2 | I retreated from society after a life-altering event. |
3 | I needed a quiet place to work on my art, literature, music, or manifesto. |
4 | I needed to commune with nature, far from civilization. |
5 | I was the caretaker of an ancient ruin or relic. |
6 | I was in search of a place of spiritual significance. |
The seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation depends on the nature of your seclusion. You might have discoved a great truth about the cosmos or the Force, a fact that has long been forgotten, a relic of the past that could rewrite history, or a place unseen for ages. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your GM to determine the details of your discovery and its impact on the campaign.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Animal Handler |
2 | Loremaster |
3 | Medic |
4 | Naturalist |
5 | Bioanalyst |
6 | Alert |
7 | Dungeon Delver |
8 | Healer |
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. Some few are driven slightly mad by their isolation.
d8 | Personality Trait |
---|---|
1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. |
2 | I am utterly serene, even in the face of disaster. |
3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. |
4 | I feel tremendous empathy for all who suffer. |
5 | I'm oblivious to etiquette and social expectations. |
6 | I connect everything that happens to me to a grand, cosmic plan. |
7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. |
8 | I am working on a grand philosophical theory and love sharing my ideas. |
d6 | Ideal |
---|---|
1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Light) |
2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) |
3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) |
4 | Power. Solitude and contemplation are paths toward mystical power. (Dark) |
5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) |
6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) |
d6 | Bond |
---|---|
1 | Nothing is more important than the other members of my hermitage, order, or association. |
2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. |
3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. |
4 | I entered seclusion because I loved someone I could not have. |
5 | Should my discovery come to light, it could bring ruin to the world. |
6 | My isolation gave me great insight into a great Dark that only I can destroy. |
d6 | Flaw |
---|---|
1 | Now that I've returned to the world, I enjoy its delights a little too much. |
2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. |
3 | I am dogmatic in my thoughts and philosophy. |
4 | I let my need to win arguments overshadow friendships and harmony. |
5 | I'd risk too much to uncover a lost bit of knowledge. |
6 | I like keeping secrets and won't share them with anyone. |
Type: Adventuring Gear
Subtype: Hands
Rarity: Premium
Prerequisite: At least 1 level in guardian
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your guardian level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you expend a use of your Channel the Force, you gain charges equal to half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one).
When you would use your Force-Empowered Strikes feature, you can expend charges instead of force points.
When you reach 5th level in guardian, when you roll a damage die for your Force-Empowered Strikes or Improved Force-Empowered Strikes feature, if you roll less than your Wisdom or Charisma modifier (your choice), you can use the chosen modifier instead of the result on the die.
When you reach 11th level in guardian, the radius of your Guardian Auras increases by 10 feet. Additionally, when you use your Cause Harm or Lend Aid feature, you can add both your Wisdom and Charisma modifier, instead of just one.
When you reach 17th level in guardian, once per turn, when you roll the maximum on a damage die for your Force-Empowered Strikes or Improved Force-Empowered Strikes feature, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).
These metallic gauntlets are decorated with ornate, sweeping symbols, and are each inlaid with six precious stones of varying colors.
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
You’ve mastered techniques to take advantage of every drop in any enemy’s guard; in tight spaces you are indomitable. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
simple blaster
\n\t\tValue/Weight: 300 cr, 8 lb.
\n\t\tDamage: 1d4 Ion
Properties: Ammunition (range 60/240), Reload 16, Two-Handed
\n\t\tType: Armor Modification
Subtype: Underlay
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield.
Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: Self (5-foot sphere)
Duration: Instantaneous
Concentration: —
Prerequisite: —
You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.
At Higher Levels: This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","img":""} -{"_id":"NTM3ZTFhZjdmNmNh","name":"Barbed","permission":{"default":2},"folder":"OGY5OGE3NWRmMzAw","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"When you succeed on a Strength (Athletics) check to initiate or maintain a grapple while wearing armor with the barbed property, the creature takes kinetic damage using the barbed damage (which appears in parentheses with the property) + your Strength modifier.
","img":""} -{"_id":"NTM4NjUxZjRjY2Y4","name":"Fine Weapon","permission":{"default":2},"folder":"MzQwM2ZhMGExMDhl","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Weapon
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You have a +1 bonus to attack and damage rolls made with this enhanced weapon.
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You affix a short blade to the barrel of this weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 3 property. If it already has the dire property, its dire number increases to 3.
\n Name \n | \n\n Cost \n | \n\n Weight \n | \n\n Source \n | \n
\n\n | \n\n 750 \n | \n\n 4 \n | \n\n PHB \n | \n
\n\n | \n\n 250 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 350 \n | \n\n 1 \n | \n\n WH \n | \n
\n\n | \n\n 100 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 300 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 250 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 600 \n | \n\n 2 \n | \n\n WH \n | \n
\n\n | \n\n 500 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 550 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 750 \n | \n\n 1 \n | \n\n PHB \n | \n
Type: Armor Modification
Subtype: Overlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon’s dexterity number is reduced by three steps (from 19 to 13 or 17 to 11). If the dexterity number is 15 or lower, this modification removes the dexterity property from it entirely.
Those operatives who choose the Scrapper Practice don’t have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.
When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.
When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.
Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.
Some of your upper hand techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier
You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.
You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.
You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.
Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.
Starting at 13th level, when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Dexterity modifier (rounded down) if it doesn’t already include that modifier.
At 17th level, you can deal Sneak Attack damage twice per turn, but you can’t deal more than your total Sneak Attack dice to a single target per turn.
","img":""} -{"_id":"NTQ0Y2M0YjdkZDI3","name":"Collapsible Piercing Stock","permission":{"default":2},"folder":"MzAzNDE5NzY5YTYw","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
Your Constitution score increases by 2, and your maximum for this score increases by 2.
Value/Weight: 350 cr, 1 lb.
Damage: 1d4 Cold
Weapons: Simple and Martial Blasters that deal Acid, Energy, Fire, Ion, or Sonic Damage
A cryo cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage has its speed reduced by 5 feet until the end of its next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
","img":""} -{"_id":"NTQ1MTZkMGQyMTU3","name":"Piercing","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Before you make a weapon attack with a weapon with the piercing property, you can choose to suffer a penalty to the attack roll up to the piercing number. If you do so, you gain the same bonus to the next attack roll you make against the same target before the start of your next turn.
","img":""} -{"_id":"NTQ3NzNlNTM1NTc4","name":"Manageability Armoring","permission":{"default":2},"folder":"YzljMWE1N2EzMzk5","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Armoring
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This armor loses the bulky property.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (60/180) properties. If it already has the thrown property, the range increases by 30/90.
You’ve spent a lifetime fighting, with the scars to prove it. You gain the following benefits:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 2 property. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
GM Notes :
Level: 1
Casting Period: 1 action
Range: 90 feet
Duration: 1 round
Concentration: —
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).
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.
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.
","img":""} -{"_id":"NTQyMzcwMTczYWE0","name":"(Un)Retired Adventurer","permission":{"default":2},"folder":"ZDNjMTkzNDI4ZjVl","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"“I’m getting too old for this stuff.”
You spent your life as an adventurer, learning the use of many skills and basic survival techniques, including how to stay alive in a hostile area. You might have been part of a famous adventuring party or a less renowned one.
When you choose this background, work with your GM to determine the details of your previous adventuring party, and what kind of experiences you had in your adventuring career. How famous was your previous adventuring party and how well known are you? What did you learn? What was your group’s specialty?
Skill Proficiencies: Choose two from Athletics, Insight, Lore, and Survival
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A grappling hook, one tool with which you are proficient, a memento of an unsuccessful expedition (map to a never found treasure, lock of hair from a fallen companion, or another trinket), and a pouch containing your last 50 cr
FEATURE: BRIDGES NOT YET BURNED
Throughout your adventures you have established a multitude of contacts from all walks of life, but the intervening years have seen those relationships strained. You may use any feature of any other background, but once a particular feature is used, that feature can’t be used again until one year has passed.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
The trials and triumphs of retired adventurers have left an impact, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.
d8 | Personality Trait |
1 | I'm always polite and respectful. |
2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. |
3 | I've lost too many friends, and I'm slow to make new ones. |
4 | I'm full of inspiring and cautionary tales from my adventuring experience relevant to almost every combat situation. |
5 | I can stare down a rancor without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
d6 | Ideal |
1 | Greater Good. Our lot is to lay down our lives in defense of others. (Light) |
2 | Responsibility. I do what I must and obey just authority. (Lawful) |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Might. In life as in war, the stronger force wins. (Dark) |
5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) |
6 | Nation. My city, nation, or people are all that matter. (Any) |
d6 | Bond |
1 | I would still lay down my life for the people I adventured with. |
2 | Someone saved my life when they could have left me. To this day, I will never leave a friend behind. |
3 | My honor is my life. |
4 | I'll never forget the crushing defeat my party suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
d6 | Flaw |
1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven adventurer. |
3 | I made a terrible mistake in battle cost many lives and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I'd rather eat my armor than admit when I'm wrong. |
Type: Armor Modification
Subtype: Shielding
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This shield loses the obtrusive property.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the light and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Targeting
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Level: 2
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"NTRmYTE0MDVmOTk1","name":"Fine Powered Armoring","permission":{"default":2},"folder":"ZjEwOGM0Y2RmZWEz","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor gains the powered 1 property. If it already has the powered property, its powered number increases by 1, to a maximum of 3.
Level: 1
Casting Period: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
Concentration: —
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.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
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.
","img":""} -{"_id":"NTU5N2ZiOTNmMDdh","name":"Steadfast Reinforcement","permission":{"default":2},"folder":"YzljMWE1N2EzMzk5","flags":{"R20Converter":{"handout-order":16,"handout-archived":false}},"sort":160000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Reinforcement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the steadfast property.
Type: Weapon
Prerequisites: Tertiary or Quaternary Weapon
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.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised property. Additionally, it loses the two-handed property.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the burst property, with a burst number equal to its reload number. If it already has the burst property, the burst number is reduced to one-half its reload number (rounded up), to a minimum of 2.
You’ve practiced casting powers more accurately from long range, learning techniques that give you the following benefits:
While you are wielding a shield with the magnetic property and a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength saving throw, DC equal to the magnetic number. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.
","img":""} -{"_id":"NTVkMDhjODVmZGU4","name":"Novice Prism Emitter","permission":{"default":2},"folder":"ODBmZTRkZTVlNzAx","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Focus Generator Modification
Subtype: Emitter
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the force attack rolls and -1 penalty to the force save DCs of force powers you cast through this focus generator.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d4 and add the result to the total.
Type: Suite
Prerequisites: —
This suite includes a security post and a number of individual holding cells, as shown in the 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.
Type: Weapon
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +3 bonus to attack and damage rolls made with this enhanced ship weapon.
","img":""} -{"_id":"NTYxNjczZjMyODhj","name":"Prototype Droid Brain","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Type: Universal
Prerequisites: Tier 2, Premium Droid Brain
You further improve your ship’s droid brain. Your droid brain’s Intelligence score increases to 16, and its proficiency bonus increases to 3. Additionally, your ship’s droid brain gains a +5 bonus to initiative.
Type: Clothing Modification
Subtype: Inlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls with tech powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Clothing Modification
Subtype: Inlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to damage rolls with tech powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Skin Color | Gray |
Hair Color | None |
Eye Color | Black |
Distinctions | Extremophiles |
Height | 4'8\" | +2d12\" |
Weight | 100 lb. | x(2d4) lb. |
Homeworld | Mustafar |
Language | Mustafarian |
Mustafarians are an insectoid species of sentients native to the volcanic planet of Mustafar. They are divided into two subspecies: the lanky northern mustafarians, and the stocky southern mustafarians. The southern mustafarians were notable for their greater strength, making them more suited to manual labor. Both subspecies shared many traits, particularly their hardened exoskeletons and leathery skin, which acclimated them to the extreme heat of their volcanic environment.
Mustafarians evolved from arthropods living in the slightly cooler hollows within dormant volcanoes on the surface of Mustafar. As a result of such close living, mustafarian culture is isolationist by nature, though they tolerate trade with other systems. Mustafar hosts scarce minerals and rare metals, making mustafarians an invaluable trade partner.
Native mustafarians rarely take sides when galactic conflicts rage, instead preferring to keep to themselves and control their own planet. They are daunting enemies when provoked, however.
Mustafarian names are often inspired by displays of competency or bravery, such as recovering large quantities of rare minerals, or successfully taming a lava flea. Their surnames are familial.
Male Names. Aumstrogh, Chivos, Ikt, Ulon
Female Names. Altoa, Hailith, Saonji, Yura
Surnames. Fal’co, Glost, Mensix, Nek’dem
As a Mustafarian, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Mustafarians reach adulthood in their late teens and live about 80 years.
Alignment. Mustafarians are usually judicious and value good work above all else, causing them to be lawful balanced, though there are exceptions.
Size. Mustafarians stand between 5 and 7 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet. Your speed is not reduced by heavy armor.
Darkvision. As an originally cave-dwelling species, your eyes are adapted to the dark. 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. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Lava Dweller. Your body is well accustomed to extreme heat, giving you resistance to fire damage. dditionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
Refinery Specialist. You have proficiency in your choice of constructor’s tools, scavenging kit, or surveyor’s tools. Additionally, whenever you make an Intelligence (Nature) check to identify a metal or mineral, you are considered to have expertise in the Nature skill.
Languages. You can speak, read, and write Galactic Basic and Mustafarian. Mustafarian consists of choppy clicks and emphatic groans.
Type: Armor Modification
Subtype: Armoring
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This armor gains the powered 2 property. If it already has the powered property, its powered number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack rolls made with this weapon.
Value/Weight: 10 cr, 2 lb.
A hydrospanner is a simple hydraulic powered repair tool.
","img":""} -{"_id":"NTcyNzFlZmFhNWNk","name":"Nimble Plating Mark IV","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":29,"handout-archived":false}},"sort":290000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Level: At-will
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
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 wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","img":""} -{"_id":"NTdmYWMwM2Y1ZmU1","name":"Hold-out","permission":{"default":2},"folder":"OTE1MGVmZjE5MjQz","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"simple blaster
\n\t\tValue/Weight: 250 cr, 1 lb.
\n\t\tDamage: 1d4 Energy
Properties: Ammunition (range 30/120), Hidden, Light, Reload 6
\n\t\tValue/Weight: 10 cr, 1 lb.
A stylus pen is designed to write on both solid surfaces and touch screen interfaces.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 3 property. If it already has the vicious property, its vicious number increases to 3.
Type: Armor Modification
Subtype: Armoring
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This armor gains the barbed (1d8) property. If it already has the barbed property, the barbed damage increases to d8.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by four steps (from 19 to 11). If the dexterity number is 17 or lower, this modification removes the dexterity property from it entirely.
Level: 1
Casting Period: 1 reaction, which you take when you are hit by an attack
Range: Self
Duration: 1 round
Concentration: —
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.
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.
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.
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.
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.
Rank | Feature |
---|---|
1st | Venture, Inspiring Display |
2nd | Uplifting Directive, Call to Arms |
3rd | Versatile Coordinator, Commanding Presence |
4th | Masterful Directive, Contingency Plan |
5th | Paragon Coordinator, Rallying Cry |
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).
Also at 1st rank, you can inspire others through stirring words. 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 Inspiring Display die, a d4. 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.
You can use this feature twice. You gain another use of this feature at 2nd, 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.
Your Inspiring Display 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.
At 2nd rank, while aboard your ship, you can use the Direct action with a range of 60 feet, as long as the target can hear and understand you.
Additionally, 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.
Also at 2nd rank, while aboard your ship, if you are surprised at the start of combat and aren’t incapacitated, you and a creature who can see or hear you may act normally on their first turn.
Starting at 3rd rank, when you would expend an Inspiring Display die, you can use a d4 instead of expending a die. You can only use this feature once per round.
Also at 3rd 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 and expend a use of your Inspiring Display 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.
At 4th 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.
Also at 4th rank, while aboard your ship, you can choose two allies, instead of one, when you take the Direct action. Additionally, while aboard your ship, you can use the Direct action with a range of 1 mile, as long as the target can hear and understand you.
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your Inspiring Display feature 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.
Also at 5th 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. This die does not count against your number of Inspiring Display uses, but creatures can still only have one Inspiring Display die at a time. When a creature uses this 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.
Type: Ventures
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 use your Wisdom or Charisma modifier (your choice), instead of the ship’s Dexterity modifier, for the attack rolls.
Despite being short of stature, your size has no impact on your strength and virility. You gain the following benefits:
martial blaster
\n\t\tValue/Weight: 1750 cr, 5 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Ammunition (range 40/160), Rapid 2, Reload 8, Strength 13
\n\t\tLevel: 1
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: —
A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
","img":""} -{"_id":"NTk2NGMwYzYxMWFm","name":"Munitions kit","permission":{"default":2},"folder":"ODdkZDk4OGMzYjk3","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Value/Weight: 425 cr, 6 lb.
This kit contains the necessary tools to create ammunition for blasters, as well as devices to hone lightweapons and vibroweapons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create or identify munitions.
Type: Blaster Modification
Subtype: Targeting
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
martial lightweapon
Value/Weight: 300 cr, 2 lb.
Damage: 1d8 Energy
Properties: Hidden, Luminous, Versatile (1d10)
Type: Adventuring Gear
Subtype: —
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This metal jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can open the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid | Quantity |
Acid | 8 ounces |
Alcohol, strong | 1 gallon |
Alcohol, weak | 4 gallons |
Basic Poison | 1/2 ounce |
Condiment | 2 gallons |
Lubricant | 1 quart |
Water, potable | 8 gallons |
Water, non-potable | 12 gallons |
Most liquids one might desire curiously only involve a handful of elements. This device collects a reservoir of them to recreate a selection of such liquids on demand.
","img":""} -{"_id":"NTkwNTYwN2IwZTQw","name":"Disguised","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"You have advantage on Charisma (Deception) checks made to hide the nature of a disguised weapon.
","img":""} -{"_id":"NTkyNThkZjQ5MWYw","name":"Hand blaster","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 1500 cr, 2 lb.
\n\t\tDamage: 1d6 Energy
Properties: Ammunition (range 40/160), Keen 1, Light, Reload 12
\n\t\tType: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 2 property. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and fixed properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Level: 7
Casting Period: 1 action
Range: 150 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
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.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
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.
","img":""} -{"_id":"NTliY2YyMzBmZWEw","name":"Lightweight Reinforcement","permission":{"default":2},"folder":"YzljMWE1N2EzMzk5","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Reinforcement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the lightweight property.
shield
\n\t\tValue/Weight: 1.250 cr, 12 lb.
\n\t\tDetails: AC +3
\n\t\tShield generators are made almost entirely of energy barriers. Medium and large shield generators have a physical handheld component from which the barrier emanates; medium shield generators are orbs that are slightly larger than a fist, while large shield generators project from a large cross. Heavy shields are much larger and more cumbersome, but they offer more protection than their smaller counterparts. Their obtrusive size, however, makes them unwieldy, requiring the use of a one-handed weapon with the light property in the other hand.
GM Notes :
{\"name\":\"Heavy Shield Generator\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"shield\",\"AC\":\"3\",\"Weight\":\"12\",\"Requires Attunement\":\"No\"},\"content\":\"Shield generators are made almost entirely of energy barriers. Medium and large shield generators have a physical handheld component from which the barrier emanates; medium shield generators are orbs that are slightly larger than a fist, while large shield generators project from a large cross. Heavy shields are much larger and more cumbersome, but they offer more protection than their smaller counterparts. Their obtrusive size, however, makes them unwieldy, requiring the use of a one-handed weapon with the light property in the other hand.\",\"htmlcontent\":\"Shield generators are made almost entirely of energy barriers. Medium and large shield generators have a physical handheld component from which the barrier emanates; medium shield generators are orbs that are slightly larger than a fist, while large shield generators project from a large cross. Heavy shields are much larger and more cumbersome, but they offer more protection than their smaller counterparts. Their obtrusive size, however, makes them unwieldy, requiring the use of a one-handed weapon with the light property in the other hand.\"}A weapon with this special property has a heavy kickback. While wielding it, you have disadvantage on attack rolls unless you meet the Strength requirement. If the weapon has the burst property, you must meet the Strength requirement to use this feature.
While wearing armor or wielding a shield with the strength property, your speed is reduced by 10 unless you meet the strength requirement.
Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
Type: Armor
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +1 bonus to AC while this armor is installed.
A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.
Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.
A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.
Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.
STRONG WITH THE FORCE
Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.
SAGE OR SORCERER
Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.
While creating your consular, consider your personal philosophy in regards 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? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?
QUICK BUILD
You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the Jedi or Sith background.
THE CONSULAR
Level | Proficiency Bonus | Features | Force Powers Known | Force Points | Max Power Level |
1st | 2 | Forcecasting, Force Recovery | 8 | 4 | 1st |
2nd | 2 | Force-Empowered Casting, Force Shield | 9 | 8 | 1st |
3rd | 2 | Consular Tradition, Hidden Force | 11 | 12 | 2nd |
4th | 2 | Ability Score Improvement | 12 | 16 | 2nd |
5th | 3 | - | 14 | 20 | 3rd |
6th | 3 | Tradition feature | 15 | 24 | 3rd |
7th | 3 | - | 17 | 28 | 4th |
8th | 3 | Ability Score Improvement | 18 | 32 | 4th |
9th | 4 | - | 20 | 36 | 5th |
10th | 4 | Tradition feature | 21 | 40 | 5th |
11th | 4 | - | 23 | 44 | 6th |
12th | 4 | Ability Score Improvement | 24 | 48 | 6th |
13th | 5 | - | 26 | 52 | 7th |
14th | 5 | Tradition feature | 27 | 56 | 7th |
15th | 5 | - | 29 | 60 | 8th |
16th | 5 | Ability Score Improvement | 30 | 64 | 8th |
17th | 6 | - | 32 | 68 | 9th |
18th | 6 | Tradition feature | 33 | 72 | 9th |
19th | 6 | Ability Score Improvement | 34 | 76 | 9th |
20th | 6 | One with the Force | 35 | 80 | 9th |
CLASS FEATURES
As a Consular, you gain the following class features.
HIT POINTS
Hit Dice: 1d6 per Consular level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple lightweapons, simple vibroweapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.
VARIANT: STARTING WEALTH
1,000 + 2d4 x 100 cr
FORCECASTING
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.
FORCE POWERS KNOWN
You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class 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.
FORCE POINTS
You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class 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.
MAX POWER LEVEL
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 consular class table.
You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.
FORCECASTING ABILITY
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.
Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier
Force attack modifier = your proficiency bonus + your forcecasting ability modifier
FORCE RECOVERY
Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.
FORCE-EMPOWERED CASTING
At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.
You can use only one Empowerment option on a power when you cast it, unless otherwise noted.
CAREFUL POWER
When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
DISTANT POWER
When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.
When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.
EXTENDED POWER
When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.
HEIGHTENED POWER
When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.
IMPROVED POWER
When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.
You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.
LINGERING POWER
When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
PINPOINT POWER
When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
QUICKENED POWER
When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.
REFOCUSED POWER
When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.
TWINNED POWER
When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).
FORCE SHIELD
Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.
You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.
CONSULAR TRADITION
When you reach 3rd level, you choose a consular tradition, which is detailed here: List of Consular Archetypes. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
HIDDEN FORCE
Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.
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.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
ONE WITH THE FORCE
At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.
If you want to cast it at a higher level, you must expend force points as normal.
","img":""} -{"_id":"NTllODE4NWQ2MTRj","name":"Rylith Cell","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":41,"handout-archived":false}},"sort":410000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Races relabeled to species, all of which are brand new.
Name | Ability Score Increase | Size | Source |
Wisdom +2, Constitution +1 | Medium | EC | |
Dexterity +2, Charisma +1 | Small | Expansion | |
Intelligence +2, Any two +1 | Tiny | EC | |
Strength +2, Charisma +1 | Medium | EC | |
Dexterity +2, Charisma +1 | Medium | EC | |
Dexterity +2, Charisma +1 | Medium | EC | |
Constitution +2, Dexterity +1 | Medium | EC | |
Strength +2, Wisdom +1 | Medium | EC | |
Intelligence +2, Dexterity +1 | Medium | PHB | |
Intelligence +2, Dexterity +1 | Medium | PHB | |
Dexterity +2, Charisma +1 | Medium | EC | |
Intelligence +2, Wisdom +1 | Medium | EC | |
Intelligence +2, Charisma +1 | Small | EC | |
Dexterity +2, Wisdom +1 | Medium | EC | |
Constitution +2, Wisdom +1 | Medium | EC | |
Strength +2, Wisdom +1 | Medium | EC | |
Intelligence +2, Charisma +1 | Medium | PHB | |
Charisma +2, Any one +1 | Medium | EC | |
Charisma +2, Constitution +1 | Medium | EC | |
Intelligence +2, Strength or Constitution +1 | Medium | EC | |
Constitution +2, Charisma +1 | Medium | EC | |
Wisdom +2, Dexterity +1 | Small | EC | |
Constitution +2, Charisma +1 | Medium | EC | |
Wisdom +2, Strength +1 | Medium | EC | |
Intelligence +2, Wisdom or Charisma +1 | Medium | EC | |
Intelligence +2, Dexterity or Wisdom +1 | Small | EC | |
Charisma +2, Intelligence or Wisdom +1 | Medium | EC | |
Constitution +2, Strength or Dexterity +1 | Medium | EC | |
Strength +2, Dexterity or Constitution +1 | Medium | EC | |
Strength +2, Dexterity +1 | Small | EC | |
Dexterity +2, Intelligence +1 | Medium | PHB | |
Dexterity +2, Wisdom +1 | Medium | EC | |
Wisdom or Strength +2, Constitution +1 | Medium | Expansion | |
Dexterity +2, Constitution +1 | Small | EC | |
Charisma +2, Dexterity +1 | Medium | EC | |
Constitution +2, Wisdom +1 | Medium | EC | |
Strength +2, Wisdom or Charisma +1 | Medium | EC | |
Strength +2, Constitution +1 | Medium | EC | |
Constitution +2, Intelligence +1 | Medium | EC | |
Dexterity +2, Constitution or Intelligence +1 | Medium | EC | |
Intelligence +2, Constitution +1 | Medium | EC | |
Wisdom +2, Any one +1 | Medium | EC | |
Constitution +2, Wisdom +1 | Medium | EC | |
Dexterity +2, Strength +1 | Medium | EC | |
Varies | Varies | EC | |
Strength +1, Constitution +1, Intelligence +1 | Medium | EC | |
Strength +2, Intelligence +1 | Medium | EC | |
Any one +2, Any two +1; Any four +1 | Medium | PHB | |
Constitution +2, Any two +1 | Medium | EC | |
Intelligence +2, Strength +1 | Medium | EC | |
Charisma +2, Wisdom +1 | Medium | EC | |
Dexterity +2, Intelligence +1 | Small | PHB | |
Dexterity +2, Wisdom +1 | Medium | EC | |
Strength +2, Dexterity +1 | Medium | EC | |
Intelligence +2, Wisdom +1 | Medium | EC | |
Constitution +2, Strength +1 | Medium | EC | |
Wisdom +2, Dexterity +1 | Medium | PHB | |
Intelligence +2, Constitution +1 | Medium | EC | |
Strength +1, Constitution +1, Wisdom +1 | Medium | EC | |
Dexterity +2, Intelligence +1 | Medium | EC | |
Charisma +2, Dexterity +1 | Small | EC | |
Strength +2, Intelligence +1 | Medium | EC | |
Wisdom +2, Intelligence +1 | Small | EC | |
Strength +2, Charisma +1 | Medium | EC | |
Wisdom +2, Charisma +1 | Medium | EC | |
Dexterity +2, Intelligence +1 | Medium | EC | |
Charisma +2, Intelligence or Wisdom +1 | Medium | PHB | |
Constitution +2, Strength or Dexterity +1 | Medium | EC | |
Intelligence +2, Charisma +1 | Medium | EC | |
Dexterity +2, Wisdom +1 | Medium | EC | |
Charisma +2, Wisdom +1 | Medium | EC | |
Dexterity +2, Strength +1 | Medium | EC | |
Intelligence +2, Charisma +1 | Small | EC | |
Dexterity +2, Charisma +1 | Medium | EC | |
Wisdom +2, Constitution +1 | Medium | EC | |
Charisma +2, Intelligence +1 | Medium | EC | |
Constitution +2, Wisdom +1 | Medium | EC | |
Strength +2, Intelligence +1 | Medium | EC | |
Wisdom +2, Dexterity or Intelligence +1 | Medium | EC | |
Dexterity +2, Constitution +1 | Medium | EC | |
Dexterity +2, Constitution +1 | Medium | PHB | |
Intelligence +2, Charisma +1 | Medium | EC | |
Strength +2, Constitution +1 | Medium | EC | |
Charisma +2, Strength or Dexterity +1 | Medium | PHB | |
Charisma +2, Dexterity +1 | Small | EC | |
Strength +2, Dexterity +1 | Medium | EC | |
Intelligence +2, Dexterity +1 | Medium | EC | |
Strength +2, Wisdom +1 | Medium | EC | |
Wisdom +2, Strength +1 | Medium | EC | |
Strength +2, Dexterity or Constitution +1 | Medium | EC | |
Wisdom +2, Strength or Dexterity +1 | Medium | PHB | |
Charisma +2, Intelligence +1 | Small | EC | |
Strength +2, Wisdom +1 | Medium | PHB | |
Constitution +2, Strength or Charisma +1 | Medium | EC | |
Charisma +2, Dexterity +1 | Medium | PHB | |
Intelligence +2, Strength +1 | Small | EC | |
Intelligence +2, Wisdom or Charisma +1 | Medium | EC | |
Intelligence +2, Constitution +1 | Medium | EC | |
Wisdom +2, Constitution +1 | Medium | EC | |
Wisdom +2, Constitution +1 | Medium | EC | |
Charisma +2, Constitution +1 | Medium | EC | |
Strength +2, Constitution +1 | Medium | PHB | |
Strength +2, Intelligence +1 | Medium | EC | |
Constitution +2, Strength or Dexterity +1 | Medium | PHB | |
Charisma +2, Constitution +1 | Medium | EC | |
Charisma +2, Intelligence +1 | Medium | EC |
\n
","img":""} -{"_id":"NTllZTA4YzYxNDVl","name":"Force Disarm","permission":{"default":2},"folder":"MTdlZmNkMjkyNzBi","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: 30 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
At Higher Levels: This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You have a +1 bonus to attack and damage rolls made with this slug cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the slug cartridge has been fired, it no longer gives a bonus.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (40/120) properties. If it already has the thrown property, the range increases by 20/60.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
While wearing armor with the bulky property, you have disadvantage on Dexterity (Stealth) checks that rely on sound.
","img":""} -{"_id":"NWE4YmQ2MDMwMDAy","name":"Improved Phasestrike","permission":{"default":2},"folder":"NDk4Y2U1ZjA1ZGE0","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Level: 5
Force Alignment: Universal
Casting Period: 1 action
Range: 30 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Phasestrike
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.
Value/Weight: 4500 cr, 20 lb.
Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
martial blaster
\n\t\tValue/Weight: 9800 cr, 76 lb.
\n\t\tDamage: 2d6 Energy
Properties: Ammunition (range 100/400), Auto, Burst, Rapid, Special, Strength 19, Two-Handed
\n\t\tRather than traditional power cells, the rotary cannon uses specialized power generator that allow it to fire continuously for 10 minutes. Replacing a power generator takes an action.
The rotary cannon requires the use of a tripod unless you meet its strength requirement, which is included in the price. Over the course of 1 minute, you can deploy or collapse the rotary cannon on the tripod. While deployed, your speed is reduced to 0.
martial lightweapon
Value/Weight: 1300 cr, 2 lb.
Damage: 1d8 Energy
Properties: Finesse, Fixed, Luminous
When you throw a weapon with the returning property, it automatically returns to your hand after the attack is complete, whether you hit or miss.
","img":""} -{"_id":"NWEyZjBhMmFjNjBk","name":"Homing Rockets","permission":{"default":2},"folder":"YTA5ZTZlNWE3MzEx","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Level: 1
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
You lock on to a target 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.
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.
","img":""} -{"_id":"NWEzZmUxOWMyMmU5","name":"Sparkles","permission":{"default":2},"folder":"MzQwM2ZhMGExMDhl","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Weapon
Subtype: Light Pistol
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you roll a 20 on an attack roll with this weapon, or hit a creature that has not yet acted during your first turn in combat, you deal an additional 1d4 energy damage.
Sparkles is a BlasTech CS-14 light pistol owned by the mercenary Corso Riggs during the Galactic Cold War.
","img":""} -{"_id":"NWFhOWVlZWEyMDBl","name":"Grenade, Electrostun (Deadly)","permission":{"default":2},"folder":"NzBiODE2YzZlOTlk","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 19 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 13 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Construct \n | \n\n 19 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 9 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 49) \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 7 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 48) \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 11 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Construct \n | \n\n 18 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n CR \n | \n\n any dark \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 5 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 163) \n | \n
\n\n | \n\n Medium \n | \n\n Construct \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 159) \n | \n
\n\n | \n\n Huge \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 158) \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 157) \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Construct \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 160) \n | \n
\n\n | \n\n Gargantuan \n | \n\n Construct \n | \n\n 28 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 187) \n | \n
Value/Weight: 250 cr, 2 lb.
Jeweler’s tools include all of the necessary components to identify and refine gemstones.
LORE
Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Lore checks related to gems or gem-encrusted items.
INVESTIGATION
When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.
TECHNOLOGY
Your combined experience lets you refine gemstones for use with greater efficiency.
IDENTIFY GEMS
You can identify gems and determine their value at a glance.
Sample Activities
Activity | DC |
---|---|
Modify a gem’s appearance | 15 |
Determine a gem’s history | 20 |
Level: At-will
Casting Period: 1 action
Range: 10 feet
Duration: Instantaneous
Concentration: —
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.
This power’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Level: 2
Force Alignment: Light
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
When the power ends, the creature becomes hostile again, unless the GM rules otherwise.
","img":""} -{"_id":"NWFkNDM3Y2E5NWJh","name":"Way of Balance","permission":{"default":2},"folder":"M2U5ZDc5MTA5Mzc2","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"There is serenity in balance, and no one knows this better than the consular. Those consulars who follow the Way of Balance focus on utilizing the Force to equalize the battlefield. They bend the Force to shield their allies and expose their foes.
When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).
Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.
Once you create the barrier, you can’t create it again until you finish a long rest.
At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.
Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.
At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power (as in sever force and force suppression), you add your proficiency bonus to that ability check.
Starting at 18th level, you have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
","img":""} -{"_id":"NWI1NmFjNjQ4ZTgy","name":"Enhancement Mastery Augment","permission":{"default":2},"folder":"NzlkN2I2YjU1YmRm","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack and damage rolls with weapons.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: The ability to cast tech powers
Attunement: No
Source: WH
When you score a critical hit or reduce a creature to 0 hit points with a ranged attack using this weapon, you can regain a number of tech points equal to your Intelligence modifier (a minimum of one, no action required). Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Form III, also known as Resilience Form, relies on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Those guardians who focus on Soresu Form use broad footwork to move around the playing field, making broad, short sweeping motions that protect the body.
You gain proficiency in heavy armor.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Shielding, or Sentinel 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.
Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.
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.
Lastly at 3rd level, you gain the following Channel the Force option.
When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Beginning at 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) 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:
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.
","img":""} -{"_id":"NWI4YmFlNWNiYjZm","name":"Ablative Lining Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.
Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
Lifestyle | Price/Day |
Wretched | - |
Squalid | 1 |
Poor | 2 |
Modest | 10 |
Comfortable | 20 |
Wealthy | 40 |
Aristocratic | at least 100 |
You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.
You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed diseased.
A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a cantina. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, peddlers, thieves, mercenaries, and other disreputable types.
A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, and the like.
Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small domicile in a middle-class neighborhood or in a private room at a fine establishment. You associate with merchants, skilled tradespeople, and military officers.
Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of the affluent. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.
The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses.
Item | Cost |
Ale (Gallon) | 2 |
Ale (Mug) | 1 |
Banquet (per person) | 100 |
Bread (Loaf) | 1 |
Caf (Cup) | 2 |
Caf (Pitcher) | 8 |
Cheese (Hunk) | 1 |
Inn Stay (Squalid, per day) | 2 |
Inn Stay (Poor, per day) | 4 |
Inn Stay (Modest, per day) | 7 |
Inn Stay (Comfortable, per day) | 15 |
Inn Stay (Wealthy, per day) | 30 |
Inn Stay (Aristocratic, per day) | 80 |
Meals (Squalid, per day) | 1 |
Meals (Poor, per day) | 2 |
Meals (Modest, per day) | 3 |
Meals (Comfortable, per day) | 7 |
Meals (Wealthy, per day) | 15 |
Meals (Aristocratic, per day) | 30 |
Meat (Chunk) | 3 |
Wine (Common, Pitcher) | 2 |
Wine (Fine, Bottle) | 100 |
The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in cities, availing yourself of whatever services you can afford- paying for food and shelter, paying townspeople to repair your equipment, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a fighter might commission an armstech to craft a special vibroblade, while a scholar might pay a tailor to make exquisite clothing for an upcoming meeting with a senator.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a trandoshan army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the facilities clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
Service | Cost |
Speeder (Between Towns) | 3 per mile |
Speeder (Within a City) | 2 |
Hireling (Skilled) | 20 per day |
Hireling (Untrained) | 2 per day |
Hireling (Messenger) | 1 per mile |
Tolls | 1 |
Interplanetary Travel | 100 per day per person |
Type: Armor
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Set: Mandalorian Vestments
Source: WH
This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants a +1 bonus to AC.
Mandalorian Vestments. While wearing and attuned to this armor and Mandalorian Helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +2 bonus to AC, instead of +1. While wearing and attuned to this armor, Mandalorian Helmet, and Mandalorian Shuk’orok, this armor now grants a +3 bonus to AC, instead of +2.
This armor is forged from an incredibly rare material known as beskar, a highly durable metal.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Power generators energize the rotary cannon. You have a +2 bonus to attack and damage rolls made with this power generator. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You can use your reaction to reduce any falling damage you would take by half.
Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will. You gain the following benefits:
Type: Starship Shield
Cost: 4300
Directional Shields are the most commonly used and balanced shields on the market.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack and damage rolls made with this blight cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the blight cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn’t poisoned.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and hidden properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Weapon
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You have a +2 bonus to attack and damage rolls made with this enhanced weapon.
Type: Suite
Prerequisites: —
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.
Level: 2
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
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.
Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
martial blaster
\n\t\tValue/Weight: 1200 cr, 4 lb.
\n\t\tDamage: 1d6 Energy
Properties: Ammunition (range 30/120), Auto, Rapid 8, Light, Reload 16
\n\t\tType: Droid Customization
Subtype: Protocol
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
While you are interfaced via the tracker droid interface tech power, when your handler restores hit points to a creature that is within 5 feet of you, they can roll the dice twice and take either total.
Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 2 property. If it already has the charging property, its charging number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the silent and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
You have studied the secrets of poisons and toxins, gaining the following benefits:
Type: Lightweapon Modification
Subtype: Cell
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the luminous property.
martial blaster
\n\t\tValue/Weight: 400 cr, 11 lb.
\n\t\tDamage: 1d6 Ion
Properties: Ammunition (range 100/400), Reload 12, Two-Handed
\n\t\tType: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
","img":""} -{"_id":"NWUzOTMwZTg1OTVm","name":"Crate","permission":{"default":2},"folder":"YjIzMWU0ZGUxZjJi","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Value/Weight: 20 cr, 70 lb.
A crate has a capacity of 40 gallons of liquid, or 4 cubic feet solid.
Value/Weight: 400 cr, 20 lb.
Propulsion packs enhance underwater movement. Activating or deactivating the propulsion pack requires a bonus action and, while active, you have a swimming speed of 30 feet. The propulsion pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to damage rolls made with this weapon. Additionally, you gain a +2 bonus to damage rolls you make with force powers when using this weapon as your focus. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You can reload this weapon three times without using an action. You can’t use this feature again until you reload the weapon with an action.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack and damage rolls made with this cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 17 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and has its speed reduced by 5 feet until the end of its next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Some scouts becomes legends written in blaster burns. Followers of the Deadeye Technique the art of the blaster shot and utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye pulling the trigger.
Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other Scouts.
When you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
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 Deadeye Technique Focused Superiority 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.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Technique Focused Superiority 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.
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:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
The maneuvers are presented in alphabetical order.
When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.
You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) checks.
When you hit a creature with a ranged 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.
That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a creature with a ranged 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. 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.
When you hit a creature with a ranged 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.
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.
When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures within 15 feet of and directly behind your initial target. If the original attack roll would hit the second creature(s), 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.
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.
When a creature misses you with a ranged attack, you can use your reaction and expend one superiority die to make a ranged weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Also at 3rd level, the range of your Ranger’s Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger’s Quarry, the normal and long range of your ranged weapons double.
Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.
Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.
Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.
At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.
If your attack hits, either impose disadvantage on the enemy creature’s opportunity attack roll or grant advantage to any allies making the saving throw.
THE DEADEYE TECHNIQUE
Level | Focused Superiority | Superiority Dice | Maneuvers Known |
3rd | d6 | 2 | 2 |
4th | d6 | 2 | 2 |
5th | d6 | 2 | 2 |
6th | d6 | 2 | 2 |
7th | d8 | 3 | 3 |
8th | d8 | 3 | 3 |
9th | d8 | 3 | 3 |
10th | d8 | 3 | 3 |
11th | d10 | 3 | 4 |
12th | d10 | 3 | 4 |
13th | d10 | 3 | 4 |
14th | d10 | 3 | 4 |
15th | d12 | 4 | 5 |
16th | d12 | 4 | 5 |
17th | d12 | 4 | 5 |
18th | d12 | 4 | 5 |
19th | d12 | 4 | 5 |
20th | d12 | 4 | 5 |
Type: Ventures
Prerequisite: Rank 2
You have pilot training that allows you to perform special combat tactics. You gain the following benefits:
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property.
Type: None
Subtype: Datacron
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This datacron contains a single 5th-level tech power, or multiple powers of 1st-4th level with a combined level no greater than 5. After tinkering with the datacron for at least 16 hours, a techcaster with a Max Power Level of 5th or higher can make a DC 22 techcasting ability check. On a success, they learn the contained tech power(s), which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.
Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.
","img":""} -{"_id":"NWY4Y2FhODBkZjY3","name":"Cryogenic Blast","permission":{"default":2},"folder":"YTA5ZTZlNWE3MzEx","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Level: 1
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"NWY4ZTI0OGI4Mjhm","name":"Constructor's tools","permission":{"default":0},"folder":"ODdkZDk4OGMzYjk3","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"Value/Weight: 100 cr, 7 lb.
Constructor’s tools include all of the necessary components to build furnitures and structures.
LORE
This tool proficiency aids you in identifying the use and the origin of buildings and structures.
INVESTIGATION/PERCEPTION
You gain additional insight when inspecting areas within structures, because you know tricks of construction that can conceal areas from discovery.
FORTIFY
With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
SIEGE
Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.
TEMPORARY SHELTER
As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.
Sample Activities
Activity | DC |
---|---|
Chisel a small hole in a wall | 10 |
Design a complex structure | 15 |
Find a weak point in a wall | 15 |
Pry apart a door | 20 |
When you make a weapon attack with a weapon with the keen property, the critical hit range increases by an amount equal to the keen number.
","img":""} -{"_id":"NWYxMzQ5MzM2YjNk","name":"Crystadium Medium Shield","permission":{"default":2},"folder":"NzI0ZGZiZjdkODc4","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"shield
\n\t\tValue/Weight: 900 cr, 18 lb.
\n\t\tDetails: AC +2, Absorptive 1, Imbalanced, Strength 13
\n\t\tPhysical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A medium shield was a common defensive technology that protect the user from blaster fire, the elements, or other hazards. Medium shields are used in conjunction with any one-handed weapon.
\\n\\nWhen you are wearing armor or wielding a shield with the absorptive property, you ignore damage from weapons that would deal less than the absorptive number.
\\n\\nWhen you are critically hit while wielding this shield, you can’t take reactions until the start of your next turn, and you gain no AC benefit from your shield against the next attack against you before the start of your next turn.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
GM Notes :
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Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Droid Customization
Subtype: Protocol
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
While you are interfaced via the tracker droid interface tech power, whenever your handler has advantage on an ability check or attack roll granted by you taking the Help action, they can reroll one of the dice once.
Monks of the Matukai Order center their philosophy around a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. They channel the Force through their bodies, turning themselves into exceptional warriors.
Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to deal it an additional 1d6 force damage.
The force damage increases to 2d6 when you reach 11th level in this class.
At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.
Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.
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.
At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.
","img":""} -{"_id":"NWZkNjAwOGQwMmVj","name":"Master Pontite Lens","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":29,"handout-archived":false}},"sort":290000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 2 property. If it already has the charging property, its charging number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed property.
martial blaster
\n\t\tValue/Weight: 400 cr, 16 lb.
\n\t\tDamage: 2d6 Energy
Properties: Ammunition (range 60/240), Mighty, Piercing 1, Reload 4, Strength 11, Two-Handed
\n\t\tValue/Weight: 300 cr, 2 lb.
Damage: —
Weapons: Wrist Launcher
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 13 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare’s effects.
","img":""} -{"_id":"NjA2OGVmYmQ1MzRm","name":"Basic Wisdom Augment","permission":{"default":2},"folder":"OTU4ZGNiNzMyYjI2","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
Your Wisdom score increases by 1. One ability score other than Wisdom (chosen by the GM) decreases by 1.
Level: 3
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"NjA4ODZiZDFhOGE4","name":"WH - Chapter 6 - Customization Options","permission":{"default":0},"folder":"NThkODViNTRlMDAz","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"The combination of ability scores, species, class, and background defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and species, you have options to fine-tune what your character can do. But this chapter is for players who - with the GM’s permission - want to go a step further.
This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability s cores as you gain levels. Your GM decides whether these options are available in a campaign.
WEAPONS BY MASTERY FEAT
Many of these weapons are appropriate options for weapon mastery feats. You can see which weapon is governed by which feat below.
Weapon Proficiencies by Class
\n Weapon \n | \n\n Mastery feat \n | \n
---|---|
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Polearm \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Polearm \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Rifle \n | \n
\n\n | \n\n Heavy Weapons \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Trip Weapon \n | \n
\n\n | \n\n Crushing Weapon \n | \n
\n\n | \n\n Blade \n | \n
\n\n | \n\n Sidearm \n | \n
\n\n | \n\n Blade |
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 3 property. If it already has the dire property, its dire number increases to 3.
Level: 1
Force Alignment: Light
Casting Period: 1 action
Range: 90 feet
Duration: 1 minute
Concentration: —
Prerequisite: —
Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.
Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.
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.
This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.
","img":""} -{"_id":"NjAyNTkwMmY4MGMz","name":"Karrak","permission":{"default":0},"folder":"YjU4OTNiZWEzM2Jh","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"A powerful painkiller, karrak allows creatures to continue through the most grievous injuries. As an action, you can apply chis substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check or saving throw using Constitution, and at the start of each of the creature’s tums it gains 244 temporary hit points. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"NjAzYmEyMmJhZjAy","name":"Precision Chamber Mark I","permission":{"default":2},"folder":"YTY3MDFlNDIzMzc5","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon’s range increases by 10/40.
Type: Adventuring Gear
Subtype: —
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to ability checks made with these tools.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and fixed properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 18 property.
Starship Size | Cargo Capacity |
Tiny | — |
Small | 2 tons |
Medium | 25 tons |
Large | 500 tons |
Huge | 10,000 tons |
Gargantuan | 200,000 tons |
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.
You might have been one of the many functionaries, attendants, and other hangers-on in Coruscant’s upper echelons, or perhaps you traveled in Nar Shaddaa’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries on Dromund Kaas, or you might have grown up on some other affluent planet.
Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
Skill Proficiencies: Choose two from Deception, Insight, Performance, and Survival
Languages: Two of your choice
Equipment: A set of fine clothes and a pouch containing 150 cr
FEATURE: COURT FUNCTIONALITY
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
d8 | Personality Trait |
1 | I believe that anything worth doing is worth doing right. I can't help it I'm a perfectionist. |
2 | I'm a snob who looks down on those who can't appreciate fine art. |
3 | I always want to know how things work and what makes people tick. |
4 | I'm full of witty aphorisms and have a proverb for every occasion. |
5 | I'm rude to people who lack my commitment to hard work and fair play. |
6 | I like to talk at length about my profession. |
7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. |
8 | I'm well known for my work, so I'm always taken aback when people haven't heard of me. |
d6 | Ideal |
1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) |
2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Light) |
3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
4 | Greed. I'm only in it for the money. (Dark) |
5 | People. I'm committed to the people I care about, not to ideals. (Neutral) |
6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
d6 | Bond |
1 | The location where I learned my trade is the most important place in the world to me. |
2 | I created a great work for someone unworthy to receive it. I'm still looking for someone worthy. |
3 | I owe someone a great debt for forging me into the person I am today. |
4 | I pursue wealth to secure someone's love. |
5 | One day I will return to my guild and prove that I am the greatest artisan of them all. |
6 | I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood. |
d6 | Flaw |
1 | I'll do anything to get my hands on something rare or priceless. |
2 | I'm quick to assume that someone is trying to cheat me. |
3 | No one must ever learn that I once stole money from guild coffers. |
4 | I'm never satisfied with what I have I always want more. |
5 | I would kill to acquire a noble title. |
6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. |
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the rapid property, with a rapid number equal to one-half its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-fourth its reload number (rounded up), to a minimum of 2. Lastly, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Skin Color | Gray |
Hair Color | Different shades of black, brown, and white in varying combinations |
Eye Color | Blue, green, yellow, golden, brown, or red |
Distinctions | Tall, hair covered, retractable climbing claws, long life spans |
Height | 6'3\" | +2d12\" |
Weight | 190 lb. | x(2d6) lb. |
Homeworld | Kashyyyk |
Language | Shyriiwook |
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.
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 a “honor family.”
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
As a Wookiee, you have the following special traits.
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.
Type: Armor Modification
Subtype: Shielding
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This shield gains the versatile 1 property. If it already has the versatile property, its versatile number increases by 1, to a maximum of 3.
Level: 7
Force Alignment: Dark
Casting Period: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
Concentration: —
Prerequisite: Force Chain Lightning
Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.
Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.
","img":""} -{"_id":"NjExOTA0M2RkMDUy","name":"Juggernaut Approach","permission":{"default":2},"folder":"NDMyNGRmZjI0YzQw","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Certain berserkers find that the strongest offense is a good defense. Berserkers of the Juggernaut Approach wear the heaviest of armor not because they fear injury, but to strike fear in their hapless attackers.
When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.
When you reach 5th level, you can gain the benefits of your Fast Movement feature while wearing heavy armor.
Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.
At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.
Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.
Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can 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 your Strength modifier. The damage is of the same type dealt by the original attack.
At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
","img":""} -{"_id":"NjEyZjkwZTUyYmU2","name":"Gauntlet Armoring Mark III","permission":{"default":2},"folder":"YjU5NjA0ZjdlOTNh","flags":{"R20Converter":{"handout-order":18,"handout-archived":false}},"sort":180000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Armoring
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This armor gains the gauntleted (1d8) property. If it already has the gauntleted property, the gauntleted damage increases to d8.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 2 property. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed property. Additionally, it loses the two-handed property.
Substances, most commonly coming in the alcohol and Spice varieties, are goods often sought after by the more seedy denizens of the Star Wars underworld. Whether legal or not, people search for these wares, whether to consume or profit on.
Consuming substances offers powerful temporary boons in the form of a high, potentially offset by a subsequent low. Additionally, consuming substances regularly risks addiction, which reduces the efficacy of substances until a creature abstains from using them.
Each substance offers a high followed immediate!y by a potential low. For the duration of the high, a creature might gain a bonus to an ability score, temporary force or tech points, or some other boon. Immediately when the high ends, the character must succeed on a saving throw depending on the substance or suffer a longer-lasting low, which reverses the effects. The high and low varies depending on the substance consumed, and the duration of che high and low vary based on the rarity of the substance consumed, as determined in the item's description.
A creature can only benefit from one substance at a time. If a creature consumes an additional unit of a substance, while currently experiencing a high or a low, they must immediately make a saving throw to resist the effects of addiction before applying the benefits of the consumed substance. Consuming a substance while experiencing a low immediately ends the low, but any time remaining in that low is added to the duration of the low of the additional consumed substance.
Consuming substances regularly also risks becoming addicted to a substance. When the low of a substance ends, a creature must make a saving throw, determined by what substance they are coming off of, as determined in the substance's description. Addiction is measured in six levels. An effect can give a creature one or more levels of addiction, as specified in the effect's description.
Addiction Level
Level | Effect |
1 | The duration of lows is doubled. |
2 | The duration of highs is halved. |
3 | The duration of lows is quadrupled, instead of doubled. |
4 | The effect of highs is halved. |
5 | The effect of lows is maximized. |
6 | The effect of highs is minimized. |
If an already addicted creature suffers another effect that causes addiction, its current level of addiction increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of addiction as well as all lower levels. For example, a creature suffering level 2 addiction has the duration of its lows doubled, and the duration of its highs halved.
An effect that removes addiction reduces its level as specified in the effect's description, with all addiction effects ending if a creature's addiction level is reduced below 1.
If a creature abstains from consuming a substance for 24 hours, they can make a Wisdom saving throw to reduce their addiction level by 1, provided they've completed a long rest during that 24 hours. The DC for the saving throw equals 10 + the creature's addiction level. On a success, their addiction level is reduced by 1. For instance, a creature suffering addiction level 3 can abstain from consuming any substance for 24 hours. If they do so, and they complete a long rest during that 24 hour period, they can make a DC 13 Wisdom saving throw. On a success, their addiction level is reduced to 2.
While alcoholic beverages are legal on most planets, spices are not. Whether or these items are readily available is up to your GM.
","img":""} -{"_id":"NjFlZWM4MGY0YjBj","name":"Rocket boots","permission":{"default":2},"folder":"NmUxZDViYjkxNjRm","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Value/Weight: 2500 cr, 3 lb.
Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 20 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cell.
martial blaster
\n\t\tValue/Weight: 1300 cr, 24 lb.
\n\t\tDamage: 1d10 Kinetic
Properties: Ammunition (range 80/320), Burst 4, Reload 8, Silent, Strength 15, Two-Handed
\n\t\tType: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You have a +1 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
You are a Jensaarai, a Force user who has come to understand the failings of both Jedi inactivity and Sith malevolence. While they wield lightsabers, a true mark of skill among the Jensaarai is the crafting of their armor. Each suit is perfectly unique to the wearer, and is frequently (but not always) adorned and shaped to represent an animal that the Jensaarai finds kinship with, up to and potentially including additional mounted weapons or sensors to further emulate that creature.
While the Jensaarai train in, and will use dark side powers when necessary, they seek to avoid true corruption. They are not evil, nor are they wholly good either. They are anti-heroes, and well-practiced in this craft. In addition, the Jensaarai train in more than the lightsaber, employing whatever tools are at hand to best fit the job.
Due to the corruption of the Jedi training done to the pre-Jensaarai, you have a unique insight into both the Light and Dark side of the Force, as well as its history, applications, and techniques in a scholarly manner.
You fully understand concepts, and can recall key information, The exception being if the research was hidden from the public and you have not had experience working with, in which you may only partially understand. You also recognize well-known Jedi Masters and Sith Lords by their works and marks.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Threatening |
3 | Loremaster |
4 | Perceptive |
5 | Crafter |
6 | Linguist |
7 | Alert |
8 | Observant |
Jensaarai are shaped by the unique capacity of their upbringing. Their study of the duality of the Force manifests in their mannerisms and ideals. Their bond might be their family or their armor. Their flaws might be some a hatred of the Jedi or Sith or a desire to become one or the other.
d8 | Personality Trait |
---|---|
1 | I ignore the rhetoric a person spouts when meeting them, preferring to judge them by action. |
2 | I'm the first to swing a punch, but the last to draw a weapon. |
3 | Danger is my middle name. |
4 | Goodwill is in short supply in the galaxy, and I always try to foster a little more wherever I go. |
5 | Both the Republic and the Empire have tried to crush us under their bootheels. I refuse to yield. |
6 | Defiant to the last isn't good enough. Upon death I will become a force spirit and continue to defy my killer. |
7 | Well-behaved people rarely make history. |
8 | What gave you the idea that I was going to give you a fair fight? |
d6 | Ideal |
---|---|
1 | Respect. Respect will be shown to everyone, disrespect will be shown to those who earn it. (Lawful) |
2 | Freedom. People should be free to make their own way without interference. (Chaotic) |
3 | Growth. Self-improvement is an unending chore, but one that must be done. (Any) |
4 | Escalation. I will immediately end a hostile situation with all means at my disposal. (Neutral) |
5 | Power. Given our luck with both Jedi and Sith, I need all I can get. (Dark) |
6 | Redemption. There's a spark of good in everyone. (Light) |
d6 | Bond |
---|---|
1 | The Jensaarai took me in when nobody else would. I back the order 100%. |
2 | I was once a Jedi, but grew disillusioned by their inactivity. |
3 | I fight for those who cannot fight for themselves. |
4 | I lost my mentor in battle. I will honor their sacrifice by destroying their killer. |
5 | I was able to slough off Dark Side corruption, but I couldn't avoid making amends. |
6 | The powerful use their strength to raise people up, not keep them down. |
d6 | Flaw |
---|---|
1 | I might be a little too enamored with force choking my enemies. |
2 | I am my own worst critic, in everything I do. |
3 | My armor is precision crafted and has served me faithfully. I never give up a chance to prove how well. |
4 | I have a collection of lightsabers from fallen foes, and I love adding to it. |
5 | The Jedi and Sith worship the Force as a religion. I do everything I can to remind them they're just worshipping a hammer. |
6 | The minute you tell me that someone should not be crossed, I'm already crossing them. |
Type: Adventuring Gear
Subtype: —
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.
Installing a restraining bolt takes 1 minute. The droid must make a DC 15 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.
","img":""} -{"_id":"NjIwZTBmZjc2ODdj","name":"Superior Returning Weapon Guard","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":46,"handout-archived":false}},"sort":460000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (40/120) properties. If it already has the thrown property, the range increases by 20/60.
GM Notes :
The success of this high-end stealth field generator emboldened Aratech to branch out into other hardware.
","img":""} -{"_id":"NjIxZmMxMTQ0NDIw","name":"Vapor projector","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":38,"handout-archived":false}},"sort":380000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 1600 cr, 14 lb.
\n\t\tDamage: Special
Properties: Ammunition (range special), Reload 5, Special, Strength 11, Two-Handed
\n\t\tYou have the reflexes one who can see things before they happen, granting the following benefits:
Type: Armor Modification
Subtype: Underlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
Type: Droid Customization
Subtype: Part
Rarity: Legendary
Prerequisite: Proficiency with heavy armor
Attunement: No
Source: WH
Your base AC becomes 21.
Originally used on starship hulls, durasteel is the most cost-effective way to prevent the destruction of your droids.
","img":""} -{"_id":"NjJkMGI0NDhjN2M4","name":"Group Hologram","permission":{"default":2},"folder":"NTdkZmI3N2ZiNDQ1","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Level: 5
Casting Period: 1 action
Range: 30 feet
Duration: 8 hours
Concentration: —
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.
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.
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.
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.
","img":""} -{"_id":"NjJmYmIxYjllNDZl","name":"Force Adept","permission":{"default":2},"folder":"ZTVjYTVmMDE0N2E3","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"You are keenly attuned to the flow of the mysterious energy field known as the Force. With proper training, you could learn to consciously sense and manipulate that energy further. As it is, you may appear to have heightened senses, extremely quick reflexes, an intuitive understanding of others, or an uncanny ability to persuade people to your way of thinking. Your powers may have lain dormant for a long time, perhaps you felt something inside of you but never knew what it was. Perhaps your abilities were awoken by a strong encounter with another force-sensitive with the powers of the Force, or an object associated with the Force, such as a lightsaber.
When you attempt to learn a piece of knowledge, you often instinctively know where or from whom you can obtain it. Usually, this information comes from a seemingly random person, book, or data file. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Silver-Tongued |
2 | Empathic |
3 | Perceptive |
4 | Charmer |
5 | Crafter |
6 | Entertainer |
7 | Force of Personality |
8 | Force Sensitive |
Force adepts can come from all walks of life and have varied life experiences. Often, though, there is an underlying influence that the Force has on the personalities of Force Adepts, especially once they begin to be conscious of their connection to the Force.
d8 | Personality Trait |
---|---|
1 | I see omens in every event and action. The Force tries to speak to us, we just need to listen. |
2 | I am always calm, no matter what the situation. I never raise my voice or let me emotions control me. |
3 | The Force has chosen me for a greater purpose. I am destined for greatness. |
4 | I would rather make a new friend than a new enemy. We are all connected to each other. |
5 | I've always been good at everything and things come to me naturally, but I am proud of my accomplishments. |
6 | I don't pay attention to the risks in a situation. The odds are always in my favor. |
7 | The best way to get me to do something is to tell me I can't do it. |
8 | My emotions sometimes get the most of me, but they help me succeed. |
d6 | Ideal |
---|---|
1 | Dilligence. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Lawful) |
2 | Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic) |
3 | Redemption. There's a spark of good in everyone. (Light) |
4 | Power. I will do whatever it takes to have power. (Dark) |
5 | Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Neutral) |
6 | Growth. Self-improvement is an unending chore, but one that must be done. (Any) |
d6 | Bond |
---|---|
1 | I'm searching for instruction in the ways of the Force. |
2 | I am fully dedicated to the will of the Force. It leads and I follow. |
3 | I must return a relic to the temple it was taken from. |
4 | I will become the greatest user of the Force that ever lived. |
5 | I�m guilty of a terrible crime. I hope I can redeem myself for it. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
d6 | Flaw |
---|---|
1 | My faith in the Force sometimes leads me to blindly trust others that profess that same faith. |
2 | The Jedi and Sith worship the Force as a religion. I think they are idiots for worshipping a hammer. |
3 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. |
4 | I have trouble trusting in my allies that don't share my connection to the Force. |
5 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
Level: 2
Force Alignment: Universal
Casting Period: 1 bonus action
Range: Self
Duration: Instantaneous
Concentration: —
Prerequisite: —
You teleport up to 30 feet to an unoccupied space that you can see.
","img":""} -{"_id":"NjM4NzU4MWI0MjYx","name":"High-Grade Cybernetic Arm","permission":{"default":2},"folder":"YmI4ZTcwNjkwYzU0","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Cybernetic Customization
Subtype: Replacement
Rarity: Prototype
Prerequisite: Constitution 13
Attunement: No
Source: WH
This augmentation replaces an arm.
When you hit with a melee weapon attack using Strength with a weapon wielded by this arm, you gain a +1 bonus to the damage roll. Additionally, when you make a Strength (Athletics) check that involves this arm, you gain a +1 bonus to the check.
Side Effect: You have disadvantage on melee weapon attacks and ability checks using Dexterity that involve this arm.
This arm replacement features enhanced strength.
","img":""} -{"_id":"NjMyMWU2NjRjNTc4","name":"Superior Tunic Chassis","permission":{"default":2},"folder":"ZTVmZjNlNzNjOGUx","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Body
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as one augment slot. It can house modifications of advanced rarity or lower.
Skin Color | Black or grey |
Hair Color | Grey, pink, or white |
Eye Color | Black, dark blue, or dark red |
Distinctions | Covered in fur, four eyes, unable to speak Galactic Basic |
Height | 6'5\" | +2d10\" |
Weight | 180 lb. | x(2d6) lb. |
Homeworld | Orto Plutonia |
Language | Talzzi |
Talz are large, bulky, bipedal creatures, that are covered head to toe in thick white fur, which provides exceptional insulation against their frozen world. Talz have four eyes, which are also adaptations to their native environment. The larger set of eyes are shut during the day, when sunlight reflects off the snow with dazzling brightness, able to blind sensitive optical organs, leaving the smaller set to navigate with. Alternatively, during the deep darkness of their homeworld’s moonless night, the larger pair are utilized to provide the Talz with adequate vision. Talz use a small proboscis to eat and communicate, creating high-pitched chirps and buzzes.
Talz are a hunter-gatherer, clan-based society. They work in unison, and treat the entire clan as one single familial entity. Resources on Ordo Plutonia are often scarce, which leads to warring among Talz tribes. However, the clans are adept at forming a unified front when they face a common enemy.
Talz are large, brutal creatures and are often used as guards and enforcers. Sometimes they are taken as slaves, though it’s rare; they are rebellious against authority and don’t take well to slavery. There are rumors that Talz are captured for scientific experimentation.
Talz names are fairly gutteral and are characterized by their harsh nature. Female names are typically longer than male names. Surnames are clan-based, though it’s rare that a Talz shares them with non-Talz.
Male Names. Drak, Fedirk, Imom, Ke, Twift
Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc
Surnames. Dic, Noetoc, Suptat, Wume, Zapak
As a Talz, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Talz reach adulthood at 10 and rarely live longer than 50 years.
Alignment. Talz’ peaceful and slow-to-anger nature cause them to tend toward the light side, though there are exceptions.
Size. Talz stand between 6 and 8 feet tall and weigh around 250 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Languages. You can speak, read, and write Talzzi. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Talzzi is characterized by its high-pitched chirps and buzzes.
Type: Shield
Subtype: Medium Shield Generator
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this shield generator, you can speak its command word as a bonus action to cause it to animate. The shield projects into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield deactivates.
The pinnacle of Verpine scientists’ shameless theft of ancient Arkanian energy shield designs.
","img":""} -{"_id":"NjNjMTk5Yjk3Mjkx","name":"Engineer Offensive Augment","permission":{"default":2},"folder":"MmFiY2M1ZjdkMzE0","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 level in engineer
Attunement: No
Source: WH
When you use your Potent Aptitude feature, you can target a second creature within 60 feet of you who can hear you and grant them a Potent Aptitude die as well.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the defensive 3 property. If it already has the defensive property, its defensive number increases to 3.
You are a notorious free adventurer who, due to unfortunate circumstances, has lost favor with the law. However, being of the common people, they protect you due to your just nature. A protector of the people, a thorn in the side of authorities.
d10 | Defining Event |
---|---|
1 | I stood up to a tyrant's agents. |
2 | I stole from a corrupt Lord to help the poor. |
3 | I broke into a tyrant's castle and stole weapons to arm the people. |
4 | I failed to assassinate a tyrant. |
5 | I loved a noble, and was caught in bed with them. |
6 | I robbed a bank with unfair interest rates. |
7 | I murdered a pedophilic priest to save local children. |
8 | I received a heroic calling from a mysterious creature. |
9 | I was framed for a crime I didn't commit. |
1 | Outlaw by choice. |
Since you come from the ranks of the common folk, you fit among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you’ve shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Acrobat |
2 | Brawny |
3 | Empathic |
4 | Survivalist |
5 | Master of Disguise |
6 | Linguist |
7 | Observant |
8 | Entertainer |
An outlaw is a hero for the common people who takes pride in his humble origins and revels in disrupting authority to help those he's close to.
d8 | Personality Trait |
---|---|
1 | I judge people by their actions, not their words. |
2 | If someone is in trouble, I'm always ready to lend help. |
3 | When I set my mind to something, I follow through no matter what gets in my way. |
4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. |
5 | I'm confident in my own abilities and do what I can to instill confidence in others. |
6 | Thinking is for other people. I prefer action. |
7 | I misuse long words in an attempt to sound smarter. |
8 | I get bored easily. When am I going to get on with my destiny? |
d6 | Ideal |
---|---|
1 | Respect. People deserve to be treated with dignity and respect. (Light) |
2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) |
3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) |
4 | Might. If I become strong, I can take what I want, what I deserve. (Dark) |
5 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) |
6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
d6 | Bond |
---|---|
1 | I have a family, but I have no idea where they are. One day, I hope to see them again. |
2 | I worked the land, I love the land, and I will protect the land. |
3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
5 | I protect those who cannot protect themselves. |
6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
d6 | Flaw |
---|---|
1 | The tyrant who rules my land will stop at nothing to see me killed. |
2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. |
3 | The people who knew me when I was young know my shameful secret, so I can never go home again. |
4 | I have a weakness for the vices of the city, especially hard drink. |
5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. |
6 | I have trouble trusting in my allies. |
Type: Blaster Modification
Subtype: Targeting
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon’s dexterity number is reduced by four steps (from 19 to 11). If the dexterity number is 17 or lower, this modification removes the dexterity property from it entirely.
Type: Ventures
Prerequisite: At least 1 rank in coordinator
When you, or an ally with your Inspiring Display die, roll an Inspiring Display, they can roll the die twice and take either result.
Type: Universal
Prerequisites: Tier 2, Premium Thruster
You further improve your ship’s thruster. Your ship’s Dexterity score increases by 1. As normal, you can’t increase your ship’s Dexterity score above 20 with this system.
Level: 4
Force Alignment: Universal
Casting Period: 1 action
Range: Touch
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Force Camouflage
A willing 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.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
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 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.
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.
Level: 2
Force Alignment: Light
Casting Period: 1 action
Range: 30 feet
Duration: 8 hours
Concentration: —
Prerequisite: —
This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
","img":""} -{"_id":"NjRjNGIzNmY4ODJm","name":"Compensating Expanded Magazine Mark I","permission":{"default":2},"folder":"NjNhNzZhYTg1YjY0","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You can reload this weapon once without using an action. You can’t use this feature again until you reload the weapon with an action. Additionally, it loses the two-handed property.
This colorless spirit, favored by Mandalorians, burns the mouth and throat when consumed. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check or saving throw using Constitution, and at the start of each of the creature's turns it gains 244 temporary hit points. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check or saving throw using Contitution, and for the duration their current and maximum hit points are reduced by 204. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"NjRkMTgwMzI5ZjNj","name":"Force Sight","permission":{"default":2},"folder":"MjE3YjgwYjMzZGQ0","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Level: 2
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: Sense Force
You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.
Value/Weight: 400 cr, 1 lb.
This belt has slots to hold six power cells, and can be connected to directly power a single blaster weapon that uses power cells. Once per turn, if the powered weapon would be reloaded, it can be done without using an action. Connecting or disconnecting a weapon takes an action. Replacing an expended power cell takes an action.
Level: 6
Casting Period: 10 minutes
Range: Touch
Duration: 24 hours
Concentration: —
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.
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.
When commanded (no action required), security protocols creates the following effects within the secured area.
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.
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.
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.
Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.
The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and secured structure by casting this power there every day for one year.
","img":""} -{"_id":"NjU2ZGRlNjNiNTMy","name":"Keen Ascendancy Attachment","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":61,"handout-archived":false}},"sort":610000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 3 property. If it already has the keen property, its keen number increases to 3.
Name | Cost | Weight | Damage | Source |
2300 | 7 | Special | WH | |
70 | 2 | Special | WH | |
850 | 6 | 1d6 Kinetic | WH | |
250 | 3 | 1d6 Kinetic | PHB | |
625 | 5 | 1d6 Kinetic | PHB | |
700 | 5 | 1d8 Kinetic | PHB | |
650 | 3 | 1d4 Kinetic | WH | |
1400 | 18 | 2d4 Kinetic | WH | |
1100 | 6 | 1d6 Kinetic | WH | |
1300 | 15 | 1d8 Kinetic | WH | |
200 | 1 | 1d4 Kinetic | PHB | |
670 | 12 | 1d8 Kinetic | WH | |
100 | 3 | Special | PHB | |
350 | 4 | 1d6 Kinetic | WH | |
750 | 4 | 1d4 Kinetic | WH | |
250 | 3 | 1d6 Kinetic | PHB | |
600 | 8 | 2d4 Kinetic | PHB | |
300 | 11 | 1d10 Kinetic | PHB | |
225 | 4 | 2d4 Kinetic | PHB | |
150 | 2 | 1d8 Kinetic | PHB | |
1050 | 14 | 3d4 Kinetic | WH | |
1400 | 16 | 1d10 Kinetic | WH | |
600 | 1 | 1d4 Kinetic | WH | |
100 | 6 | 1d12 Kinetic | PHB | |
200 | 6 | 1d10 Kinetic | PHB | |
250 | 2 | 1d8 Kinetic | PHB | |
900 | 7 | 1d8 Kinetic | WH | |
500 | 6 | 2d6 Kinetic | PHB | |
1000 | 2 | 1d4 Kinetic | WH | |
150 | 3 | 1d4 Kinetic | PHB | |
1100 | 3 | 1d6 Kinetic | WH | |
1400 | 8 | 2d6 Kinetic | WH | |
1000 | 2 | 1d6 Kinetic | WH | |
700 | 6 | 1d6 Kinetic | EC | |
500 | 5 | 1d8 Kinetic | EC | |
1200 | 15 | 1d12 Kinetic | EC | |
7777 | 15 | 1d12 Energy | EC | |
1250 | 13 | 1d12 Kinetic | EC |
Type: Armor Modification
Subtype: Shielding
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This shield gains the versatile 2 property. If it already has the versatile property, its versatile number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
shield
\n\t\tValue/Weight: 300 cr, 6 lb.
\n\t\tDetails: AC +0, Spiked (1d4)
\n\t\tPhysical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A light shield is generally affixed to the forearm. While a light shield does not fill the hand slot, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property.
When you succeed on a Strength (Athletics) check to push a creature while wielding a shield with the spiked property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.
GM Notes :
{\"name\":\"Bone Light Shield\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"shield\",\"AC\":\"0\",\"Weight\":\"6\",\"Requires Attunement\":\"No\"},\"content\":\"Physical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A light shield is generally affixed to the forearm. While a light shield does not fill the hand slot, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property.\\n\\nWhen you succeed on a Strength (Athletics) check to push a creature while wielding a shield with the spiked property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.\",\"htmlcontent\":\"Physical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A light shield is generally affixed to the forearm. While a light shield does not fill the hand slot, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property.\\n\\nWhen you succeed on a Strength (Athletics) check to push a creature while wielding a shield with the spiked property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.\"}Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
You’ve practiced fighting while prone, gaining the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain a crawling speed equal to your movement speed.
You no longer have disadvantage on ranged attack rolls against targets within 30 feet.
When you attempt to hide on your turn while prone, you can opt to not move on that turn. If you avoid moving, you are considered lightly obscured. You lose this benefit if you move or stand up, 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. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 3 property. If it already has the vicious property, its vicious number increases to 3.
Type: Engineering
Prerequisites: —
Your ship is equipped with a back up battery, which can give it renewed energy. When your ship is reduced to 0 hit points but not destroyed outright, a deployed mechanic can use their reaction to have it drop to 1 hit point instead. Alternatively, if the ship is making Destruction saving throws, a deployed mechanic can use their action to automatically succeed on a Destruction saving throw.
Once either feature has been used, the power backup can’t be used again until the ship undergoes maintenance.
While wielding a shield with the interlocking property within 5 feet of a friendly creature who is also wielding a shield with the interlocking property, you can both use your reactions to interlock the shields. While interlocked, both creatures gain a bonus to AC equal to the interlocking number. If at any point the creatures are more than 5 feet from each other, the shields immediately de-interlock, and this effect ends.
","img":""} -{"_id":"NjVjYzIxM2MxY2Q1","name":"Bansche Purifier MENAD Pro Mark I","permission":{"default":2},"folder":"ZDIwMzE5YmMzMGU5","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Wristpad Modification
Subtype: Dataport
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you cast a tech power with this wristpad that gives you a bonus to AC or saving throws, you can increase that bonus by +1.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
You are a child of Mandalore. As a member of the most renowned warrior culture in history, your people are known for being strong and hardy. Mandalorian culture is built around the honor and glory that come from victory in battle.
d8 | Mandalorian Clan |
---|---|
1 | Vizsla |
2 | Fett |
3 | Kryze |
4 | Ordo |
5 | Wren |
6 | Lok |
7 | Cadera |
8 | Clanless |
Other Mandalorians know, and will look out for you. If you’re ever in need of a place to stay, or a meal to eat, other Mandalorians will help you as long as your clans aren’t feuding. This could be in the form of shelters, meals, even healing. If the Mandalorians are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Brawny |
2 | Threatening |
3 | Ace Pilot |
4 | Survivalist |
5 | Crafter |
6 | Durable |
7 | Weapon Expert |
8 | Athlete |
Mandalorians are a meritocracy where birthplace, rank, status, and citizenship mean nothing. You are what you do. Mandalorians live by the Resol'nare (the \"Six Actions\"). As a true Mandalorian you should strive to live by this code as much as possible by remaining honorable. Your flaw(s) might consist of any dishonor you've committed, or even being too honorable.
d8 | Personality Trait |
---|---|
1 | I try and bring my culture to outsiders. |
2 | I always put my clan first. |
3 | I follow the Resol'nare to the letter. |
4 | I love a good spar. |
5 | I enjoy traveling the galaxy. |
6 | I keep a small trophy on me to remind me of a past victory. |
7 | I view the force as dishonorable in combat. |
8 | I've seen the horrors of battle and try to prevent it. |
d6 | Ideal |
---|---|
1 | Tradition. I live by my clan's ways, and will continue to do so. (Lawful) |
2 | Power. I strive to be the best warrior, no matter who stands in my way. (Dark) |
3 | Respect. I have earned the respect of many, and I intend to keep it. (Light) |
4 | Freedom. I enjoy having the ability to do whatever I want. (Chaotic) |
5 | Comradery. I'll put everything on the line for those dear to me. (Any) |
6 | Aspiration. I'll succeed in my goals, it just takes time and effort. (Any) |
d6 | Bond |
---|---|
1 | I lost someone dear to me in battle, I will always honor them. |
2 | Honor is everything to me. |
3 | I will lay down my life for those beside me. |
4 | I must keep the traditions of my ancestors alive. |
5 | No matter where I go, Mandalore is my home. |
6 | In death, I will find glory. |
d6 | Flaw |
---|---|
1 | I look down on outsiders. |
2 | I have no respect for anyone who flees. Cowardice is unacceptable. |
3 | I don't see much use in talking, a blaster is all I need to make my point. |
4 | I stick to my traditions no matter what, even at the cost of others. |
5 | I retreated once, and I've regretted it ever since. |
6 | I value a victory regardless of the ethics behind the victory. |
\n Name \n | \n\n Type \n | \n\n Cost \n | \n\n Weight \n | \n\n AC \n | \n\n Stealth \n | \n\n Source \n | \n
\n\n | \n\n Shield \n | \n\n 300 \n | \n\n 6 \n | \n\n 0 \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n Shield \n | \n\n 900 \n | \n\n 18 \n | \n\n 2 \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n Shield \n | \n\n 500 \n | \n\n 36 \n | \n\n 3 \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n Shield \n | \n\n 1250 \n | \n\n 12 \n | \n\n 3 \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n Shield \n | \n\n 50 \n | \n\n 6 \n | \n\n 1 \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n Shield \n | \n\n 125 \n | \n\n 2 \n | \n\n 1 \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n Shield \n | \n\n 150 \n | \n\n 18 \n | \n\n 2 \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n Shield \n | \n\n 375 \n | \n\n 6 \n | \n\n 2 \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n Shield \n | \n\n 2000 \n | \n\n 36 \n | \n\n 3 \n | \n\n - \n | \n\n WH \n | \n
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and disguised properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Starship Ammunition
Cost: 200
Weight: 6 lb
","img":""} -{"_id":"NjY4OTgyZGFhNjEz","name":"Stabilizer Fighting Cell","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":29,"handout-archived":false}},"sort":290000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon’s dexterity number is reduced by two steps (from 19 to 15, 17 to 13, or 15 to 11). If the dexterity number is 13 or lower, this modification removes the dexterity property from it entirely.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 20, which it uses instead of your Dexterity modifier when making attack and damage rolls with it.
Value/Weight: 250 cr, 9 lb.
Armstech’s tools include all of the necessary components to allow you to work raw materials to craft or repair damage to blasters and vibroweapons.
LORE
Your expertise lends you additional insight when examining blasters and vibroweapons.
INVESTIGATION/PERCEPTION
You can spot clues and make deductions that others might overlook when an investigation involves blasters and vibroweapons.
TECHNOLOGY
You can more readily identify an enhanced blaster or vibroweapons properties.
REPAIR WEAPONS
With access to your tools, you can repair a blaster or vibroweapon. For any object, you need access to raw materials required to repair it.
Sample Activities
Activity | DC |
---|---|
Repair a blaster or vibroweapon | 15 |
Sunder a blaster or vibroweapon | 15 |
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 property. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Targeting
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Hyperdrive
Cost: 50000
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 0.5 hyperdrive travels at twice the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"NjZjMTBiOTdhNDQ1","name":"Vehicles","permission":{"default":2},"folder":"YTdiMjAxM2JjZjEy","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Vehicles are more common on civilized planets than animal mounts. Vehicles do not have access to barding and do not require saddles. Vehicles vary greatly based on price, speed, carrying capacity, personnel capacity, and armaments (if any). Below are some base costs for standard types of speeders.
Item | Cost | Speed |
Airspeeder | 14.500 | 750 mph |
Landspeeder | 10.000 | 220 mph |
Speederbike | 6.000 | 300 mph |
You have trained to master the use of light armor, gaining the following benefits:
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus.
Type: Shield
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +2 bonus to Strength, Dexterity, and Constitution saving throws while this shield is installed.
Level: 2
Casting Period: 1 action
Range: Self
Duration: Up to 1 hour
Concentration: Yes
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.
The field has the following effects:
Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the disintegrate property.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
You are skilled at removing and recognizing metals and ores. You gain the following benefits:
martial vibroweapon
\n\t\tValue/Weight: 670 cr, 12 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Reach, Special, Two-Handed
\n\t\tWhen you would make a Strength (Athletics) check to attempt to grapple a creature while wielding a weapon with the grappling property, you can instead make a melee weapon attack with it. If the attack hits, the creature becomes grappled by you, and it takes damage equal to your Strength modifier of the same type as the weapon’s damage.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the light and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Level: 2
Casting Period: 1 action
Range: Touch
Duration: 1 hour
Concentration: —
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.
For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and hidden properties.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: Double property
Attunement: No
Source: EC
As a bonus action, you can activate the attachment. While active, you have a 30-foot flying speed, and whenever you take damage you must make a concentration check as if concentrating on a power. On a failure, you immediately fall to the ground.
Many organizations active in the galaxy aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, mercenaries, cache-holders (people who guard caches of wealth or items for use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.
Skill Proficiencies: Choose two from Deception, Investigation, Lore, and Persuasion
Languages: Two of your choice
Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 150 cr
FEATURE: SAFE HAVEN
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Agents are shaped by their experience in their faction's communities. Their study of the history and tenets of their faction and their relationships to it affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
d8 | Personality Trait |
1 | I idolize a particular hero of my faction, and constantly refer to that person's deeds and example. |
2 | I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. |
3 | I see omens in every event and action. |
4 | Nothing can shake my optimistic attitude. |
5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
6 | I am tolerant (or intolerant) of other factions and respect (or condemn) them. |
7 | I've enjoyed fine food, drink, and high society among my faction's elite. Rough living grates on me. |
8 | I have little practical experience dealing with people in the world. |
d6 | Ideal |
1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
2 | Charity. I always try to help those in need, no matter what the personal cost. (Light) |
3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |
5 | Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Lawful) |
6 | Aspiration. I seek to prove myself worthy of my leader's favor by matching my actions against his or her teachings. (Any) |
d6 | Bond |
1 | I would die to recover an artifact of my faction that was lost long ago. |
2 | I will someday get revenge on the corrupt faction hierarchy who branded me a heretic. |
3 | I owe my life to the faction member who took me in when my parents died. |
4 | Everything I do is for the common people. |
5 | I will do anything to protect the faction where I served. |
6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
d6 | Flaw |
1 | I judge others harshly, and myself even more severely. |
2 | I put too much trust in those who wield power within my faction's hierarchy. |
3 | My piety sometimes leads me to blindly trust those that profess faith in my faction. |
4 | I am inflexible in my thinking. |
5 | I am suspicious of strangers and expect the worst of them. |
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
GM Notes :
Type: Ventures
Prerequisite: At least 1 rank in operator
When you roll a System Disruption die, you can roll the die twice and take either result.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the keen 2 property. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Clothing Modification
Subtype: Weave
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to Constitution and Strength saving throws while wearing this article of clothing.
martial vibroweapon
\n\t\tValue/Weight: 150 cr, 3 lb.
\n\t\tDamage: 1d4 Kinetic
\n\t\tSkin Color | Gray, green, or orange |
Hair Color | None |
Eye Color | Black |
Distinctions | Hive-based, winged semi-insectoids |
Height | 5'5\" | +2d4\" |
Weight | 60 lb. | x(2d4) lb. |
Homeworld | Geonosis |
Language | Geonosian |
Geonosians have a hard chitin exoskeleton that provided protection from physical impacts and bouts of radiation that occasionally shower their world. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. The head of a Geonosian is elongated and large with their skulls ridged on the top and by the side where they have bulbous, thick-lidded eyes. Both are physically strong and covered with bony ridges which protected their arms, legs, and vital organs.
Geonosian society is caste-based with little upward mobility, though some of the lower caste do develop ambition. Workers are conditioned to loathe even the concept of separation from their hive and the system of control. A low-ranking worker’s normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tend to be highly competitive and are eager to prove themselves. They are born with an abnormal level of intelligence, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted freedom. Ultimately, their society exist to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative. They constantly move towards improving their standing and holdings while sumultaneously working to ruin their rivals.
Geonosian names are usually harsh sounding. Lower castes don’t get surnames. Upper caste surnames are familial.
Male Names. Buck, Goshey, Nik, Sozz, Techtu
Female Names. Datte, Kida, Miri, Nare, Tenessi
Surnames. Chak, Hor, Lur, Marpes, Zol
As a Geonosian, you have the following special traits.
Ability Score Increase. You Dexterity score increases by 2, and your Constitution or Intelligence score increases by 1.
Age. Geonosians reach adulthood at 10 and live less than a century.
Alignment. Geonosians’ greedy and self-serving nature causes them to tend toward the dark side, though there are exceptions.
Size. Geonosians typically stand from 5 to 6 feet tall and rarely weigh more than 80 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Crafter. Geonosian culture promotes artisanry. You have proficiency in one set of artisan’s tools of your choice.
Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Geonosian Weaponry. You have proficiency in simple blasters.
Languages. You can speak, read, and write Galactic Basic and Geonosian. The Geonosian language consists of click consonants through use of a Geonosians’ dual mandibles. This makes it difficult for other species to learn to speak it.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and fixed properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Level: 2
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
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.
Overcharge Tech. You can target one additional creature for each slot level above 2nd.
","img":""} -{"_id":"NjgzODI5ZDQ0NDhm","name":"Rocket, plasma","permission":{"default":2},"folder":"NzhkYjg3ZDVjM2Nk","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"Value/Weight: 535 cr, 2 lb.
Damage: 2d6 Kinetic + 2d8 Fire
Weapons: Rocket launcher
Skin Color | Brown, purple, gray, or red |
Hair Color | None |
Eye Color | Blue or yellow |
Distinctions | Arms used as legs and legs used as arms |
Height | 3'2\" | +2d6\" |
Weight | 50 lb. | x(2d4) lb. |
Homeworld | Malastare |
Language | Dug |
Dugs are slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion is their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walk on their lower limbs. Although most Dugs may walk on all four limbs, others like to use their strong arms as legs and their feet as hands like they would normally do.
Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often feel the need to throw around their strength in bids to establish dominance. As a result, they are known for their ill-tempered demeanor, and many are bullying thugs.
On their homeworld of Malastare, the vast majority of Dugs are little more than laborers toiling for the enrichment of the Gran. With the species excluded from much of the power and money on Malastare, many Dugs turn to swoop racing or bounty hunting as their only means to achieve fame and fortune. In all other areas, the Dugs are exploited.
Dug names are often 3 syllables long, mostly through big sounds rather than harsh tones. There are harsher tones in their names as well though, often in the forms of x’s and k’s. Female Dugs have softer names, but no one would call them beautiful. Surnames are usually passed down through family or clan.
Male Names. Bawugri, Gadwouhx, Rorgukwa,
Female Names. Bosix, Grugne, Jiwous, Pragiba,
Surnames. Brundaare, Gninsaidi, Kedwir, Randaine
As a Dug, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Dugs reach adulthood in their early teens and live an average of 75 years. Their violent nature often leads to violent ends.
Alignment. Dugs’ angry nature causes them to tend toward the dark side, though there are exceptions.
Size. Dugs typically stand between 3 and 4 feet tall. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Courageous. You have advantage on saving throws against being frightened.
Fisticuffs. 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.
Fury of the Small. When you damage a creature with an attack or a power and the creature’s size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Menacing. You have proficiency in the Intimidation skill.
Strong and Small. You have a climbing speed of 25 feet.
Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
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 Dug.
Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines.
Skill Proficiencies: Choose two from Athletics, Investigation, Nature, and Survival
Tool Proficiencies: Your choice demolitions kit, security kit, or slicer's kit
Languages: One of your choice
Equipment: 50 feet of fibercord cable, a small knife, a trophy, a set of traveler's clothes, and a belt pouch containing 100 cr.
FEATURE: GUILD MEMBERSHIP
You are an established and respected member of an adventurer’s guild, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer’s guild and you are in good standing with the guild, you will be allowed to look at the job postings and find adventuring work to earn money.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. You must pay dues of 50 cr per month to the guild. Your dues must be current to remain in the guild’s good graces.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Adventurers are well adjusted to life on the road. They are often comfortable doing dangerous things like dungeoneering and fighting and can stay level-headed in the face of danger, but they may not be so well adapted to other parts of life.
d8 | Personality Trait |
1 | I can't bring myself to ignore a cry for help. |
2 | I hold onto every mildly interesting item I find, in case it comes in handy someday. |
3 | After all the weirdness I've seen on my travels, nothing can surprise me. |
4 | I spit and laugh in the face of danger. |
5 | Giving up is never an option for me. |
6 | I feel more at home in monster-infested dungeons than in civilized society. |
7 | I fill silence with wacky stories about my past misadventures, which may or may not be exaggerated. |
8 | My sense of humor is as dark and grim as the dungeons I explore. |
d6 | Ideal |
1 | Adventure. All I want is to travel the world and see amazing things. (Any) |
2 | Heroism. I am dedicated to helping people in need. (Light) |
3 | Order. I use my power to save the world from the forces of destruction and chaos. (Lawful) |
4 | Excitement. An ordinary life is boring, I'd rather travel around and find trouble. (Chaotic) |
5 | Power. The more powerful enemies I defeat, the stronger I become. (Neutral) |
6 | Aspiration. I want to go down in history as a brave, powerful hero. (Any) |
d6 | Bond |
1 | I carry with me a strange artifact that I found in a dungeon, but I don't know what it's for. |
2 | My adventuring party means the world to me. |
3 | I have sworn to hunt down the monster or villain who killed my former adventuring party. |
4 | I adventure in order to bring honor (or money) to my family. |
5 | There is a faraway place I've always wanted to visit, and I won't stop until I make it there. |
6 | All I want is to make the ones who trained me in the way of adventuring proud. |
d6 | Flaw |
1 | I default to solving problems with violence even when it's unwise or immoral. |
2 | I expect to be lavished with praise whenever I do my job, and I get mad when no one acknowledges me. |
3 | All members of \"Dark\" species must be Dark, so I will never trust them. |
4 | Waiting around makes me antsy. I'd rather do something stupid than do nothing at all. |
5 | My habit of looting dungeons makes me swipe things I shouldn't. |
6 | A monstrous enemy I faced in the past still leaves me quivering with fear. |
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces a hand.
As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it.
Side Effect: This hand can no longer wield items that weigh more than 5 lbs.
This unique hand replacement is a favored option for those looking into places they aren’t welcome.
","img":""} -{"_id":"Njk1Mjg0ZDEzYzAw","name":"Champion Evasive Plating","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 2 property. If it already has the avoidant property, its avoidant number increases by 2, to a maximum of 3.
Your use of intense, raw emotion has improved your ability to harness the dark side of the Force. You gain the following benefits:
Type: Droid Customization
Subtype: Protocol
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
While you are interfaced via the tracker droid interface tech power, when your handler makes a Wisdom (Survival) check to track a target, and you are also tracking that target, your handler gains advantage on the check. If they already have advantage, they can instead reroll one of the dice once.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 17 Dexterity saving throw, taking 3d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
Level: 3
Casting Period: 1 action
Range: Self (30-foot radius)
Duration: Up to 1 minute
Concentration: Yes
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.
Skin Color | White to light gray |
Hair Color | Typically white but varies based on mood |
Eye Color | Typically blue, brown, or green |
Distinctions | Lagomorph, nimble, resilient |
Height | 2'11\" | +2d4\" |
Weight | 35 lb. | x1 lb. |
Homeworld | Kushibah |
Language | Kushiban |
Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.
While Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way.
Kushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don’t live long in solitude or captivity.
Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.
Kushiban names are a single word combining both their first and familial names.
Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur
Female Names. Asani, Pritsi, Sibble, Mirax
As a Kushiban, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Kushibans reach adulthood at 13 and live less than a century.
Alignment. Kushibans’ playful nature causes them to tend toward chaotic light side, though there are exceptions.
Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
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.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Stealthy. You are proficient in the Stealth skill.
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 Kushiban. Kushiban has a bubbly, joyful tone to it.
Value/Weight: 200 cr, 2 lb.
A bipod is a device mounted to a two-handed blaster weapon to offer increased stability while prone. As an action, you can deploy or collapse the bipod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property while you are prone, and your speed is reduced to 0.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in consular
Attunement: No
Source: WH
When you roll initiative and have no uses of your Force Shield left, you regain one use.
martial vibroweapon
\n\t\tValue/Weight: 350 cr, 4 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Defensive 1, Light
\n\t\tsimple vibroweapon
Value/Weight: 60 cr, 2 lb.
Damage: 1d6 Kinetic
Type: None
Subtype: —
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
This blueprint contains information regarding the raw and rare materials, tools, and steps required to craft an item of legendary rarity. Over the course of 1 hour, which can be done during a short rest, a character can attempt to learn the blueprint. If they do so, they must make a DC 26 Intelligence check with the appropriate tools. On a success, the blueprint for the item is learned. On a failure, the blueprint is not learned, and the character must wait 24 hours before they can try again.
Blueprints contain the secrets of how to craft items of a more complex nature.
","img":""} -{"_id":"NjljY2Q5NWQ2OTQz","name":"Electrohammer","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 1400 cr, 18 lb.
\n\t\tDamage: 2d4 Kinetic
Properties: Heavy, Shocking 13, Two-Handed
\n\t\tLevel: 7
Casting Period: 1 action
Range: 100 feet
Duration: 1 hour
Concentration: —
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.
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.
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.
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.
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.
This power can’t be dispelled.
","img":""} -{"_id":"NmE1OTRjZDg2YzA2","name":"Field rations","permission":{"default":2},"folder":"OWI3ODU2ZTI1Nzc5","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Value/Weight: 5 cr, 1 lb.
Field rations for one day. They consist of foods suitable for extended travel.
The Cyclone Approach empowers the berserker’s ability to fight with weapons in each hand. Followers of this approach learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.
When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.
Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.
At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.
Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.
At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
","img":""} -{"_id":"NmE3ZDEzOWY3MmE3","name":"Superior Ship Armor","permission":{"default":2},"folder":"YzQ1MWYwMWFiZTdm","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Armor
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Your ship has a +3 bonus to AC while this armor is installed.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack and damage rolls made with this cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 19 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and has its speed reduced by 5 feet until the end of its next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and hidden properties.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Those fighters who choose to become Demolitions Specialists are experts in using explosives in combat. They have an explosive for every situation, whether it be breaching a fortified bunker, taking down a walker, or simply demonstrating that in combat, standing too close to your squadmates can be fatal.
When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.
Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.
Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creat-ure within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier + any bonuses to ranged weapon attack rolls). A creature takes 2d4 + your Intelligence modifier kin-etic damage on a failed save, or half as much on a successful one.
The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.
Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.
At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.
Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.
At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.
","img":""} -{"_id":"NmFkYzk1NDAyZjE5","name":"Capacity Boost","permission":{"default":2},"folder":"YWQyYThlMWZmN2Ri","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 2
Casting Period: 1 bonus action
Range: Touch
Duration: Up to 1 minute
Concentration: Yes
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 loaded with the power cell.
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.
","img":""} -{"_id":"NmI1NDdjMDk1YzJk","name":"Disruptor rifle","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 7000 cr, 12 lb.
\n\t\tDamage: 1d10 Acid
Properties: Ammunition (range 100/400), Disintegrate, Reload 1, Strength 11, Two-Handed
\n\t\tA weapon that has the rapid property can make a normal single-target attack, or it can unload on a single target. The target must make a Dexterity saving throw (DC = 8 + your bonus to ranged weapon attacks). On a failed save, the creature takes normal weapon damage, plus an additional amount equal to the weapon’s damage die. This consumes an amount of ammunition indicated by the rapid number. If the ranged weapon attack would have disadvantage, the target instead has advantage.
","img":""} -{"_id":"NmI4YzhlNTU0NTA4","name":"Mine, Flash (Major)","permission":{"default":2},"folder":"NGNlNjMyMWM5Nzlk","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 17 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You can now integrate a single simple or martial blaster into your droid chassis. Over the course of a short or long rest, you can insert and integrate this blaster into your frame. As a bonus action, you can open or close a small hatch located somewhere on your droid body, permitting you to wield and fire the weapon normally when you want to attack with it. While the hatch is open, your hands are not considered occupied by this blaster. All other rules and conditions apply normally as if you were wielding this blaster in either one or two hands (your choice).
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 1100 cr, 3 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Defensive 1, Disguised, Returning, Thrown (range 30/90)
\n\t\tType: Vibroweapon Modification
Subtype: Oscillator
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the shocking 13 property. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.
Level: 3
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"NmM2M2RjYjY4YzZh","name":"List of Operative Archetypes","permission":{"default":2},"folder":"ODNjNDRlNThjMWM3","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Name | Source |
EC | |
EC | |
EC | |
PHB | |
PHB | |
EC | |
EC | |
EC | |
EC | |
EC | |
PHB |
simple blaster
\n\t\tValue/Weight: 500 cr, 14 lb.
\n\t\tDamage: 1d10 Kinetic
Properties: Ammunition (range 100/400), Reload 2, SIlent, Strength 11, Two-Handed
\n\t\tValue/Weight: 1000 cr, 5 lb.
Flight suits, or jumpsuits, are a type of outfit worn by pilots. They are worn in conjunction with flight helmets. They come in a variety of different colors and provide life support, and protect from hostile environments.
You become stronger, gaining the following benefits:
martial blaster
\n\t\tValue/Weight: 800 cr, 10 lb.
\n\t\tDamage: 1d8 Sonic
Properties: Ammunition (range 100/400), Reload 12, Two-Handed
\n\t\tType: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
martial blaster
\n\t\tValue/Weight: 3000 cr, 36 lb.
\n\t\tDamage: 1d12 Energy
Properties: Ammunition (range 100/400), Auto, Burst 2, Reload 4, Strength 15, Two-Handed
\n\t\tType: Focus
Subtype: Tech
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable wristpad chassis comes with vacant modification slots for processor, motherboard, dataport, and storage modifications, as well as two augment slots. It can house modifications of artifact rarity or lower.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You have a +2 bonus to attack and damage rolls made with this power cell. This bonus is in addition to any bonuses granted by the weapon. Once the power cell is depleted, it no longer gives a bonus.
Level: 8
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 hour
Concentration: Yes
Prerequisite: Dominate Mind
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic 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,” “Run over there,” or “Fetch that object.” If the creature 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 creature 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.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.
Force Potency. When you cast this power with a 9th-level force slot, the duration is concentration, up to 8 hours.
","img":""} -{"_id":"NmNiNWNkYmMzZDg3","name":"Feedback Shield","permission":{"default":0},"folder":"NzdmM2U0MTNhY2Nj","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Engineering
Prerequisites: —
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 deployed mechanic 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.Once this feature has been used, it can’t be used again until the start of the deployed mechanic’s next turn.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 17 Dexterity saving throw, taking 3d6 kinetic damage on a failed save or half as much on a successful one.
Type: Armor
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You have a +1 bonus to AC while wearing this armor.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the burst property, with a burst number equal to one-half its reload number (rounded up). If it already has the burst property, the burst number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
martial lightweapon
Value/Weight: 5500 cr, 13 lb.
Damage: 2d4 Energy
Properties: Dexterity 15, Double (2d4 kinetic), Heavy, Reach, Two-Handed
martial blaster
\n\t\tValue/Weight: 400 cr, 16 lb.
\n\t\tDamage: 2d4 Kinetic
Properties: Ammunition (range 30/120), Burst 4, Reload 12, Strength 13, Two-Handed
\n\t\tThis weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
A shield with the versatile property can be used with one or two hands. While wielded in two hands, you gain an additional bonus to AC equal to the versatile number.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
There are two major changes in this section:
Forcecasting uses Wisdom/Charisma and Force Points, which regenerate on a long rest.
Techcasting uses Intelligence and Tech Points, which regenerate on a short rest.
While a character can have both force- and tech-casting, they are kept completely separate.
Name | Level | Force Alignment | Casting Period | Range | Duration | Concentration | Prerequisite |
At-will | Universal | 1 action | 30 feet | Up to 1 minute | Concentration | - | |
At-will | Universal | 1 action | Self (5-foot sphere) | Instantaneous | - | - | |
At-will | Dark | 1 action | 30 feet | Up to 1 minute | Concentration | - | |
At-will | Dark | 1 action | 60 feet | Instantaneous | - | - | |
At-will | Dark | 1 action | 60 feet | Instantaneous | - | - | |
At-will | Universal | 1 action | 30 feet | Instantaneous | - | - | |
At-will | Universal | 1 action | 60 feet | Instantaneous | - | - | |
At-will | Light | 1 action | Varies | 1 round | - | - | |
At-will | Light | 1 action | Touch | Instantaneous | - | - | |
At-will | Light | 1 action | Touch | Up to 1 minute | Concentration | - | |
At-will | Dark | 1 action | Varies | 1 round | - | - | |
At-will | Universal | 1 action | 30 feet | Up to 1 minute | Concentration | - | |
At-will | Dark | 1 action | Varies | 1 round | - | - | |
At-will | Dark | 1 action | Varies | 1 round | - | - | |
At-will | Universal | 1 action | Touch | Up to 1 minute | Concentration | - | |
At-will | Universal | 1 reaction, which you take in response to being hit by a ranged attack | Self | Instantaneous | - | - | |
At-will | Universal | 1 action | 30 feet | Instantaneous | - | - | |
At-will | Universal | 1 action | Self | Instantaneous | - | - | |
At-will | Dark | 1 action | 120 feet | Instantaneous | - | - | |
At-will | Dark | 1 action | 15 feet | 1 hour | - | - | |
At-will | Universal | 1 action | Varies | 1 round | - | - | |
At-will | Light | 1 action | Touch | Instantaneous | - | - | |
At-will | Light | 1 action | 120 feet | Instantaneous | - | - | |
1 | Universal | 1 action | Self | 8 hours | - | - | |
1 | Light | 1 action | 30 feet | 24 hours | - | - | |
1 | Universal | 1 action | Self | 10 minutes | - | - | |
1 | Universal | 1 action | Touch | 1 hour | - | - | |
1 | Light | 1 action | 90 feet | 1 minute | - | - | |
1 | Dark | 1 action | 30 feet | Up to 1 minute | Concentration | Denounce | |
1 | Dark | 1 action | Self (10-foot radius) | Instantaneous | - | - | |
1 | Universal | 1 reaction, which you take when you take cold, energy, fire, ion, lightning, or sonic damage | Self | 1 round | - | Saber Ward | |
1 | Dark | 1 action | 60 feet | Up to 1 minute | Concentration | - | |
1 | Universal | 1 action | Self | 1 hour | - | - | |
1 | Universal | 1 action | Self | Instantaneous | - | - | |
1 | Universal | 1 action | Self | 1 hour | - | Mind Trick | |
1 | Universal | 1 action | 60 feet | Instantaneous | - | Force Push/Pull | |
1 | Light | 1 action | Touch | Instantaneous | - | - | |
1 | Light | 1 action | Touch | Up to 1 minute | Concentration | - | |
1 | Dark | 1 bonus action | 90 feet | Up to 1 hour | Concentration | - | |
1 | Dark | 1 action | 60 feet | Instantaneous | - | Feedback | |
1 | Universal | 1 bonus action | Self | Up to 1 minute | Concentration | - | |
1 | Light | 1 action | 120 feet | Instantaneous | - | - | |
1 | Light | 1 bonus action | 30 feet | 1 minute | - | - | |
1 | Dark | 1 action | Touch | Instantaneous | - | - | |
1 | Universal | 1 action | Self | Up to 10 minutes | Concentration | - | |
1 | Universal | 1 action | Self | Up to 10 minutes | Concentration | - | |
1 | Universal | 1 reaction, which you take when you or a creature within 60 feet of you falls | 60 feet | 1 minute | - | - | |
1 | Universal | 1 action | 10 feet | Instantaneous | - | Burst | |
1 | Light | 1 action | 30 feet | Up to 1 minute | Concentration | Guidance | |
1 | Dark | 1 action | 60 feet | Instantaneous | - | - | |
2 | Dark | 1 action | 30 feet | Up to 1 minute | Concentration | Slow | |
2 | Universal | 1 bonus action | 60 feet | 1 minute | - | Force Disarm | |
2 | Universal | 1 action | Self (5-foot radius) | Up to 1 minute | Concentration | - | |
2 | Light | 1 action | 60 feet | Up to 1 minute | Concentration | - | |
2 | Universal | 1 action | 30 feet | Up to 8 hours | Concentration | Affect Mind | |
2 | Universal | 1 bonus action | Self | Instantaneous | - | - | |
2 | Dark | 1 bonus action | Self | Up to 1 minute | Concentration | - | |
2 | Dark | 1 action | 60 feet | Up to 10 minutes | Concentration | - | |
2 | Dark | 1 action | 60 feet | Up to 1 minute | Concentration | Sap Vitality | |
2 | Light | 1 action | 30 feet | 8 hours | - | - | |
2 | Light | 1 action | 30 feet | 1 minute | - | - | |
2 | Universal | 1 action | Self | Up to 1 hour | Concentration | - | |
2 | Universal | 1 action | 120 feet | Up to 1 minute | Concentration | - | |
2 | Light | 1 action | Touch | Up to 1 hour | Concentration | Guidance | |
2 | Universal | 1 action | Self | Up to 10 minutes | Concentration | Sense Force | |
2 | Universal | 1 action | 90 feet | Instantaneous | - | Force Push/Pull | |
2 | Dark | 1 action | 60 feet | Up to 1 minute | Concentration | - | |
2 | Universal | 1 action | Self | Up to 1 minute | Concentration | - | |
2 | Dark | 1 action | 60 feet | Up to 1 hour | Concentration | - | |
2 | Universal | 1 bonus action | Self | Instantaneous | - | - | |
2 | Universal | 1 bonus action | 30 feet | Instantaneous | - | - | |
2 | Light | 1 action | Touch | Instantaneous | - | - | |
2 | Light | 1 action | 60 feet | Up to 1 minute | Concentration | - | |
2 | Light | 1 action | 60 feet | Up to 1 minute | Concentration | - | |
3 | Light | 1 action | Self (30-foot radius) | Up to 1 minute | Concentration | Valor | |
3 | Light | 1 action | 30 feet | Up to 1 minute | Concentration | Heroism | |
3 | Dark | 1 action | Touch | Up to 1 minute | Concentration | Curse | |
3 | Dark | 1 action | 60 feet | Instantaneous | - | - | |
3 | Universal | 1 action | 120 feet | Instantaneous | - | Tremor | |
3 | Dark | 1 action | Self (15-foot radius) | Up to 1 minute | Concentration | Darkness | |
3 | Dark | 1 action | Self (100-foot line) | Instantaneous | - | Shock | |
3 | Universal | 1 action | Self (20-foot radius) | Instantaneous | - | - | |
3 | Dark | 1 action | Self (15-foot radius) | Instantaneous | - | - | |
3 | Universal | 1 action | 120 feet | Instantaneous | - | - | |
3 | Light | 1 action | 30 feet | 10 minutes | - | - | |
3 | Dark | 1 action | Self (30-foot cone) | Up to 1 minute | Concentration | Fear | |
3 | Dark | 1 action | 150 feet | Up to 1 minute | Concentration | Dark Side Tendrils | |
3 | Universal | 1 action | 30 feet | Up to 1 minute | Concentration | Burst of Speed | |
3 | Dark | 1 action | 30 feet | Up to 1 minute | Concentration | Affliction | |
3 | Light | 1 action or 8 hours | 150 feet | Instantaneous | - | - | |
3 | Light | 1 action | Touch | Instantaneous | - | - | |
3 | Universal | 1 reaction | 60 feet | Instantaneous | - | - | |
3 | Light | 1 action | 30 feet | Instantaneous | - | Give Life | |
3 | Light | 1 action | Self (15-foot radius) | Up to 1 minute | Concentration | Turbulence | |
4 | Light | 1 action | Self (30-foot radius) | Up to 10 minutes | Concentration | Restoration | |
4 | Light | 1 action | 90 feet (15-foot cube) | Up to 1 minute | Concentration | Stun Droid | |
4 | Dark | 1 action | 60 feet | Up to 1 minute | Concentration | - | |
4 | Dark | 1 action | 60 feet | Instantaneous | - | Drain Vitality | |
4 | Universal | 1 action | Self | Up to 1 minute | Concentration | - | |
4 | Universal | 1 action | Touch | 1 hour | - | - | |
4 | Light | 1 bonus action | 30 feet | Up to 1 minute | Concentration | Plant Surge | |
4 | Dark | 1 action | 120 feet | Up to 1 minute | Concentration | Hallucination | |
4 | Universal | 1 action | Touch | Up to 1 minute | Concentration | Force Camouflage | |
4 | Universal | 1 action | Self | Up to 1 minute | Concentration | Locate Object | |
4 | Universal | 1 action | 60 feet | Up to 1 minute | Concentration | Force Confusion | |
4 | Dark | 1 action | Self | 10 minutes | - | Shock | |
4 | Dark | 1 action | Self | Up to 1 minute | Concentration | Darkness | |
5 | Dark | 1 action | 60 feet | Up to 1 minute | Concentration | Dominate Beast | |
5 | Universal | 1 action | 120 feet (20-foot cube) | Instantaneous | - | - | |
5 | Dark | 1 action | 120 feet | Instantaneous | - | Improved Feedback | |
5 | Universal | 1 action | Self (15-foot radius) | Up to 1 minute | Concentration | Battle Meditation | |
5 | Light | 10 minutes | 30 feet | Instantaneous | - | Force Barrier | |
5 | Dark | 1 action | Self (30-foot radius) | Instantaneous | - | Force Scream | |
5 | Light | 1 action | 60 feet | Instantaneous | - | Heal | |
5 | Universal | 1 action | 30 feet | Instantaneous | - | Phasestrike | |
5 | Universal | 1 bonus action | Self | Up to 1 minute | Concentration | Phasewalk | |
5 | Light | 1 action | Touch | Instantaneous | - | Restoration | |
5 | Dark | 1 action | Self (30-foot sphere) | Up to 1 minute | Concentration | Horror | |
5 | Universal | 1 action | 120 feet | Up to 1 minute | Concentration | Animate Weapon | |
5 | Light | 1 minute | Touch | Instantaneous | - | Spare the Dying | |
5 | Dark | 1 action | 60 feet | Up to 1 minute | Concentration | Drain Life | |
5 | Light | 1 action | Touch | Up to 1 hour | Concentration | - | |
5 | Light | 1 action | 90 feet | Up to 1 minute | Concentration | Stun | |
5 | Universal | 1 action | 90 feet | Up to 10 minutes | Concentration | Force Throw | |
6 | Dark | 1 action | 60 feet | Instantaneous | - | Choke | |
6 | Universal | 1 action | 120 feet | Instantaneous | - | Convulsion | |
6 | Dark | 1 action | 150 feet | Instantaneous | - | Force Lightning | |
6 | Light | 1 action | 60 feet | Instantaneous | - | Improved Heal | |
6 | Universal | 1 action | Self (15-foot radius) | Up to 1 minute | Concentration | Force Immunity | |
6 | Universal | 1 action | 60 feet | 24 hours | - | Coerce Mind | |
6 | Dark | 1 action | Self | Up to 10 minutes | Concentration | - | |
6 | Dark | 1 action | Self | Up to 1 minute | Concentration | Plague | |
6 | Light | 1 action | Self (60-foot line) | Up to 1 minute | Concentration | Telekinetic Storm | |
6 | Universal | 1 action | Self | 1 hour | - | Force Sight | |
6 | Light | 1 action | 90 feet | Up to 10 minutes | Concentration | - | |
6 | Dark | 1 action | 60 feet | Instantaneous | - | Plague | |
7 | Light | 1 action | 120 feet (30-foot cube) | Up to 1 minute | Concentration | Disable Droid | |
7 | Dark | 1 action | Self (60-foot cone) | Instantaneous | - | Force Chain Lightning | |
7 | Light | 1 minute | Touch | 1 hour | - | - | |
7 | Universal | 1 action | Self | Up to 1 day | Concentration | - | |
7 | Light | 10 minutes | Touch | Instantaneous | - | Revitalize | |
7 | Universal | 1 action | 30 feet | Up to 1 minute | Concentration | Knight Speed | |
7 | Dark | 1 action | 60 feet | Instantaneous | - | Wound | |
7 | Universal | 1 action | 300 feet | Up to 1 minute | Concentration | - | |
8 | Dark | 1 action | 90 feet (30-foot cube) | Instantaneous | - | Siphon Life | |
8 | Dark | 1 action | 60 feet | Up to 1 hour | Concentration | Dominate Mind | |
8 | Universal | 1 action | 500 feet | Up to 1 minute | Concentration | Eruption | |
8 | Universal | 1 action | Unlimited | 24 hours | - | - | |
8 | Dark | 1 action | 150 feet | Up to 10 minutes | Concentration | Shroud of Darkness | |
8 | Light | 1 action | Self | Up to 1 minute | Concentration | Improved Force Barrier | |
8 | Universal | 1 action | Self (10-foot-radius sphere) | Up to 1 hour | Concentration | Improved Force Immunity | |
8 | Dark | 1 action | Self (60-foot radius) | Instantaneous | - | Improved Force Scream | |
8 | Universal | 1 action | Touch | 24 hours | - | Mind Trap | |
8 | Light | 1 action | 120 feet (30-foot cube) | Up to 1 minute | Concentration | Stasis | |
8 | Light | 1 action | 150 feet | Instantaneous | - | Telekinetic Burst | |
9 | Dark | 1 action | 150 feet (60-foot cylinder) | Up to 1 minute | Concentration | Force Lightning Cone | |
9 | Dark | 1 action | 60 feet | Instantaneous | - | Ruin | |
9 | Dark | 1 action | 120 feet | Up to 1 minute | Concentration | Hysteria | |
9 | Universal | 1 action | Self (30-foot radius) | Up to 1 minute | Concentration | Improved Battle Meditation | |
9 | Dark | 1 action | 90 feet | Instantaneous | - | Greater Feedback | |
9 | Light | 1 action | Touch | Instantaneous | - | Greater Heal | |
9 | Light | 1 hour | Touch | Instantaneous | - | Improved Revitalize | |
9 | Universal | 1 minute | Self | 8 hours | - | Danger Sense |
Type: Droid Customization
Subtype: Part
Rarity: Advanced
Prerequisite: Proficiency with heavy armor
Attunement: No
Source: WH
Your base AC becomes 20.
Originally used on starship hulls, durasteel is the most cost-effective way to prevent the destruction of your droids.
Value/Weight: 350 cr, 2 lb.
Damage: 1d8 Fire
Weapons: Wrist Launcher
When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Dexterity saving throw, taking 1d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
","img":""} -{"_id":"NmQyZjI2Zjc3ODQy","name":"Flux collimator","permission":{"default":2},"folder":"NzhkYjg3ZDVjM2Nk","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Value/Weight: 180 cr, 1 lb.
Damage: +1
Weapons: Simple and Martial Lightweapons
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
","img":""} -{"_id":"NmRiN2RhNzJkY2E1","name":"Moderately Armored","permission":{"default":2},"folder":"MWUwZGVlNzkxN2Zk","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"You have trained to master the use of medium armor, gaining the following benefits:
You can take this feat twice.
","img":""} -{"_id":"NmU0MjkxNjI2MGZl","name":"Machinist's Reflex Inlay Mark II","permission":{"default":2},"folder":"NGEyYWJkODQxMWY2","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Clothing Modification
Subtype: Inlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to Dexterity and Intelligence saving throws while wearing this article of clothing. Additionally, you gain a +1 bonus to damage rolls with tech powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to two of them.
Level: 5
Casting Period: 1 action
Range: Self
Duration: Up to 1 hour
Concentration: Yes
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.
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.
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.
","img":""} -{"_id":"NmU2Y2FlZjc3NjMy","name":"Engineering Modifications List","permission":{"default":0},"folder":"NGI5ZWY1ZjZiMjNk","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"\n Name \n | \n\n Type \n | \n\n Prerequisites \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n Tier 2, Shock Absorbers \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n Ship size Medium or larger \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n Tier 2, Countermeasures \n | \n
\n\n | \n\n Engineering \n | \n\n Tier 1 \n | \n
\n\n | \n\n Engineering \n | \n\n Tier 3 \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n - \n | \n
\n\n | \n\n Engineering \n | \n\n Tier 2 \n | \n
\n\n | \n\n Engineering \n | \n\n Ship size Medium or larger \n | \n
\n\n | \n\n Engineering \n | \n\n Tier 4, Boarding Harpoon \n | \n
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Level: 5
Force Alignment: Universal
Casting Period: 1 action
Range: 120 feet (20-foot cube)
Duration: Instantaneous
Concentration: —
Prerequisite: Force Confusion
Choose a spot within range. All force powers of 5th level or lower in the area end. For each force power of 6th level or higher in the area, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a successful check, the force power ends.
Force Potency. When you cast this power using a force slot of 6th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.
","img":""} -{"_id":"NmVhNzBhMjFiYWE4","name":"Improved Tunic Chassis","permission":{"default":2},"folder":"ZWQ4YzljOTVhYjA5","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Body
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as one augment slot. It can house modifications of prototype rarity or lower.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Premium
Prerequisite: Intelligence 13
Attunement: No
Source: WH
This augmentation replaces your eyes.
You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.
Side Effect: While active and in bright light, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
","img":""} -{"_id":"NmVjODA0MDNmZDNh","name":"Autotargeting Dire Interface","permission":{"default":2},"folder":"Mjk3ZTEwNTYyMDJm","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
You know how best to hide. You gain the following benefits:
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When you cast a force power or use a class feature that requires a melee weapon attack, you can spend 1 force point to change the weapon’s damage type to lightning and deal an additional 1d8 lightning damage.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you deal an additional 1d8 acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item).
You’ve trained relentless to lead your allies on the field of battle, gaining the following benefits:
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
You know the secret patterns and flows to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Silver-Tongued |
2 | Empathic |
3 | Quick-Fingered |
4 | Stealthy |
5 | Master of Disguise |
6 | Bypasser |
7 | Alert |
8 | Athlete |
Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life; and maybe get some payback on all the rich people who treated them badly.
d8 | Personality Trait |
---|---|
1 | I hide scraps of food and trinkets away in my pockets. |
2 | I ask a lot of questions. |
3 | I like to squeeze into small places where no one else can get to me. |
4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. |
5 | I eat like a pig and have bad manners. |
6 | I think anyone who's nice to me is hiding Dark intent. |
7 | I don't like to bathe. |
8 | I bluntly say what other people are hinting at or hiding. |
d6 | Ideal |
---|---|
1 | Respect. All people, rich or poor, deserve respect. (Light) |
2 | Community. We have to take care of each other, because no one else is going to do it. (Lawful) |
3 | Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) |
4 | Retribution. The rich need to be shown what life and death are like in the gutters. (Dark) |
5 | People. I help the people who help me: that's what keeps us alive. (Neutral) |
6 | Aspiration. I'm going to prove that I'm worthy of a better life. (Any) |
d6 | Bond |
---|---|
1 | My town or city is my home, and I'll fight to defend it. |
2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. |
3 | I owe my survival to another urchin who taught me to live on the streets. |
4 | I owe a debt I can never repay to the person who took pity on me. |
5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. |
6 | No one else should have to endure the hardships I've been through. |
d6 | Flaw |
---|---|
1 | If I'm outnumbered, I will run away from a fight. |
2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. |
3 | I will never fully trust anyone other than myself. |
4 | I'd rather kill someone in their sleep then fight fair. |
5 | It's not stealing if I need it more than someone else. |
6 | People who can't take care of themselves get what they deserve. |
There may come a time when a sentinel finds themselves stranded, hunted, or in any situation where they must hide their nature as a force wielder. Those sentinels who follow the Path of the Corsair make use of alternative weaponry not commonly associated with force-wielders to great effect.
Starting when you choose this calling at 3rd level, you learn the force disarm force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.
Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. If that weapon is a blaster, you can use it to make Kinetic Combat attacks as long as the target of the attack is within the weapon’s normal range.
Additionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.
At 7th level, you learn to infuse a number of small detonators with the Force. Over the course of a short or long rest, you can create a number of detonators equal to your Wisdom or Charisma modifier (your choice, minimum of one). Your detonators can only be used by you, and they lose their potency at the end of your next short or long rest.
As a bonus action on each of your turns, you can throw one of your detonators at a point within range. Your detonators have a range equal to 30 feet + your Wisdom or Charisma modifier x 5. Make a universal ranged force attack. On a hit, the detonator adheres to the target, and if the target is a Large or smaller creature, it is pushed back 5 feet. On a miss, it falls to the ground. Hit or miss, the detonator then explodes. The target and each creature within 5 feet must make a Dexterity saving throw against your universal force save DC. If the detonator adhered to a target, the creature has disadvantage on the saving throw. A creature takes force damage equal to your Kinetic Combat Damage Die + your Wisdom or Charisma modifier (your choice) on a failed save, or half as much on a successful one.
By 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage equal to your Kinetic Combat Damage Die. The damage type is force, lightning, necrotic, or psychic (your choice).
At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: affliction, force blind/deafen, stun, or stun droid. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.
","img":""} -{"_id":"NmZhYzBmNzgzODA2","name":"Impervious Plating Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Your Strength score increases by 1, and your maximum for this score increases by 1.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 property. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Droid Customization
Subtype: Part
Rarity: Premium
Prerequisite: Class II Droid
Attunement: No
Source: WH
You have a small integrated droid shock arm with which you can make unarmed strikes. You have proficiency in this shock arm, which is a vibroweapon with the reach property and deals 1d6 lightning damage on a hit. You can use your choice of Strength or Intelligence for the attack and damage rolls. You must use the same modifier for both rolls.
This small robotic appendage has a fork-like prod from that can release a substantial electrical discharge.
","img":""} -{"_id":"NzE1YmM1NjhhOWE2","name":"Exceptional Nagai Edge","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Edge
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you have advantage on an attack roll you make with this weapon, get the same result on both dice rolls, and hit, you deal three additional weapon dice worth of damage.
You master the blaster pistol, heavy pistol, hold out, ion blaster, light pistol, and wrist launcher. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 15 Dexterity saving throw, taking 4d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Type: Blaster Modification
Subtype: Core
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the auto property.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 3 property. If it already has the keen property, its keen number increases to 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When you score a critical hit with this weapon, you deal two additional weapon dice worth of damage.
Type: Ventures
Prerequisite: Rank 3
You adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options options, detailed above. You can select this venture multiple times. You can’t take a Gunning Style option more than once, even if you later get to choose again.
There are two major changes in this section:
Forcecasting uses Wisdom/Charisma and Force Points, which regenerate on a long rest.
Techcasting uses Intelligence and Tech Points, which regenerate on a short rest.
While a character can have both force- and tech-casting, they are kept completely separate.
Name | Level | Casting Period | Range | Duration | Concentration |
At-will | 1 action | 60 feet | Instantaneous | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | 30 feet | Instantaneous | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | 60 feet | Instantaneous | - | |
At-will | 1 action | Self (5-foot sphere) | Instantaneous | - | |
At-will | 1 action | Touch | Instantaneous | - | |
At-will | 1 action | 120 feet | 1 round | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | 30 feet | Instantaneous | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | Self (30-foot sphere) | 10 minutes | - | |
At-will | 1 action | Touch | 1 hour | - | |
At-will | 1 minute | Touch | Instantaneous | - | |
At-will | 1 action | 10 feet | Up to 1 hour | - | |
At-will | 1 action | 120 feet | Up to 1 minute | Concentration | |
At-will | 1 action | 60 feet | Instantaneous | - | |
At-will | 1 action | 10 feet | Instantaneous | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | Varies | 1 round | - | |
At-will | 1 action | Touch | Up to 1 minute | Concentration | |
At-will | 1 action | Varies | Instantaneous | - | |
At-will | 1 action | Varies | Instantaneous | - | |
At-will | 1 action | Self | 1 round | - | |
At-will | 1 action | Varies | 1 round | - | |
1 | 1 reaction, which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage | Self | 1 round | - | |
1 | 1 minute | 30 feet | 8 hours | - | |
1 | 1 minute | Touch | Instantaneous | - | |
1 | 1 action | 30 feet | Instantaneous | - | |
1 | 1 action | 60 feet | Instantaneous | - | |
1 | 1 action | 30 feet | Up to 1 hour | Concentration | |
1 | 1 action | Self | Up to 10 minutes | Concentration | |
1 | 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see | 60 feet | Instantaneous | - | |
1 | 1 reaction, which you take when you are hit by an attack | Self | 1 round | - | |
1 | 1 bonus action | Self | Up to 10 minutes | Concentration | |
1 | 1 action | Self (15-foot cone) | Instantaneous | - | |
1 | 1 action | 90 feet | 1 round | - | |
1 | 1 action | 60 feet | Up to 1 minute | Concentration | |
1 | 1 action | 60 feet | Up to 10 minutes | Concentration | |
1 | 1 action | Self | 1 hour | - | |
1 | 1 action | 120 feet | Instantaneous | - | |
1 | 1 bonus action | 30 feet | Up to 1 minute | Concentration | |
1 | 1 bonus action | 60 feet | Instantaneous | - | |
1 | 1 action | 60 feet | 1 minute | - | |
1 | 1 action | Self (15-foot cube) | Instantaneous | - | |
1 | 1 action | 60 feet | Instantaneous | - | |
1 | 1 action | Touch | Instantaneous | - | |
1 | 1 action | Self | Up to 1 minute | Concentration | |
1 | 1 action | 120 feet | Up to 1 hour | Concentration | |
1 | 1 action | 30 feet | Up 1 minute | Concentration | |
1 | 1 action | 30 feet | Up to 1 minute | Concentration | |
1 | 1 bonus action | 60 feet | Up to 10 minutes | Concentration | |
1 | 1 bonus action | 90 feet | Up to 1 hour | Concentration | |
1 | 1 action | Self | Up to 10 minutes | Concentration | |
1 | 1 action | 120 feet | 1 round | - | |
1 | 1 hour | 10 feet | Instantaneous | - | |
1 | 1 action | 90 feet | 1 minute | - | |
1 | 1 action | Self | 1 hour | - | |
2 | 1 action | 90 feet | Instantaneous | - | |
2 | 1 bonus action | Touch | Up to 1 minute | Concentration | |
2 | 1 action | 150 feet | Up to 1 hour | Concentration | |
2 | 1 action | 90 feet | Instantaneous | - | |
2 | 1 action | Touch | 8 hours | - | |
2 | 1 action | Self | 1 hour | - | |
2 | 1 action | Self | Up to 1 minute | Concentration | |
2 | 1 action | 60 feet | Up to 1 hour | Concentration | |
2 | 1 action | 60 feet | Up to 1 minute | Concentration | |
2 | 1 minute | 30 feet | Until dispelled | - | |
2 | 1 action | Touch | Up to 1 hour | Concentration | |
2 | 1 action | Touch | Until dispelled | - | |
2 | 1 action | Self | Up to 1 hour | Concentration | |
2 | 1 action | Touch | Up to 1 hour | Concentration | |
2 | 1 action | Self | 1 minute | - | |
2 | 1 action | 30 feet | Up to 1 minute | Concentration | |
2 | 1 action | 60 feet | Up to 1 minute | Concentration | |
2 | 1 action | 60 feet | Up to 1 minute | Concentration | |
2 | 1 action | 60 feet | Instantaneous | - | |
2 | 1 action | 60 feet | Instantaneous | - | |
2 | 1 action | 120 feet | Instantaneous | - | |
2 | 1 action | Touch | 1 hour | - | |
2 | 1 action | 60 feet | Instantaneous | - | |
2 | 1 action | Self | Up to 1 hour | Concentration | |
2 | 1 action | Touch | 1 hour | - | |
2 | 1 bonus action | Self | Instantaneous | - | |
2 | 1 action | Touch | 10 minutes | - | |
3 | 1 action | 30 feet | Up to 1 minute | Concentration | |
3 | 1 action | 90 feet | Up to 1 minute | Concentration | |
3 | 1 action | 120 feet | Instantaneous | - | |
3 | 1 action | Touch | Up to 1 hour | Concentration | |
3 | 1 action | 150 feet | Instantaneous | - | |
3 | 1 hour | Touch | Until dispelled or triggered | - | |
3 | 1 action | Touch | Up to 1 hour | Concentration | |
3 | 1 action | 120 feet | Up to 10 minutes | Concentration | |
3 | 1 action | 60 feet | 1 hour | - | |
3 | 1 action | 10 feet | Up to 1 minute | Concentration | |
3 | 1 bonus action | 60 feet | Instantaneous | - | |
3 | 1 action | Touch | Up to 1 hour | Concentration | |
3 | 1 action | Self | Up to 10 minutes | Concentration | |
3 | 1 action | 120 feet | Up to 1 minute | Concentration | |
3 | 1 action | Unlimited | 1 round | - | |
3 | 1 action | Self (30-foot radius) | Up to 1 minute | Concentration | |
3 | 1 action | 30 feet | Up to 1 minute | Concentration | |
3 | 1 reaction | 60 feet | Instantaneous | - | |
4 | 1 action | Self | Up to 1 hour | Concentration | |
4 | 1 action | Touch | Up to 1 minute | Concentration | |
4 | 1 action | 150 feet | Instantaneous | - | |
4 | 1 action | 120 feet | Instantaneous | - | |
4 | 1 action | Touch | Instantaneous | - | |
4 | 1 action | 90 feet | Up to 1 minute | Concentration | |
4 | 1 action | 120 feet | Up to 1 minute | Concentration | |
4 | 10 minutes | 300 feet | 24 hours | - | |
4 | 1 action | Touch | 8 hours | - | |
4 | 1 action | 60 feet | Instantaneous | - | |
4 | 1 action | Self | Up to 10 minutes | Concentration | |
4 | 1 action | 30 feet | Up to 1 hour | Concentration | |
4 | 1 action | Touch | Up to 1 hour | Concentration | |
5 | 1 action | Self | Instantaneous | - | |
5 | 1 action | 120 feet | Up to 1 minute | Concentration | |
5 | 10 minutes | Self | Instantaneous | - | |
5 | 1 bonus action | Self | Up to 1 minute | Concentration | |
5 | 1 action | 30 feet | 8 hours | - | |
5 | 1 action | 90 feet | Up to 1 minute | Concentration | |
5 | 1 action | 60 feet | Instantaneous | - | |
5 | 1 action | Self | Up to 1 hour | Concentration | |
5 | 1 action | 60 feet | Up to 1 minute | Concentration | |
5 | 1 action | 90 feet | Up to 1 minute | Concentration | |
5 | 1 action | 120 feet | Up to 1 minute | Concentration | |
5 | 1 action | 120 feet | Up to 10 minutes | Concentration | |
6 | 1 action | 120 feet | Up to 1 minute | Concentration | |
6 | 1 action | 60 feet | Up to 1 minute | Concentration | |
6 | 10 minutes | Self | 10 days | - | |
6 | 1 action | 60 feet | Instantaneous | - | |
6 | 1 action | Self | Up to 1 minute | Concentration | |
6 | 1 minute | Self | Up to 1 day | Concentration | |
6 | 1 action | 60 feet | Instantaneous | - | |
6 | 1 action | 60 feet | Instantaneous | - | |
6 | 1 action | 120 feet | Until dispelled | - | |
6 | 1 action | Self (10-foot radius) | Up to 1 minute | Concentration | |
6 | 10 minutes | Touch | 24 hours | - | |
7 | 1 action | 100 feet | 1 hour | - | |
7 | 1 action | 150 feet | Up to 1 minute | Concentration | |
7 | 1 action | Self | Up to 10 minutes | Concentration | |
7 | 1 bonus action | 30 feet | Instantaneous | - | |
7 | 1 action | 500 miles | Up to 24 hours | Concentration | |
7 | 1 action | 30 feet | Up to 1 minute | Concentration | |
8 | 1 hour | 60 feet | 10 days | - | |
8 | 1 action | Self | Up to 1 minute | Concentration | |
8 | 1 action | 150 feet | Up to 1 minute | Concentration | |
8 | 1 action | Self (10-foot-radius sphere) | Up to 1 hour | Concentration | |
8 | 1 ation | 60 feet | Instantaneous | - | |
9 | 1 action | 250 feet | Instantaneous | - | |
9 | 1 action | 150 feet | Instantaneous | - | |
9 | 1 action | 120 feet | Instantaneous | - | |
9 | 1 action | Self | Up to 10 minutes | Concentration | |
9 | 1 action | 60 feet | Instantaneous | - | |
9 | 1 minute | Touch | 8 hours | - |
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Barrel
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to damage rolls made with this weapon.
Level: 2
Casting Period: 1 action
Range: 90 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"NzIzZGUzNjAyOTQ2","name":"Faction Artisan","permission":{"default":2},"folder":"ZTVjYTVmMDE0N2E3","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Skill Proficiencies: Choose two from Athletics, Insight, Persuasion, and Technology
Tool Proficiencies: One type of artisan's tools, biochemist's kit, or chef's kit
Languages: One of your choice
Equipment: A set tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 150 cr
FEATURE: GUILD MEMBERSHIP
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. You must pay dues of 50 cr per month to the guild. Your dues must be current to remain in the guild’s good graces.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Guild artisans are among the most ordinary people in the worlduntil they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.
d8 | Personality Trait |
1 | I believe that anything worth doing is worth doing right. I can't help it I'm a perfectionist. |
2 | I'm a snob who looks down on those who can't appreciate fine art. |
3 | I always want to know how things work and what makes people tick. |
4 | I'm full of witty aphorisms and have a proverb for every occasion. |
5 | I'm rude to people who lack my commitment to hard work and fair play. |
6 | I like to talk at length about my profession. |
7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. |
8 | I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me. |
d6 | Ideal |
1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) |
2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Light) |
3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
4 | Greed. I'm only in it for the money. (Dark) |
5 | People. I'm committed to the people I care about, not to ideals. (Neutral) |
6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
d6 | Bond |
1 | The workshop where I learned my trade is the most important place in the world to me. |
2 | I created a great work for someone, and then found them unworthy of it; I now search for someone worthy. |
3 | I owe my guild a great debt for forging me into the person I am today. |
4 | I pursue wealth to secure someone's love. |
5 | One day I will return to my guild and prove that I am the greatest artisan of them all. |
6 | I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood. |
d6 | Flaw |
1 | I'll do anything to get my hands on something rare or priceless. |
2 | I'm quick to assume that someone is trying to cheat me. |
3 | No one must ever learn that I once stole money from guild coffers. |
4 | I'm never satisfied with what I have I always want more. |
5 | I would kill to acquire a noble title. |
6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. |
Level: 2
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"NzJhNjM1NWNkNDE5","name":"Hyperdrive Slot","permission":{"default":0},"folder":"NzcxNzdhZmY2NWZk","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Operation
Prerequisites: —
This modification adds a hyperdrive slot on your ship and includes a class 15 hyperdrive.
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you are reduced to 0 hit points while wearing this armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Level: 3
Force Alignment: Light
Casting Period: 1 action
Range: Self (15-foot radius)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Turbulence
You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.
When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.
Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
","img":""} -{"_id":"NzM1YjkzMWM2YjRj","name":"Disguise kit","permission":{"default":2},"folder":"ODdkZDk4OGMzYjk3","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Value/Weight: 250 cr, 3 lb.
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance, in addition to a tool that lets them holographically mimic clothing. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
DECEPTION
In certain cases, a disguise can improve your ability to weave convincing lies.
INTIMIDATION
The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
PERSUASION
Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
CREATE DISGUISE
As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a method to keep them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
Sample Activities
Activity | DC |
---|---|
Cover injuries or distinguishing marks | 10 |
Spot a disguise being used by someone else | 15 |
Copy a humanoid’s appearance | 20 |
A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone with the data in hand.
With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.
A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.
Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.
EVADING DANGER
Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.
OUTSIDE THE LAW
Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.
While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?
QUICK BUILD
You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the gambler background.
THE OPERATIVE
Level | Proficiency Bonus | Features | Sneak Attack Damage Dice |
1st | 2 | Expertise, Sneak Attack | 1d6 |
2nd | 2 | Bad Feeling, Cunning Action | 1d6 |
3rd | 2 | Operative Practice | 2d6 |
4th | 2 | Ability Score Improvement | 2d6 |
5th | 3 | Uncanny Dodge | 3d6 |
6th | 3 | Expertise | 3d6 |
7th | 3 | Evasion | 4d6 |
8th | 3 | Ability Score Improvement | 4d6 |
9th | 4 | Practice feature | 5d6 |
10th | 4 | Ability Score Improvement | 5d6 |
11th | 4 | Reliable Talent | 6d6 |
12th | 4 | Ability Score Improvement | 6d6 |
13th | 5 | Practice feature | 7d6 |
14th | 5 | Blindsense | 7d6 |
15th | 5 | Slippery Mind | 8d6 |
16th | 5 | Ability Score Improvement | 8d6 |
17th | 6 | Practice feature | 9d6 |
18th | 6 | Elusive | 9d6 |
19th | 6 | Ability Score Improvement | 10d6 |
20th | 6 | Stroke of Luck | 10d6 |
CLASS FEATURES
As a Operative, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per Operative level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st
PROFICIENCIES
Armor: Light armors, light shields
Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier
Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Piloting, Sleight of Hand, Stealth, and Technology
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 4d4 x 100 cr
EXPERTISE
At 1st 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.
At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.
SNEAK ATTACK
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.
BAD FEELING
Starting at 2nd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
CUNNING ACTION
Also at 2nd level, your quick thinking and agility allow you to move and act 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.
OPERATIVE PRACTICE
At 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed here: List of Operative Archetypes. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 10th, 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).
UNCANNY DODGE
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
EVASION
Beginning at 7th level, 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.
RELIABLE TALENT
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
BLINDSENSE
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
SLIPPERY MIND
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
ELUSIVE
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
STROKE OF LUCK
At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
","img":""} -{"_id":"NzM4NGQzNmE0M2Nm","name":"Czerka Elite Pro Mark V","permission":{"default":2},"folder":"MjQxODNjZjE4Y2Q1","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Wristpad Modification
Subtype: Amplifier
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you cast a tech power with this wristpad and at least one creature fails its saving throw to resist its effects, you gain a d12 that you can roll and add to the damage or healing of a tech power you cast. This die lasts for 1 minute, and you can only have one at a time.
As characters travel through the cities and worlds of Star Wars, they may come across factions, such as the Jedi Order, the Black Sun, or the Bounty Broker’s Association, to which the may want to pledge service. Joining a faction offers unique benefits, as determined by the faction’s features.
A character can join a faction at any time, provided they can find a faction member capable of recruiting and they are not in bad standing with the faction. If a character is in bad standing with a faction that they wish to join, and they can find a nonhostile representative of that faction, they may be able to complete a task to return to the faction’s favor, as determined by the GM.
The requirements for joining a faction vary based on the the faction you are trying to join. The Jedi Order, for instance, might require you to be a certain age and Force-sensitive. The Bounty Broker’s Association, however, simply require monthly dues.
FACTIONS AND BACKGROUNDS
If a character is of an appropriate background, such as Jedi or Guild Merchant, can start at at least 1st rank in their faction, as determined by the GM.
MEMBERSHIP BENEFITS
As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a headquarters offers a central place to meet other members of your faction, which can be a good place to meet potential patrons, allies, or hirelings.
Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. Your dues must be current to remain in the faction’s good graces.
MEMBERSHIP DUES
After joining a faction, characters have certain requirements they must meet in order to retain in their faction’s good standing. For some factions, it might simply be credit dues paid at the beginning of the month. For other factions, they might require you spend one workweek a month furthering their interests.
OVERDUE
If at the end of a month you are not current in your dues, you must become current again before you can gain any benefits from your faction. For every month you are not current in your dues, you must account for the missed dues for each month before you can become current again.
For instance, if your faction requires a credit tithe, you must meet the missed tithe for each month before you become current again. If your faction requires a workweek of downtime, however, you must complete a workweek for each month you are behind.
If you ever become overdue by a year or more, you lose your membership in that faction entirely unless you can justify that the absence was beyond your control. If you can not justify your absence and you choose to rejoin your faction, you start over at 1st rank.
MEMBERSHIP IN MULTIPLE FACTIONS
You can have ranks in multiple factions as long as those factions are not in direct conflict, but your total combined ranks across all your factions can not exceed half your character level (rounded up). If you complete a task that aligns with the goals of one of your factions, but is in direct conflict with another faction, you risk lowing renown with the other faction, or potentially being disavowed entirely.
FACTION RANKS
Factions can have a maximum of five ranks. While the names and responsibilities of each rank vary by faction, their general structure tends to be the same.
RANK 1: INITIATE
This is the rank a character receives when first joining a faction.
RANK 2: MEMBER
Rank 2 characters have shown they’re aligned with the faction’s goals, allowing greater responsibility.
RANK 3: VETERAN
Rank 3 characters are reliable faction members, entrusted with many secrets and deserving of additional support.
RANK 4: OFFICER
Rank 4 characters are trusted within the faction’s leadership. They are looked up as champions of a faction’s endeavors, and are the leaders of individual faction locations.
RANK 5: LEADER
Rank 5 characters are the leaders of their respective factions. Typically, a faction has one singular leader per headquarters, who delegates responsibilities to the faction’s rank 4 and lower characters.
A faction can not have more rank 5 characters than its tier. If a faction has more than one rank 5 character, typically one stands above the rest.
RISING THROUGH THE RANKS
When a character completes an endeavor, such as a downtime activity or mission, that aligns with the goals of their faction, they gain renown. As a character reaches certain thresholds of renown, they earn the opportunity to rise through the ranks of their faction, provided they meet any other requirements, as shown in the Membership Ranks table on page ---.
Faction can vary greatly in size and renown, from a lowly local adventurer’s guild to a galaxy-spanning criminal organization. The nature of factions drastically differ as well, depending on the faction’s intended focus.
FACTION TIERS
Factions vary in tier depending on their size. Smaller factions will typically hover between tier 1 and tier 5, while larger, galaxy-spanning factions might reach tier 20. Higher tiers require more active members, but grant greater benefits to them, as shown in the Faction Benefits table on page ---.
PROFICIENCY BONUS
Factions have their own proficiency bonus, which scales with their tier. This proficiency bonus affects actions that faction takes as a whole, or actions taken by members of appropriate rank, in the ability scores in which the faction is proficient.
ABILITY SCORES
Ability scores represent what a faction choose to focus on for its enterprises. Their are six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Ability scores are discussed at greater length in Chapter 4: Using Ability Scores.
FACTION TRAITS
Every faction is unique, not just in how they function, but also their goals, beliefs, and what kind of members they attract.
GOALS
Each faction has its own goals. One of the most common goals many factions share is the desire for increased wealth and influence. Many factions, however, have goals unique to their own efforts. For instance, a faction might have a goal of maintaining peace and prosperity in their region, directing all of their wealth and influence towards that one goal.
BELIEFS
Each faction also has its own beliefs. Many nefarious factions, such as the Exchange, believe power should be wielded by the strong, and that the weak deserve to be enslaved, while a more monetarily motivated faction, such as the Commerce Guild, believe that material wealth is the greatest source of control.
MEMBER TRAITS
Members of a faction are often drawn to it because they share common traits with its members. For instance, criminals who prefer to work alone, or in small groups, might be drawn to the Black Sun, while bounty hunters might choose to join the Bounty Broker’s Association to earn greater wealth and prestige.
HEADQUARTERS
Most factions have use of a headquarters. For smaller factions, it might be a simple building, or even a room. For larger factions, however, it might be a space ship, a space station, or even an entire moon or planet. A faction headquarters is required to recruit members to a faction.
A faction can have any number of headquarters, provided it has the staff and funds to maintain them. However, every headquarters requires at least one 4th rank or higher member to administrate.
OPERATING COSTS
Beyond the required costs for actually maintaining a headquarters, factions have costs directly associated with their functions. These fees might cover licensing fees, bribes, government contracts, etc. These fees amount to roughly 1,000 cr per headquarters per month.
RECRUITING
In order for a faction to grow, it must recruit members. While lower tier factions can thrive with only a few members, higher tier factions require constant effort by thousands or more members. Additionally, a smaller faction might have trouble recruiting skilled members, while larger factions probably don’t.
Each membership rank can only support members of a certain CR or higher, as shown in the Membership Ranks CR and Renown table below.
Membership Ranks CR and Renown
Membership Rank | Minimum Member CR | Monthly Renown Generation |
---|---|---|
1 | 1/8 | 1 |
2 | 1/2 | 2 |
3 | 1 | 3 |
4 | 2 | 4 |
5 | 5 | 5 |
Additionally, certain NPCs might also require a higher tier to join your faction. For instance, a skilled craftsman might not have a high CR, but might still require a faction to be a higher tier to merit joining.
RENOWN
Characters who act on behalf of their faction’s interest earn renown, improving their own standing within their faction as well as their faction’s overall effectiveness. In order for a faction to increase in tier, it must have a specific amount of renown, as shown in the Faction Benefits table on page ---. Additionally, once a faction reaches tier 6, it must have a certain amount of renown generated each month in order to progress to subsequent tiers.
NPC faction members generate an amount of renown each month determined by their rank in the faction, as shown in the Membership Ranks CR and Renown table above.
Faction Benefits
Tier | Proficiency Bonus | Features | Required Renown | Monthly Renown Generation |
---|---|---|---|---|
1st | +2 | Insignia, Faction Training | 0 | - |
2nd | +2 | Association Proficiency, Faction Activity | 5 | - |
3rd | +2 | Enhanced Insignia | 15 | - |
4th | +2 | Ability Score Improvement | 30 | - |
5th | +3 | Premium Item Stockpile | 50 | - |
6th | +3 | Faction Training (2) | 75 | - |
7th | +3 | Association Proficiency (2), Faction Activity (2) | 100 | 10 |
8th | +3 | Ability Score Improvement | 150 | 15 |
9th | +4 | Prototype Item Stockpile | 200 | 20 |
10th | +4 | Association Expertise | 250 | 25 |
11th | +4 | Faction Training (3), Association Proficiency (3) | 325 | 30 |
12th | +4 | Ability Score Improvement | 400 | 40 |
13th | +5 | Advanced Item Stockpile, Faction Activity (3) | 500 | 50 |
14th | +5 | Association Expertise (2), Association Advantage | 1.000 | 100 |
15th | +5 | Faction Training (4), Association Proficiency (4) | 2.000 | 200 |
16th | +5 | Ability Score Improvement | 5.000 | 500 |
17th | +6 | Ability Score Mastery, Legendary | 10.000 | 1.000 |
18th | +6 | Ability Score Mastery | 20.000 | 2.000 |
19th | +6 | Ability Score Mastery | 50.000 | 5.000 |
20th | +6 | Ability Score Mastery, Artifact | 100.000 | 10.000 |
INSIGNIA
Beginning at 1st tier when you establish your faction, your faction can choose an insignia. Faction members of 1st rank or higher can wear, carry, or otherwise bear your insignia in a fashion appropriate to your faction’s operations. Your insignia will be one of the primary ways that members identify themselves as a member of your faction.
FACTION TRAINING
Also at 1st tier, your faction gains a favored language or tool. Choose a language, or one of the tool options on page ___ of the Player’s Handbook. Alternatively, your faction can develop its own cant.
When a 1st rank or higher faction member trains in the chosen language or tool using the Training downtime activity on page ___ of the Player’s Handbook, the requisite time and credits are halved.
At 6th, 11th, and 15th tier, your faction can choose another language or tool.
ASSOCIATION PROFICIENCY
At 2nd tier, your faction gains proficiency in one of ability score of your choice. When your faction engages in an activity that uses the chosen ability score, they add the faction’s proficiency bonus to the d20 roll, in addition to the ability score modifier.
At 7th, 11th, and 15th tier, your faction gains proficiency in another ability score.
FACTION ACTIVITY
Also at 2nd tier, your faction chooses an activity from the options available in Chapter 2: Entertainment and Downtime. When a 2nd rank or higher faction member engages in the chosen activity and rolls percentile dice, they can also make a faction ability check and add it to the roll. The faction ability check is determined by the specific activity, as shown in Chapter 4: Using Ability Scores. Additionally, when they make a d20 roll as a part of the chosen activity, they can use your faction’s ability modifier instead of their own modifier, if that number is greater.
At 7th and 13th tier, your faction can choose another activity.
ENHANCED INSIGNIA
Starting at 3rd tier, its insignia gains an enhanced property. Choose an at-will force or tech power. If the bearer of the insignia is at least 1st rank in the faction, they can cast the power while wielding their insignia. The force- or tech-casting ability varies based on the type of power chosen: Intelligence for tech powers, Wisdom for light side force powers, Charisma for dark side force powers, or Wisdom or Charisma for universal force powers (the faction member’s choice).
ABILITY SCORE IMPROVEMENT
At 4th tier, you can increase one of your faction’s ability scores by 2. At 8th, 12th, and 16th tier, you can increase another of your faction’s ability scores by 2. As normal, you can’t increase an ability score above above 20 using this feature.
PREMIUM ITEM STOCKPILE
Once your faction has reached 5th tier, it gains access to a premium enhanced item of its choice. When a 2nd rank or higher faction member has spent 50 days of downtime furthering the faction’s interests, they gain access to the chosen premium item and can purchase it at the item’s full value. If the chosen item is a consumable, it takes half the requisite downtime. Once they’ve done so, they must spend another 50 days of downtime furthering your faction’s interest before they can do so again. Provided that the item is undamaged, they can return it to your faction for a full refund.
PROTOTYPE ITEM STOCKPILE
At 9th tier, your faction gains access to a prototype enhanced item of your choice. When a 3rd rank or higher faction member has spent 100 days of downtime furthering the faction’s interests, they gain access to this prototype item and can purchase it at the item’s full value. If the chosen item is a consumable, it takes half the requisite downtime. Provided that the item is undamaged, they can return it to your faction for a full refund.
ASSOCIATION EXPERTISE
Beginning at 10th tier, your faction gains expertise in one ability score in which it is proficient.
At 14th tier, your faction gains expertise in another ability score in which it is proficient.
ADVANCED ITEM STOCKPILE
At 13th tier, your faction gains access to an advanced enhanced item of its choice. When a 4th rank or higher faction member has spent 200 days of downtime furthering the faction’s interests, they gain access to this advanced item and can purchase it at the item’s full value. If the chosen item is a consumable, it takes half the requisite downtime. Provided that the item is undamaged, they can return it to your faction for a full refund.
ASSOCIATION ADVANTAGE
Starting at 14th tier, your faction gains advantage on checks with one ability score of your choice.
ABILITY SCORE MASTERY
At 17th tier, you can increase one of your faction’s ability scores by 2. Its maximum for this score increases by 2. At 18th, 19th, and 20th tier, you can increase another of your faction’s ability scores, and its maximum, by 2.
LEGENDARY
Also at 17th tier, your factions gains access to one legendary enhanced item of its choice. When a 5th rank or higher faction member has spent 500 days of downtime furthering the faction’s interests, they gain access to this legendary item and can procure it at no cost.
ARTIFACT
As of 20th tier, your factions gains access to one artifact enhanced item of its choice. When a 5th rank or higher faction member has spent 1,000 days of downtime furthering the faction’s interests, they gain access to this artifact item and can procure it at no cost.
Membership Ranks
Rank | Features | Required Renown | Other Requirements |
---|---|---|---|
1st | Earn Renown, Faction Training, Insignia | 0 | - |
2nd | Apprentice, Faction Activity, Premium Item Procurement, Special Missions | 10 | - |
3rd | Mentor, Prototype Item Procurement | 25 | 5th level, 1 special mission |
4th | Advanced Item Procurement | 50 | 9th level, 3 special missions |
5th | Faction Leader | 100 | 13th level, 10 special missions |
EARN RENOWN
Beginning at 1st rank when you join a faction, you gain the ability to earn renown for your faction, allowing you to advance in rank. For every successful workweek in a downtime activity furthering your faction’s interests, you gain 1 renown. Additionally, you gain access to faction-specific missions. Every time you complete a mission for your faction, you gain 1 or more renown.
FACTION TRAINING
Also at 1st rank, you gain access to your faction’s favored training. When you train in your faction’s favored language or tool using the Training downtime activity, the requisite time and credits are halved.
INSIGNIA
Lastly at 1st rank, you are given permission to wield the insignia of your faction, either openly or in secret. When your faction reaches 3rd tier, your insignia gains an enhanced property.
APPRENTICE
At 2nd rank, you gain the ability to be apprenticed to a 3rd rank or higher member of your faction. Bonding with a mentor takes one workweek of downtime spent together furthering your faction’s interests in your faction’s favored activity. At the end of the workweek, you and your mentor are bonded. You can only have one mentor at a time. You can break your bond with your current mentor at any time, no action required.
While traveling with or otherwise working with your mentor, you gain the following benefits:
LANGUAGE AND TOOL TRAINING
You can learn any language or tool proficiency that your mentor possesses in half the time, with no credit requirement.
WORD OF ADVICE
While you can see and hear your mentor, you can gain advantage on one ability check, attack roll, or saving throw (no action required). You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
FACTION ACTIVITY
Also at 2nd rank, you gain benefits from your faction when you engage in your faction’s favored activity, provided your faction is at least 2nd tier. When you roll percentile dice as a part of the chosen activity, you can also make an ability check and add it to the roll. The ability check is determined by the specific activity, as shown in the ___ table on page ___. Additionally, when you make a d20 roll as a part of the chosen activity, you can use your faction’s association modifier instead of your modifier, if that number is greater.
PREMIUM ITEM PROCUREMENT
Additionally at 2nd rank, after spending at least 50 days of downtime furthering your faction’s interests, you gain access to premium enhanced items, which you can purchase at the item’s full value, provided your faction is at least 5th tier. You gain access to armor +1, shield +1, weapon +1, and one premium enhanced item chosen by your faction. You can only have one premium item procured in this fashion, but provided that the item is undamaged, you can return it to your faction for a full refund. If your faction’s chosen item is a consumable, you can instead have an unlimited number of that item, but you must spend the requisite downtime for each one.
SPECIAL MISSIONS
Lastly at 2nd rank, you gain the opportunity to undergo special missions on behalf of your faction. These missions, while more scarce, often yield greater renown, and potentially other rewards. Special missions are also required to progress past 2nd rank in a faction, as shown in the Membership Ranks table.
MENTOR
At 3rd rank, you gain the ability to take a 2nd or 3rd rank member of your faction as an apprentice. Bonding with an apprentice takes one workweek of downtime spent together furthering your faction’s interests. At the end of the workweek, you and your apprentice are bonded. You can only have one apprentice at a time. You can break your bond with your current apprentice at any time, no action required.
And 4th rank, you can have a 2nd or 3rd rank member of your faction as an apprentice, and at 5th rank, you can have a 2nd, 3rd, or 4th rank member of your faction as an apprentice. Additionally, at 5th rank, you can maintain three apprentices at a time, instead of one.
While traveling with or otherwise working with your apprentice, you gain the following benefits.
DOWNTIME
When you engage in a downtime activity with your apprentice and make your percentile dice check, you can roll the dice twice and use either total.
INSPIRING PRESENCE
While your apprentice can see and hear you, you can gain advantage on one ability check, attack roll, or saving throw (no action required). You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
PROTOTYPE ITEM PROCUREMENT
Also at 3rd rank, after spending at least 100 days of downtime furthering your faction’s interests, you gain access to prototype enhanced items, which you can purchase at the item’s full value, provided your faction is at least 9th tier. You gain access to armor +2, shield +2, weapon +2, and one prototype enhanced item chosen by your faction. You can only have one prototype item procured in this fashion, but provided that the item is undamaged, you can return it to your faction for a full refund. If your faction’s chosen item is a consumable, you can instead have an unlimited number of that item, but you must spend the requisite downtime for each one.
ADVANCED ITEM PROCUREMENT
At 4th rank, after spending at least 200 days of downtime furthering your faction’s interests, you gain access to advanced enhanced items, which you can purchase at the item’s full value, provided your faction is at least 13th tier. You gain access to armor +3, shield +3, weapon +3, and one advanced enhanced item chosen by your faction. You can only have one advanced item procured in this fashion, but provided that the item is undamaged, you can return it to your faction for a full refund. If your faction’s chosen item is a consumable, you can instead have an unlimited number of that item, but you must spend the requisite downtime for each one.
FACTION LEADER
As of 5th rank, at the end of a long rest, if a faction member of lower rank is within line of sight, you can grant them Inspiration, which lasts until the end of their next long rest. Once you’ve done so, you can’t do so again until you complete a long rest.
","img":""} -{"_id":"NzM5NTM1MTIxMzQ0","name":"Dextrous Dueling Oscillator","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the dexterity number is 11, this modification removes the dexterity property from it entirely.
Level: 7
Casting Period: 1 action
Range: 500 miles
Duration: Up to 24 hours
Concentration: Yes
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.
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.
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.
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.
The Star Wars 5th Edition roleplaying game is about vast worlds populated populated by myriad sites and species. It shares elements with childhood games of make-believe. Like those games, SW5e is driven by imagination. It’s about picturing the expansive marketplace and seeing the different people’s living their lives, and seeing how they might interact with the player’s characters.
This book is designed to add another significant layer to your SW5e experience. The rules are designed to work alongside the traditional SW5e ruleset, and so an experienced player should have no trouble jumping right into the book. For the less experienced-or more curious-player, this Introduction discusses the basics.
Game Master (GM): As you enter the teeming marketplace, you see merchants of all types peddling wares, trying to entice the flowing traffic. As you move further into the crowd, one of the vendors catches your attention as they hail you.
Drew (playing Dash): I’m going to check out what they have for sale.
Rickey (playing Vinto): I’m going to keep an eye on the crowd to make sure our things aren’t stolen.
Unlike a game of make-believe, SW5e gives structure to the stories, a way of determining the consequences of the adventurers’ actions. Players roll dice to determine whether or not they can haggle for a better price, or to try to entice a merchant to accept work instead of credits for their goods. Anything is possible, but the dice make some outcomes more probable than others.
Game Master (GM): OK, one at a time. Rickey, you’re checking the vendor’s goods?
Rickey: Yeah. Do I see anything cool?
GM: Make an Intelligence check.
Rickey: Does my Investigation skill apply?
GM: Sure!
Rickey (rolling a d20): Ugh. Seven.
GM: You see many trinkets and baubles but nothing catches your eye. And Drew, Dash is watching the crowd?
In the Star Wars Dungeons and Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might join a faction, earning renown to increase their standing. They might become benevolent Jedi, malevolent Sith, ruthless bounty hunters, or scurrying scoundrels. If no faction catches their attention, they might instead create their own.
One player, however, takes on the role of the Game Master (GM), the game’s lead storyteller and referee. The GM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The GM might describe a populous city, and the players decide what they want their adventurers to do. Will they spend time buying and selling wares? Or will they look for work and entertainment in the city to make - or spend - their coin?
Then the GM determines the results of the adventurers’ actions and narrates what they experience. Because the GM can improvise to react to anything the players attempt, SW5e is infinitely flexible, and each adventure can be exciting and unexpected.
The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The adventurers grow in might as the campaign continues. Each force defeated, each adventure completed, and each relic recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in power is reflected by an adventurer’s rank in a faction, and the tier of the faction itself.
There’s no winning and losing in the Star Wars Dungeons and Dragons game - at least, not the way those terms are usually understood. Together, the GM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, dispatched by a Sith lord. The party itself might meet its demise if it antagonizes a powerful and malicious faction. Even so, the other adventurers can beseech a powerful Jedi to revive their fallen comrade, or the players might choose (or be forced) to create new characters to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win.
One of the premier components of Star Wars 5th Edition, versus a traditional Dungeons and Dragons campaign, is the massive - almost overwhelming - number of planets. Each planet, and each city, hosts its own species, communities, factions, and traditions.
Each city hosts its own activities and factions. Players can choose to engage in these activities and join these factions if they so desire. Alternatively, players can instead form their own faction, recruiting other members to span across multiple cities, planets, or even the galaxy itself.
But if your players want to explore cities more indepth, this book is designed to those ends.
Wretched Hives is divided into eight chapters.
Chapters 1-4 are about spending time in cities, joining factions or creating your own, and how to run inter-faction conflict. It includes information on the major activities adventurers can engage in, as well as the boons they gain for joining a faction and maintaining a good standing. It also includes the rules for creating their own faction, if they so choose, with a step-by-step guide on how to build one. Lastly, it includes rules to help govern or inspire conflict between factions.
Chapters 5-6 include new adventuring gear and customization options to help players realize their characters. It adds many new weapons and armor, including new properties, as well as all sorts of new adventuring gear, tools, and trade goods.
Chapters 7-8 include the rules for enhanced items and tools, including how to implement them in your game and give tools more weight.
WRETCHED HIVES, ENGINEERS, AND YOU
Engineers have a lot of interaction and overlap with this book. These guidelines help exist to merge the overlap.
CRAFTING AND BLUEPRINTS
If adopting this book with the intention of utilizing crafting, any class with proficiency in a tool should know a number of standard rarity blueprints no greater than half their character level, rounded up. Engineers should instead know a number equal to their level. Additionally, engineers can learn blueprints that exist as part of their archetype’s modifications.
ARMORMECH AND ARMSTECH
For armormech, armstech, and other similar archetypes that focus on modifying an item - specifically, armor, blasters, clothing, focus generators, lightweapons, shields, vibroweapons, or wristpads - use the following rules.
Modifications. Some engineer modifications have a counterpart in this book. For instance, armstech’s Burst Core modification exists in Appendix A, but Booming Strikes does not. Consequently, an engineer can craft a Burst Core that can be used by anyone using this book’s crafting rules, but not Booming Strikes. The engineer must meet the archetype’s level requirements for a modification before it can craft it using this book’s crafting rules. If the modification presented in this book is different than that of the archetype feature, you should instead use this book’s modification.
Chassis. Engineer chassis can use Wretched Hives modifications of any rarity. These modifications do count towards their maximum modification slots, but do not reduce their maximum tech points. Additionally, an engineer’s chassis is differently limited than normal item chassis. For instance, an armstech’s blaster can support one targeting and barrel, but any number of cores and attachments. Additionally, it can support up to three augments.
ASTROTECH
Like armormech and armstech, some astrotech modifications exist in this book, while others do not. For instance, Four-Armed Combatant exists in Appendix A, but Martial Protocol does not. Additionally, when installing Wretched Hives droid customizations in your droid companion, they count towards your maximum modification slots, but do not reduce your maximum tech points.
OTHER ARCHETYPES
Some archetypes, such as Augmented Approach berserker, thematically use rules that exist in Wretched Hives. Their archetype features should not use the rules presented here.
Generally, the rules in this book use the same mechanics already encountered. The GM still describes the environment, and the players describe what they want to do. The GM then narrates the results of of the adventurers’ actions.
GAME DICE
The game uses the same polyhedral dice with different numbers of sides, referenced in the same fashion; the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, d20, and d100.
ADVANTAGE AND DISADVANTAGE
Advantage and disadvantage function identically; with advantage, you roll two dice and take the higher value, while with the disadvantage you roll two dice and take the lesser.
SPECIFIC BEATS GENERAL
In the same vein, while some chapters contain broad strokes for the game’s rules, others reference specific actions or activities that that override these rules, creating an exception to how the rest of the game works. Remember this: if a specific rule contradicts a general rule, the specific rule wins.
ROUND DOWN
There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater, unless otherwise specified.
Wretched Hives is designed to be an in addition to rather than instead of. If you implement some - or all - of these rules, however, you create more powerful adventuring parties. The rules included here add an additional level of customization to characters. All of the rules work in conjunction with each other, but are generally not interdependent; use as much or as little as you like.
","img":""} -{"_id":"NzMzNWM0Yzk4M2Qz","name":"Tactical Superiority","permission":{"default":2},"folder":"NzJlNDQ2NTFmNDg2","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Level: 7
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
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.
","img":""} -{"_id":"NzNiYTI5NDFjM2Mw","name":"Basic Constitution Augment","permission":{"default":2},"folder":"OTU4ZGNiNzMyYjI2","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
Your Constitution score increases by 1. One ability score other than Constitution (chosen by the GM) decreases by 1.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You have a +2 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus.
martial vibroweapon
\n\t\tValue/Weight: 850 cr, 6 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Disarming, Finesse, Reach, Two-Handed
\n\t\tSome operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker’s strikes as easily as any song.
When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.
Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn’t already include that modifier.
Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren’t wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.
Some of your dazzling steps require your target to make a saving throw to resist the dazzling step’s effects. The saving throw DC is calculated as follows:
Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier
You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.
You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. 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.
Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon’s damage.
Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.
Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.
Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.
","img":""} -{"_id":"NzQ0YjY0ZjA0YTlh","name":"Basic T-Cycle Reinforcer","permission":{"default":2},"folder":"ODBmZTRkZTVlNzAx","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Focus Generator Modification
Subtype: Cycler
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power that pushes or pulls a creature, you can increase the distance pushed or pulled by 5 feet.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls and a -1 penalty to attack rolls made with this weapon.
Value/Weight: 350 cr, 1 lb.
Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.
Installing a restraining bolt takes 1 minute. The droid must make a DC 13 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.
","img":""} -{"_id":"NzQ3ZjY4YmNjNzgw","name":"Destroy Droid","permission":{"default":2},"folder":"NmY3ZmZiOTc2ZTQ2","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: 7
Force Alignment: Light
Casting Period: 1 action
Range: 120 feet (30-foot cube)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Disable Droid
Choose a point that you can see within range. Each droid must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the droid takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.
In the distant reaches of the galaxy obscure knowledge and forgotten secrets of the Force can sometimes be found. While other Force-sensitive may find themselves touched by this secret knowledge of the Force, those sentinels who follow the Path of Etherealness instead find themselves grabbed. Held onto by mysterious aspects of the Force that refuse to let go, these sentinels find themselves able to manipulate the universe around them.
Starting when you choose this calling at 3rd level, you learn the resistance force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it, and the power’s d4 increases to d6 at 5th level, d8 at 11th level, and d10 at 17th level.
Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self feature, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can’t be reduced or negated in any way.
At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
By 13th level, you have advantage on attack rolls you make against creatures if you haven’t dealt damage to them or affected them with a force power since the start of your previous turn.
At 18th level, you no longer suffer the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. In addition, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.
","img":""} -{"_id":"NzQ4ODM1NDExZjQ5","name":"Exceptional Warrior's Weave Mark II","permission":{"default":2},"folder":"NGEyYWJkODQxMWY2","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Clothing Modification
Subtype: Weave
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
Twice per turn per weapon you are wielding, you can gain a +3 bonus to weapon damage rolls while wearing this article of clothing.
Level: 1
Casting Period: 1 minute
Range: Touch
Duration: Instantaneous
Concentration: —
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.
If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.
","img":""} -{"_id":"NzRhMzAxYjE1MTU4","name":"Pau'an","permission":{"default":2},"folder":"NWU1NzNlOThlYmU1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Skin Color | Gray or white |
Hair Color | None |
Eye Color | Black or silver |
Distinctions | Red eye sockets, pinstriped skin, long lifespan, jagged teeth |
Height | 5'0\" | +2d10\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Utapau |
Language | Utapese |
Pau’ans have large, sunken black eyes in red eye sockets and jagged, fang-like teeth used for tearing into raw meat, as they are carnivores. The species has pale, wrinkled skin, due to the fact that they lived in the sinkholes of Utapau, giving them limited access to light. These traits cause some to view them as frightening. However, Pau’ans as a society are generally friendly, and are happy to welcome guests to their often overlooked world. Pau’ans have long lifespans, living up to 700 years, much longer than the Utai. This earned them the nickname of “Ancients”.
Pau’ans fulfill most of the governmental and administrative duties on Utapau, as the utai do not desire such work, serving as laborers instead. Most pau’ans served as leaders early in their lives, often managing teams of Utai laborers. This gives them experience that will be used later in their lives. Pau’ans are kind leaders, and sympathetic to their subordinates. Each city on Utapau is controlled by a Master of Port Administration, a hereditary title reserved for pau’ans. These administrators are assisted by advisory councils for making important decisions about their city, and each administrator serves on the Utapauan Committee and oversees planetary governance. However, the committee rarely makes crucial decisions, as the cities are able to function on their own most of the time.
Pau’an names are fairly simple, and generally melodic. Surnames are familial.
Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud
Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan
Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet
As a Pau'an, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Pau’ans reach adulthood in their 30’s and have been known to live up to 700 years old.
Alignment. Pau’ans’ commanding presence, yet friendly and kind nature, cause them to tend to be lawful light side, though there are exceptions.
Size. Pau’ans typically stand between 6 and 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Authoritative. You have proficiency in Persuasion or Intimidation (your choice).
Cultured. You have proficiency in the Lore skill.
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.
Hypersensitive Hearing. Pau’ans possess incredibly receptive hearing, often to their detriment, so you wear special covers on your ears. Whenever you make a Wisdom (Perception) check involving hearing, you are considered to have expertise in the Perception skill, but if your hearing aids are removed, you have disadvantage on saving throws against effects that would deal sonic damage.
Vigilant. You can choose to have advantage on your next Initiative check. Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Utapese. Utapese is characterized by its rigid, yet melodic sound.
Level: 1
Casting Period: 1 bonus action
Range: Self
Duration: Up to 10 minutes
Concentration: —
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.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor or shield’s strength number is reduced by four steps (from 19 to 11). If the strength number is 17 or lower, this modification removes the strength property from it entirely.
martial lightweapon
Value/Weight: 500 cr, 3 lb.
Damage: 1d6 Energy
Properties: Finesse, Hidden, Luminous, Returning, Thrown (range 30/90)
Value/Weight: 600 cr, 2 lb.
A wristpad is a harness with an integrated datapad and holoprojector interface that fits on the forearm and includes self-charging battery packs.
Level: At-will
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
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.
","img":""} -{"_id":"NzU1MDRjZGNjYWFi","name":"Retribution Cell","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":39,"handout-archived":false}},"sort":390000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Level: 1
Casting Period: 1 bonus action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"NzU3MzM3MzZiNGZl","name":"Armormech Engineering","permission":{"default":2},"folder":"MDY0MWUzMTAzZTRj","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Those engineers who choose the Armormech Engineering discipline focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.
When you choose this discipline at 3rd level, you gain proficiency in armormech’s tools, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech’s tools, the rate at which you craft doubles.
Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to modify it. You must have the armor, materials, and armormech’s tools in order to perform this modification.
Your modified armor is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer class table.
Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).
Beginning at 6th level, when you take the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.
At 14th level, when you use your action to a cast a tech power, you can use your Armormech’s Celerity feature.
Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor to gain this benefit.
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Prerequisite: Physical Shield
You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.
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.
Prerequisite: Armor
You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.
Prerequisite: Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.
Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.
Prerequisite: 7th level, Armor
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor’s artificial intelligence can take the Help action.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.
Prerequisite: 5th level
You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.
Prerequisite: 5th level, Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3
its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.
Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.
Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Prerequisite: Shield Generator
You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.
Prerequisite: 9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.
Prerequisite: Armor
Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.
While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.
Prerequisite: 5th level, Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.
The cloaking device regains all expended charges after a long rest.
Prerequisite: Physical Shield
You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.
Prerequisite: Shield Generator
You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.
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.
Prerequisite: Armor
You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 kinetic damage.
Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.
Prerequisite: 7th level, Armor
Prerequisite: Power Fist
You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 kinetic damage and has the following property.
If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.
Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.
Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.
You can select this modification multiple times. Each time you do so, you must choose a different damage type.
Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.
Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.
Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.
While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.
Prerequisite: Shield Generator
You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield’s bonus.
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.
Prerequisite: Physical Shield
You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.
Prerequisite: Armor
You modify your modified armor gauntlet to allow you to make a ranged tech attack. The weapon fires blasts of energy which deal 1d8 + your Intelligence modifier energy damage with a range of 30 feet. When you would make a ranged weapon attack, you can use this ranged tech attack in place of it.
Prerequisite: Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 property. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
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.
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.
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.
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.
ALL IN A DAY’S WORK
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.
CODE RED
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.
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?
QUICK BUILD
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 soldier background.
THE FIGHTER
Level | Proficiency Bonus | Features | Superiority Dice | Maneuvers Known |
1st | 2 | Fighting Style, Second Wind | - | - |
2nd | 2 | Action Surge (one use), Combat Superiority | 2 | 2 |
3rd | 2 | Fighter Specialty | 2 | 2 |
4th | 2 | Ability Score Improvement | 2 | 2 |
5th | 3 | Extra Attack | 2 | 2 |
6th | 3 | Ability Score Improvement | 2 | 2 |
7th | 3 | Fighter Specialty feature | 3 | 3 |
8th | 3 | Ability Score Improvement | 3 | 3 |
9th | 4 | Indomitable (one use) | 3 | 3 |
10th | 4 | Fighter Specialty feature | 3 | 3 |
11th | 4 | Greater Extra Attack | 3 | 4 |
12th | 4 | Ability Score Improvement | 3 | 4 |
13th | 5 | Indomitable (two uses) | 3 | 4 |
14th | 5 | Ability Score Improvement | 3 | 4 |
15th | 5 | Fighter Specialty feature | 4 | 5 |
16th | 5 | Ability Score Improvement | 4 | 5 |
17th | 6 | Action Surge (two uses), Indomitable (three uses) | 4 | 5 |
18th | 6 | Fighter Specialty feature | 4 | 5 |
19th | 6 | Ability Score Improvement | 4 | 5 |
20th | 6 | Master of Combat | 4 | 5 |
CLASS FEATURES
As a Fighter, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
PROFICIENCIES
Armor: Light Armors, Medium Armors, Heavy Armors, light, medium and heavy Shields
Weapons: Simple blasters, Martial Blasters, Simple Vibroweapons, Martial Vibroweapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 5d4 x 100 cr
FIGHTING STYLE
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.
SECOND WIND
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.
Once you’ve used this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE
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.
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.
COMBAT SUPERIORITY
Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
MANEUVERS
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.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
SUPERIORITY DICE
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.
SAVING THROWS
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:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
MANEUVERS
The maneuvers are presented in alphabetical order.
COMMANDER’S STRIKE
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.
DISARMING ATTACK
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.
DISTRACTING STRIKE
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.
EVASIVE FOOTWORK
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
FEINTING ATTACK
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.
GOADING ATTACK
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.
LUNGING ATTACK
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.
MANEUVERING ATTACK
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.
That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
MENACING ATTACK
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.
PARRY
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.
PRECISION ATTACK
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.
PUSHING ATTACK
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.
RALLY
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.
RIPOSTE
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.
SWEEPING ATTACK
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.
TRIP ATTACK
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.
FIGHTER SPECIALTY
At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed here: List of Fighter Archetypes. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
ABILITY SCORE IMPROVEMENT
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).
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
INDOMITABLE
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.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
GREATER EXTRA ATTACK
Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.
Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.
MASTER OF COMBAT
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.
Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.
","img":""} -{"_id":"NzUyYTkxMDI3OGFj","name":"High-Grade Cybernetic Legs","permission":{"default":2},"folder":"YmI4ZTcwNjkwYzU0","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Cybernetic Customization
Subtype: Replacement
Rarity: Prototype
Prerequisite: Constitution 13
Attunement: No
Source: WH
This augmentation replaces both legs.
You gain advantage on Strength ability checks and Strength saving throws, you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet, and your speed increases by 10 feet.
Side Effect: Your powerful legs have difficulty moving quietly. You have disadvantage on Dexterity (Stealth) checks that rely on moving silently.
This mechanical leg replacement increases speed and jumping height.
","img":""} -{"_id":"NzVhOGQ2ZjY2NGYx","name":"Fine Dexterity Augment","permission":{"default":2},"folder":"MGRkMjUyMThlM2M0","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Your Dexterity score increases by 1.
simple vibroweapon
Value/Weight: 100 cr, 4 lb.
Damage: 1d6 Kinetic
Properties: Versatile (2d4)
Value/Weight: 75 cr, 4 lb.
This kit contains the necessary implements to harvest and scavenge ores and metals. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to harvest a raw material deposit, or to attempt to collect materials from an object.
You’ve experimented with cybernetic augmentations, granting the following benefits:
Type: Consumable
Subtype: Adrenal
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +4 bonus to its Strength score, and its maximum for this score increases by 2. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
Level: At-will
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
Level: 3
Casting Period: 1 action
Range: Unlimited
Duration: 1 round
Concentration: —
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.
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.
","img":""} -{"_id":"NzY1NDc0MzFjZWE0","name":"Mounts","permission":{"default":2},"folder":"YTdiMjAxM2JjZjEy","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.
An animal pulling a cart or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
Mounts other than those listed here are available in the worlds of Star Wars, but they are rare and not normally available for purchase, like aiwhas from Kamino. Acquiring such a mount is often an adventure in-and-of itself.
Mounts are governed by Animal Handling proficiency.
Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic sad-dle is required for riding an exotic mount.
Item | Cost | Speed | Carrying Capacity |
Tauntaun | 500 | 50 ft. | 480 lb. |
Kaadu | 450 | 40 ft. | 620 lb. |
Rancor | 2.000 | 40 ft. | 3.320 lb. |
Sleen | 500 | 40 ft. | 740 lb. |
Varactyl | 750 | 60 ft. | 2.200 lb. |
Bantha | 1.200 | 40 ft. | 8.000 lb. |
Dewback | 900 | 50 ft. | 1.140 lb. |
Item | Cost | Weight |
Barding | x4 | x2 |
Bit and bridle | 20 | 1 lb. |
Cart | 150 | 200 lb. |
Feed (per day) | 1 | 10 lb. |
Saddle (Exotic) | 600 | 40 lb. |
Saddle (Military) | 200 | 30 lb. |
Saddle (Pack) | 50 | 15 lb. |
Saddle (Riding) | 100 | 25 lb. |
Saddlebags | 40 | 8 lb. |
Stabling (per day) | 5 | - |
Wagon | 350 | 400 lb. |
Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the insulated 1 property. If it already has the insulated property, its insulated property increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the reach property.
GM Notes :
Some scouts seek to master weapons to better protect civilization from the terrors of their enemies. Followers of the Hunter Technique learn specialized fighting techniques for use against the most dire threats, from an onslaught of soldiers to towering walkers.
When you choose this technique at 3rd level, you gain one of the following features of your choice.
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon’s damage.
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.
Also at 3rd level, when you use your Ranger’s Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger’s Quarry each round, roll your Ranger’s Quarry Damage Die and add it to the roll.
Beginning at 7th level, you gain one of the following features of your choice.
Opportunity attacks against you are made with disadvantage.
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
You have advantage on saving throws against being frightened.
Starting at 11th level, you gain one of the following features of your choice.
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
At 15th level, you gain one of the following features of your choice.
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.
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attac against another creature (other than itself) of your choice.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
","img":""} -{"_id":"NzYxYWI5ZDYwM2Jk","name":"Shatter pistol","permission":{"default":2},"folder":"OTE1MGVmZjE5MjQz","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"simple blaster
\n\t\tValue/Weight: 800 cr, 3 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Ammunition (range 40/160), Light, Reload 20, SIlent
\n\t\tType: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 1 and light properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Weapon
Subtype: Bolas
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 18 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 50 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.
Due to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
","img":""} -{"_id":"NzZlZWEwZGM4MTA3","name":"Hooked vibroblade","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 700 cr, 6 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Disarming, Finesse
\n\t\tType: Vibroweapon Modification
Subtype: Grip
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile property, its agile number increases by 2, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 levels in fighter
Attunement: No
Source: WH
When you use your Second Wind feature, you also gain temporary hit points equal to the amount of hit points you regain.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and hidden properties. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Targeting
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Skin Color | Black, brown, green, pink, or yellow |
Hair Color | None |
Eye Color | Blue, black, brown, or gold |
Distinctions | Porcine humanoids with tusks and horns |
Height | 4'10\" | +2d8\" |
Weight | 150 lb. | x(2d6) lb. |
Homeworld | Gamorr |
Language | Gamorrese |
Although a typical Gamorrean is squat, green, and heavily built not all shared these characteristics. Most Gamorreans have a dark greenish coloration over a large portion of their bodies; however skin coloration does vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation are possible. Males tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.
Gamorreans are organized into clans ruled by a male warlord and his wife, who was the most powerful of the clan matrons. While the warlord and his boars are solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing, and running businesses. Since the amount of available arable land on Gamorr is scarce, clans often lay claim to the same piece of land, and they spend their time fighting over possession.
Gamorrean names are very gutteral and rough. Male names are typically one syllable while females are two. Surnames are based on clan affiliation rather than family.
Male Names. Ark, Blarrp, Blubrak, Cuab, Shos
Female Names. Dabrisz, Mernoos, Ogreb, Tagorq
Surnames. Doofnarq, Griks, Lurc, Poogmokk
As a Gamorrean, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Gamorreans reach adulthood in their early teens and live no more than 70 years.
Alignment. Gamorrean culture causes them to tend toward chaos, though there are exceptions.
Size. Gamorreans typically stand between 5 and 6 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Gamorrean Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have advantage on Constitution saving throws.
Gamorrean Weaponry. You have proficiency with the vibroaxe, vibromace, and vibrosword.
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.
Languages. You can speak, read, and write Gamorrese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Gamorrese is characterized by its grunts and squeals, and its writing is a crude, pictographic style.
Value/Weight: 2000 cr, 150 lb.
This repulsorcraft is designed to efficiently move large amounts of goods. It has a speed of 30 feet and can hold up to 2,000 lb., not exceeding a volume of 120 cubic feet.
simple blaster
\n\t\tValue/Weight: 100 cr, 3 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Ammunition (range 40/160), Rapid 8, Reload 16, Strength 11
\n\t\tLevel: 2
Force Alignment: Universal
Casting Period: 1 action
Range: 90 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Force Push/Pull
You use the Force to move a Large 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 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.
Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.
","img":""} -{"_id":"Nzg3NTgyNzAxNDlk","name":"Hilt Blaster","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":18,"handout-archived":false}},"sort":180000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You convert this weapon’s hilt into a small blaster. The blaster is a ranged weapon with the range 20/60 and reload 6 properties that you are proficient with, and deals 1d4 energy damage.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a DC 15 Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.
While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.
","img":""} -{"_id":"Nzg5NWYxZTJmZmQz","name":"Zygerrian","permission":{"default":2},"folder":"NWQ3MGZmNWI4ZDBl","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Skin Color | Light tones |
Hair Color | Black, brown, gray, or red |
Eye Color | Blue or yellow |
Distinctions | Large pointed ears, clawed hands, fur-covered faces, bony facial spurs |
Height | 5'1\" | +2d8\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Zygerria |
Language | Zygerrian |
The Zygerrians are a bipedal, sentient humanoid species. Feline in appearance, the species possesses strong, angular features, with long fangs jutting from their jaws and claws extending from their hands. The Zygerrians’ faces and their pointed ears are almost entirely covered with fur; males usually have more hair than females, with bands of fur growing on their cheeks. Male Zygerrians also display a number of bony spurs protruding from the chin, which females typically lack. Zygerrians usually have sallow complexions and are physically strong, but some suffer from obesity.
A warlike species, the Zygerrians hold strength, both physical and mental, in great esteem, viewing it as a means to gain power and authority. They believe that it is the natural order of life for the strong to dominate the weak, so slavery is normal for the species, and a display of weakness could mean death or enslavement in their culture. Those who become their slaves are viewed as inferior by the Zygerrians.
Zygerrian society is organized into clans and classes. They have a noble class, many members of which, despite their high status, pursue a career in the military. The Zygerrian government is a monarchy; female rulers hold the title of Queen, and males are addressed as Kings.
The center of the Zygerrian society is the Zygerrian Slavers Guild, which focuses on the slave trade in the Outer Rim Territories.
Zygerrian names are rather diverse, though shorter names are the most common. Surnames are familial.
Male Names. Agruss, Darts, Atai, Sono
Female Names. Miraj, Faralhi, Latrans, MaDall
Surnames. D’nar, Molec, Scientel, Thanda, Tyne
As a Zygerrian, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Zygerrians reach adulthood in their late teens and live less than a century.
Alignment. Zygerrian culture’s emphasis on subjugation and strength causes them to tend towards chaotic dark side, though there are exceptions.
Size. Zygerrians normally stand between 5 to 6 feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Acrobatic. You have proficiency in Acrobatics.
Claws. 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.
Darkvision. You have a cat’s keen senses, especially in the dark. 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.
Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.
Reputation for Cruelty. You are proficient in Intimidation, as well as the saberwhip and vibrowhip.
Languages. You can speak, read, and write Galactic Basic and Zygerrian. Zygerrian is characterized by its subtle growls and purrs.
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile property, its agile number increases by 2, to a maximum of 3.
Value/Weight: 100 cr, 1 lb.
A holorecorder is a device used to record and project holograms. Some droid models are equipped with internal holorecorders.
Type: Clothing Modification
Subtype: Inlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to damage rolls with tech powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to two of them.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Power generators energize the rotary cannon. You have a +3 bonus to attack and damage rolls made with this power generator. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Clothing Modification
Subtype: Pattern
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to Wisdom and Charisma saving throws while wearing this article of clothing.
Type: Weapon
Subtype: Bo Rifle
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack and damage rolls with this enhanced weapon. Additionally, while it is in staff mode, the save DC for its shocking property increases to 15.
This version of the bo-rifle was exclusive to high-ranking members of the Honor Guard of Lasan.
","img":""} -{"_id":"Nzk5NTZiN2ZjMDI1","name":"Enhanced Communications","permission":{"default":0},"folder":"NzcxNzdhZmY2NWZk","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Operation
Prerequisites: —
This modification augments the native communications on your ship. Deployed operators 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.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Adrenal
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +4 bonus to its Constitution score, and its maximum for this score increases by 2. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 600 cr, 8 lb.
\n\t\tDamage: 2d4 Kinetic
Properties: Double (2d4 kinetic), Two-Handed
\n\t\tLevel: 6
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
A blast of corrosive energy emits from you. Choose a target within range.
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.
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.
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.
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.
","img":""} -{"_id":"ODA2YzMxZmIyMzAy","name":"Exceptional Cortosis Weave","permission":{"default":2},"folder":"YjU5NjA0ZjdlOTNh","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Reinforcement
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the absorptive 2 property. If it already has the absorptive property, its absorptive property increases by 2, to a maximum of 3. Additionally, when taking energy damage from a lightweapon, this armor or shield’s absorptive number is doubled, to a maximum of 6.
Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 6d6 kinetic damage, or half as much on a successful one.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additonally, it gains the burst property, with a burst number equal to its reload number. If it already has the burst property, the burst number is reduced to one-half its reload number (rounded up), to a minimum of 2.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 29) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n any \n | \n\n Fisto’s Codex (page 14) \n | \n
\n\n | \n\n Tiny \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 168) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 181) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 78) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 30) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 167) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 167) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/8 \n | \n\n any neutral alignment \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 178) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any chaotic \n | \n\n Fisto’s Codex (page 183) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n any \n | \n\n Fisto’s Codex (page 168) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 170) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 15) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n any \n | \n\n Fisto’s Codex (page 32) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n any \n | \n\n Fisto’s Codex (page 110) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n any \n | \n\n Fisto’s Codex (page 110) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 25) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 34) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any \n | \n\n Fisto’s Codex (page 31) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/4 \n | \n\n any \n | \n\n Fisto’s Codex (page 31) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 33) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n kaleesh) \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 135) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 129) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 134) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 129) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/4 \n | \n\n any \n | \n\n Fisto’s Codex (page 129) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 26) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 45) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 44) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 0 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 43) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 45) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 43) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 16) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 111) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 137) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n any \n | \n\n Fisto’s Codex (page 111) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 54) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 113) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 113) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 55) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 55) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 182) \n | \n
\n\n | \n\n Huge \n | \n\n Humanoid \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Humanoid \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Humanoid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 59) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 57) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 58) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 57) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 22 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 75) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 82) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 23 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 84) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 77) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 67) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 69) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any light \n | \n\n Fisto’s Codex (page 68) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any light \n | \n\n Fisto’s Codex (page 68) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n neutral light \n | \n\n Fisto’s Codex (page 70) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 71) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n any light \n | \n\n Fisto’s Codex (page 72) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 73) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 74) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 73) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any light \n | \n\n Fisto’s Codex (page 62) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 65) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 66) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 81) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 19 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 85) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 83) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 0 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 61) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 87) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 88) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 88) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 80) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 91) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 91) \n | \n
\n\n | \n\n Large \n | \n\n Humanoid \n | \n\n 8 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 92) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 90) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 179) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 17) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 18) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n neutral balanced \n | \n\n Fisto’s Codex (page 19) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 20) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n chaotic light \n | \n\n Fisto’s Codex (page 180) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 16 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 169) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 108) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 102) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 99) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 101) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 104) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 101) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 14 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 105) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 100) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 97) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 103) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 98) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n lawful balanced \n | \n\n Fisto’s Codex (page 98) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 114) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n any \n | \n\n Fisto’s Codex (page 115) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 109) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 64) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 63) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/8 \n | \n\n lawful balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 124) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 126) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 125) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 125) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any \n | \n\n Fisto’s Codex (page 166) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 12 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 176) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n neutral light \n | \n\n Fisto’s Codex (page 79) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 183) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n any \n | \n\n Fisto’s Codex (page 174) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 13 \n | \n\n any \n | \n\n Fisto’s Codex (page 33) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 116) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 9 \n | \n\n any \n | \n\n Fisto’s Codex (page 116) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 20 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 141) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 130) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 19 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 140) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 19 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 148) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 23 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 154) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 23 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 136) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 152) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 17 \n | \n\n any dark \n | \n\n Fisto’s Codex (page 134) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 24 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 150) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 15 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 155) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 133) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 7 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 131) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 18 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 146) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 132) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 13 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 28) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 4 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 177) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 13 \n | \n\n lawful light \n | \n\n Fisto’s Codex (page 27) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 6 \n | \n\n any lawful \n | \n\n Fisto’s Codex (page 32) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1 \n | \n\n any \n | \n\n Fisto’s Codex (page 184) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 21 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 145) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/8 \n | \n\n any \n | \n\n Fisto’s Codex (page 184) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/4 \n | \n\n any \n | \n\n Fisto’s Codex (page 47) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 1/2 \n | \n\n any \n | \n\n Fisto’s Codex (page 47) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 2 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 185) \n | \n
\n\n | \n\n Small \n | \n\n Humanoid \n | \n\n 1 \n | \n\n lawful dark \n | \n\n Fisto’s Codex (page 185) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 3 \n | \n\n any \n | \n\n Fisto’s Codex (page 175) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 10 \n | \n\n any \n | \n\n Fisto’s Codex (page 117) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 2 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 192) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 11 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 191) \n | \n
\n\n | \n\n Medium \n | \n\n Humanoid \n | \n\n 5 \n | \n\n chaotic balanced \n | \n\n Fisto’s Codex (page 190) \n | \n
Type: Focus
Subtype: Force
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable focus generator chassis comes with vacant modification slots for emitter, conductor, energy channel, and cycler modifications, as well as two augment slots. It can house modifications of legendary rarity or lower.
Type: Consumable
Subtype: Substance
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: Expanded Content
A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next 10 minutes, the creature experiences a high that allows them to roll an additional d8 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 17 Wisdom saving throw or experience a low that lasts 1 hour, during which they must roll a d& and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 17 Constitution saving throw to resist addiction.
","img":""} -{"_id":"ODAzMzRmZDY1NmE4","name":"Deadly Ostrine Edge","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Edge
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When you deal damage with this weapon, you deal an additional 1d4 acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item).
You are one of millions; genetically engineered, identical specimens designed to be the perfect soldier. Created from a template provided by the legendary bounty hunter Jango Fett, you represent the latest and greatest evolution in galactic warfare.
Skill Proficiencies: Choose two from Athletics, Medicine, Perception, and Piloting
Tool Proficiencies: Your choice of demolitions kit, security kit, or slicer's kit
Languages: One of your choice
Equipment: Badge or emblem of your rank, demolitions kit, security kit, or slicer's kit, a set of common clothes, and a pouch containing 100 cr
CLONE SPECIALIZATION
d8 | Clone Specialization |
1 | Trooper |
2 | Commando |
3 | Jet Trooper |
4 | Medic |
5 | Spec Ops |
6 | Ordnance |
7 | Officer |
8 | Scout |
FEATURE: REPUBLIC RANK
You are a soldier of the Republic. Those loyal to the Republic will respect your status and defer to you if they don’t outrank you. You can invoke your position to exert influence over other soldiers, requisition simple equipment, and gain access to military compounds affiliated with the Republic.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
Clones are trained from birth to be the perfect soldier; over time, they also develop their own personalities. They are universally loyal to the Republic. While clones share genetic coding, no two are completely identical.
d8 | Personality Trait |
1 | I always respect my commander. |
2 | I can stare down a krayt dragon without flinching. |
3 | I face problems head-on. A simple, direct solution is the best path to success. |
4 | I have a sense of humor. This is rare among my brothers. |
5 | I judge people by their actions, not their words. |
6 | I've lost too many friends, and I'm slow to make new ones. |
7 | I ask a lot of questions. |
8 | I'll settle for nothing less than perfection. |
d6 | Ideal |
1 | Responsibility. I do what I must and obey just authority. (Lawful) |
2 | Might. Strength, not compassion, wins battles. (Dark) |
3 | Republic. My brothers, the Republic, or people are all that matter. (Any) |
4 | Greater Light. We fight not for ourselves, but for countless of others that can't fight for themselves. (Light) |
5 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) |
6 | Live and Let Live. Ideals aren't worth killing or going to war over. (Neutral) |
d6 | Bond |
1 | My honor is my life. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | Those who fight beside me are those worth dying for. |
4 | I fight for those who cannot fight for themselves. |
5 | I would still lay down my life for the people I serve with. |
6 | A proud commander once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
d6 | Flaw |
1 | I have little respect for anyone who is of a lesser rank. |
2 | I obey the orders without, even if the orders cause misery. |
3 | I'd rather eat my armor than admit when I'm wrong. |
4 | I judge others harshly, and myself even more severely. |
5 | I am inflexible in my thinking. |
6 | I can't tell a lie for the life of me. |
Type: Droid Customization
Subtype: Protocol
Rarity: Premium
Prerequisite: Class III Droid
Attunement: No
Source: WH
When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This weapon’s range increases by 30/120.
","img":""} -{"_id":"ODBjN2Y3MjBhYWU0","name":"Nimble Lining","permission":{"default":2},"folder":"N2U5YzBhMTY0MTBm","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Prototype
Prerequisite: Intelligence 15
Attunement: No
Source: WH
This augmentation replaces your eyes and face.
This implant contains several improved tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Only one mode can be active at a time.
Side Effect: This complex interface causes significant interference with other communication devices, rendering them impossible to use. While this implant is installed, you can not use any portable device used for communication or jamming, such as a commlink or holotrace device.
This sleek, stark white device adorned with a small antenna attaches to the back of the otherwise bulky S3 module.
","img":""} -{"_id":"ODE0YTc4Y2U3MjA1","name":"Responsive Shielding Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":23,"handout-archived":false}},"sort":230000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Shielding
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This shield gains the responsive 2 property. If it already has the responsive property, its responsive number increases by 2, to a maximum of 3.
Type: Consumable
Subtype: Substance
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: Expanded Content
A silvery-green webbing sharp to the couch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within S feet. For the next hour, the creature experiences a high that allows them to roll an additional d20 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 23 Wisdom saving throw or experience a low that lasts 8 hour, during which they must roll a d20 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 23 Constitution saving throw to resist addiction.
","img":""} -{"_id":"ODEwMTY2ZWFkNDY2","name":"Tracker utility vest","permission":{"default":2},"folder":"NmUxZDViYjkxNjRm","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Value/Weight: 150 cr, 3 lb.
A utility vest is a sleeveless item of clothing that includes several evenly-distributed pockets, popular among hunters, smugglers, and adventurers. The vest is made of leathery, hide material to resist rips, corrosion and water. The wearer can carry up to 10 light items (up to 1 lb each) without increasing their total encumbrance.
You’ve learned to adapt the Force in new ways, granting the following benefits:
The tenacious are ever mindful that the Force ebbs and flows, and uses this knowledge to great advantage. Those sentinels who follow the Path of Tenacity use their connection to the Force to draw the opposition’s attention while also warding off their attacks, serving as an effective bulwark against even the most implacable of foes.
Starting when you choose this calling at 3rd level, you learn the saber ward force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.
Also at 3rd level, you can use your reaction to deflect a strike when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level.
If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.
At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.
By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.
Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.
At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.
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.
","img":""} -{"_id":"ODEyYzNlMGYyMTcw","name":"Environmental Barrier","permission":{"default":2},"folder":"MWZlMTliYmRhYmRj","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Consumable
Subtype: Barrier
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
A shimmering barrier springs into resistance around you that lasts 8 hours. The barrier has 10 hit points. Whenever you take damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by the GM when the item is created), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
You are a skilled gambler who spends most of your time in casinos, bar rooms, and gambling dens. Are your activities legal, or do you break the law? Have you ever cheated in a game, or do you play by the rules? No matter what, your life has been one of excitement, chance, and danger.
You can convince nearly anyone to put up something they aren’t normally willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are in their favor.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Silver-Tongued |
2 | Empathic |
3 | Threatening |
4 | Quick-Fingered |
5 | Entertainer |
6 | Keen Mind |
7 | Observant |
8 | Practiced |
Gambling is your passion, for better or for worse. Most gamblers see their vices as virtues, and overlook things in their pursuit of the rush.
d8 | Personality Trait |
---|---|
1 | I like to impress everyone I meet with a simple trick or a quick joke. |
2 | I constantly make side bets on everything that happens around me. |
3 | No matter how high the stakes, I always appear calm. |
4 | I try to be unpredictable, so no one will know when I'm bluffing. |
5 | I never back down from a challenge. |
6 | I can't get satisfaction out of something if the stakes are too low. |
7 | I tend to make friends out of enemies, and enemies out of friends. |
8 | I prefer one game above all others. |
d6 | Ideal |
---|---|
1 | Risk. Nothing worth doing is ever a sure thing. (Chaotic) |
2 | Victory. Never make a bet unless you're sure you can win. (Lawful) |
3 | Greed. Anything that isn't mine soon will be. (Dark) |
4 | Charity. I share my winnings with the less fortunate. (Light) |
5 | Surprise. Life is a game worth playing, because you never know how the dice will land. (Any) |
6 | Laziness. Working is for chumps. (Any) |
d6 | Bond |
---|---|
1 | I owe a lot of money to the wrong kind of people. |
2 | I still keep the first coin I ever won. It's my good luck charm. |
3 | Most of my winnings go to my home. |
4 | Someday I will own my own casino. |
5 | I lost a large sum of money to a con artist; I seek to get it back. |
6 | I hide my gambling behind a normal life. My friends have no idea who I really am. |
d6 | Flaw |
---|---|
1 | I can't step away from the table when I'm losing. |
2 | I spend money faster than I can make it. |
3 | Everyone has a price. Mine happens to be pretty low. |
4 | I assume everyone is hiding something from me. |
5 | I tend to value money more than people. |
6 | I like to think I could drink anyone under the table, but I'm really a lightweight. |
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you aren’t wearing armor, your AC becomes 14 + your Dexterity modifier.
Side Effect: Each time you take damage while you aren’t wearing armor, your speed decreases by 5 feet until the start of your next turn.
This implant reinforces your skin with an high-strength cortosis reinforcement, making you very difficult to damage.
","img":""} -{"_id":"ODFhYzE5ZDlmYzdj","name":"Holding Cell","permission":{"default":2},"folder":"N2UxOGMxMjI4NjNh","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Level: 4
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
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.
A disintegrate power targeting the globe destroys it without harming anything inside it.
","img":""} -{"_id":"ODFjMWY5NDY2YTQx","name":"List of Feats","permission":{"default":2},"folder":"NzVkODliNjQ2ZmVm","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Name | Ability Score Increase | Prerequisite | Source |
Intelligence | PHB | ||
Dexterity | PHB | ||
Charisma | PHB | ||
Any | at least 3 levels in fighter | EC | |
- | PHB | ||
Wisdom | PHB | ||
Any | WH | ||
- | WH | ||
- | The ability to cast force powers | PHB | |
Strength or Dexterity | PHB | ||
Any | WH | ||
Constitution | PHB | ||
- | The ability to cast force powers | PHB | |
Any | WH | ||
Any | PHB | ||
- | PHB | ||
- | Dexterity 20, character level 12 | EC | |
- | PHB | ||
- | The ability to cast force powers | PHB | |
- | Lucky feat | PHB | |
- | PHB | ||
Strength | PHB | ||
Any | WH | ||
Any | PHB | ||
- | PHB | ||
Charisma | PHB | ||
Strength | PHB | ||
- | The ability to cast force or tech powers | PHB | |
- | PHB | ||
- | The ability to cast force or tech powers | PHB | |
Any | PHB | ||
- | PHB | ||
- | Intelligence 20, character level 12 | EC | |
Any | Class I, II, III, IV, or V Droid | WH | |
Any | WH | ||
- | PHB | ||
Any | PHB | ||
- | The ability to cast force or tech powers | PHB | |
- | PHB | ||
Intelligence or Wisdom | PHB | ||
Constitution | PHB | ||
Wisdom | PHB | ||
Any | PHB | ||
- | PHB | ||
- | Wisdom 20, character level 12 | EC | |
Any | at least 3 levels in engineer | EC | |
- | PHB | ||
Charisma | WH | ||
Strength or Dexterity or Constitution | PHB | ||
Any | at least 3 levels in monk | EC | |
Wisdom or Charisma | The ability to cast force powers | WH | |
- | PHB | ||
- | Creature type humanoid | PHB | |
Strength | PHB | ||
Any | PHB | ||
Charisma | PHB | ||
- | WH | ||
Any | PHB | ||
Any | PHB | ||
- | PHB | ||
Charisma | PHB | ||
Intelligence or Wisdom | PHB | ||
Strength or Dexterity or Constitution | Proficiency with medium armor | PHB | |
- | PHB | ||
- | Charisma 13 | PHB | |
Intelligence | PHB | ||
- | PHB | ||
Intelligence | PHB | ||
Any | at least 3 levels in sentinel | EC | |
Strength or Dexterity or Constitution | PHB | ||
Intelligence | PHB | ||
Intelligence | PHB | ||
- | PHB | ||
- | WH | ||
- | PHB | ||
- | PHB | ||
- | PHB | ||
Charisma | PHB | ||
Wisdom | PHB | ||
Any | at least 3 levels in consular | EC | |
- | PHB | ||
Strength or Dexterity or Constitution | Proficiency with light armor | PHB | |
- | The ability to cast force or tech powers | PHB | |
- | PHB | ||
Intelligence | PHB | ||
Intelligence or Wisdom | PHB | ||
- | Charisma 20, character level 12 | EC | |
Wisdom | PHB | ||
Charisma | PHB | ||
Any | PHB | ||
- | PHB | ||
- | The ability to cast force or tech powers | PHB | |
Any | PHB | ||
Any | at least 3 levels in operative | EC | |
Charisma | PHB | ||
Dexterity | PHB | ||
- | The ability to cast force or tech powers | PHB | |
Dexterity | PHB | ||
Intelligence | PHB | ||
Any | at least 3 levels in berserker | EC | |
PHB | |||
- | PHB | ||
Strength | Strength 13, size Small | WH | |
Any | WH | ||
- | PHB | ||
Any | at least 3 levels in guardian | EC | |
Any | Class I, II, III, IV, or V Droid | WH | |
- | PHB | ||
- | PHB | ||
- | PHB | ||
Charisma | PHB | ||
- | Dexterity 13 | PHB | |
Any | PHB | ||
Charisma | PHB | ||
- | The ability to cast force or tech powers | PHB | |
Dexterity | PHB | ||
Dexterity or Intelligence or Wisdom or Charisma | Dexterity, Intelligence, Wisdom, or Charisma 13 | PHB | |
Wisdom | PHB | ||
- | PHB | ||
Intelligence | PHB | ||
Charisma | PHB | ||
- | PHB | ||
Strength | Strength 13, size Tiny | WH | |
Any | at least 3 levels in scout | EC | |
- | Strength 20, character level 12 | EC | |
Constitution | Durable feat | PHB | |
- | PHB | ||
- | PHB | ||
- | Constitution 20, character level 12 | EC | |
Any | at least 3 levels in scholar | EC | |
- | PHB | ||
- | The ability to cast force or tech powers | PHB | |
Strength or Dexterity or Constitution | PHB | ||
Any | WH |
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 16 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 30 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare’s effects.
Type: Armor Modification
Subtype: Shielding
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This shield gains the responsive 3 property. If it already has the responsive property, its responsive number increases to 3.
Value/Weight: 450 cr, 16 lb.
This cybernetic augmentation replaces a single arm, forearm, and hand.
Type: Universal
Prerequisites: Tier 1, Droid Brain
You improve your ship’s droid brain. Your droid brain’s Intelligence score increases to 14, and it gains proficiency in Technology and mechanic’s kits. Additionally, if your ship is Small or Medium, the number of actions it can take each turn increases:
Type: Droid Customization
Subtype: Part
Rarity: Premium
Prerequisite: Class V Droid
Attunement: No
Source: WH
You count as two sizes larger, instead of one, when determining your carrying capacity and the weight you can push, drag, or lift.
A weapon with the fixed property does not fill the hand slot, but you can’t use the weapon while the hand is full. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.
","img":""} -{"_id":"ODJhYzRjMTlmNmJl","name":"Droid, Class III","permission":{"default":2},"folder":"MTUxNjQ0ODQ3OWY2","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Color Scheme | Typically metallic |
Distinctions | Human-like size, shuffling gait, typically talkative |
Height | 5'6\" | +2d4\" |
Weight | 120 lb. | x(2d6) lb. |
Manufacturer | Cybot GalacticaIndustrial Automaton |
Language | Varies based on location |
Class III droids are typically human-like in both shape and size, standing at around 6 feet. 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.
They are noteworthy for their slow, shuffling gait and typically overly talkative nature.
Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
They are usually equipped with protocol chips which give them the cognitive functionality to engage socially.
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.
Occasionally, noteworthy droids will earn monikers based on their accomplishments.
As a Droid, Class III, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.
Age. Droids don’t age, though they require maintenance to retain functionality.
Alignment. Droids tend toward no particular alignment. The best and worst are found among them.
Size. Class III droids stand around the height of humans and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s tools. You must be proficient in armor in order to have it integrated.
Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.
Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Systems. You do not need to eat or drink.
Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.
Knowledge Protocol. You have proficiency in the Lore skill.
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.
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.
Languages. You can speak, read, and write all registered languages.
You have a need for speed. You live off of the adrenaline rush of piloting your craft or steering your beast through the dangers of a race. You love the thrill of a photo-finish and relish the sweet taste of victory.
d8 | Racing Specialty |
---|---|
1 | Air Speeders |
2 | Boonta Speeders |
3 | Pod Racers |
4 | Speeder Bikes |
5 | Starships |
6 | Swoop Bikes |
7 | Fathiers |
8 | Varactyls |
You have a preternatural instinct for understanding the terrain, interpreting maps, and planning routes. You and your party can move at three-fourths your speed over difficult terrain during long-distance travel. Because of these skills, if you know your destination and the intervening terrain–either by reputation, by sight, or by maps you have seen–you are able to identify an effective short-cut, trimming your travel time by up to half. Your GM may rule that your short-cut entails significant danger or may be temporarily impassable.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Animal Handler |
2 | Naturalist |
3 | Ace Pilot |
4 | Techie |
5 | Entertainer |
6 | Genius Mechanic |
7 | Linguist |
8 | Observant |
Racers are usually competitive and often fearless. They can lead a whirlwind of a life, and sometimes the adrenaline of the race is no longer enough for them.
d8 | Personality Trait |
---|---|
1 | Win or lose. There is no try. |
2 | Giving up is never an option for me. |
3 | I spit and laugh in the face of danger. |
4 | Why do something if there is not the possibility of death? |
5 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
6 | I don't pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can't do it. |
8 | I blow up at the slightest insult. |
d6 | Ideal |
---|---|
1 | Victory. It's not a victory if you don't follow the rules. (Lawful) |
2 | Win. A win is a win, no matter how it's done. (Chaotic) |
3 | Charity. I share my winnings with the less fortunate. (Light) |
4 | Pride. I will do whatever it takes to be recognized as the best. (Dark) |
5 | Excitement. Life is a race worth entering, because you never know how the ships will fly. (Neutral) |
6 | Victory. Nothing worth doing is ever a sure thing. (Any) |
d6 | Bond |
---|---|
1 | There is nothing more important to me than my vehicle. |
2 | I will win the Coruscant Invitational one day. |
3 | I'm trying to pay off the debt on my vehicle. |
4 | I owe a lot of money to the wrong kind of people. |
5 | I do what feels good. Let's see the authorities catch me. |
6 | Someone I loved died because they were too slow. That will never happen to me. |
d6 | Flaw |
---|---|
1 | I think most people in life are content with a participation trophy. They disgust me. |
2 | I classify everyone I meet as a winner or a loser. There's only ever one winner. |
3 | There is not a drug I won't try. |
4 | Once I start drinking, it's hard for me to stop. |
5 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
6 | Waiting around makes me antsy. I'd rather do something stupid than do nothing at all. |
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Underlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to AC against ranged attacks while wearing this armor or wielding this shield.
Skin Color | Gray or green |
Hair Color | None |
Eye Color | Blue, magenta, or purple |
Distinctions | Elongated, tapered skull with an undersized face |
Height | 5'2\" | +2d10\" |
Weight | 100 lb. | x(2d4) lb. |
Homeworld | Oba Diah |
Language | Pyke |
A sentient species, the pykes are humanoid, although slimmer and taller than most humans. They have two long, lanky legs, and two arms that end in three-fingered hands. Their heads are large and elongated, with a tapered skull and an undersized face, a feature which some other species find unsettling. Pykes had two narrow, almond-shaped eyes which could be magenta or blue in color.
Pykes hail from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah view both the population and terrain as unwelcoming. The pyke homeworld serves as the headquarters of the Pyke Syndicate, a criminal dealership within the Spice Cartel that operates in the criminal underworld distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relies on smugglers and freighter captains to complete the dangerous Kessel Run. The Pyke Syndicate almost completely controls the production of raw spice in the galaxy, while maintaining tentative alliances with other criminal organizations throughout the galaxy, such as the Black Sun and the Crimson Dawn.
Pyke names are often influenced by naming conventions of other species, with their rarely-used surnames being familial.
Male Names. Dor, Eife, Qalo, Thok, Zret
Female Names. Gali, Taela, Shethni, Vent, Zeeren
Surnames. Kemtol, Nek, Pyke, Safet, Welkor
As a Pyke, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Pykes reach adulthood in their late teens and live less than a century.
Alignment. Due to their underhanded nature, Pykes tend toward the dark side, though there are exceptions.
Size. Pykes typically stand 6 to 6 and a half feet tall and generally weigh about 155 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Mercantile. You have proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.
Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.
Spicer. You are proficient in spicer’s kit.
Languages. You can speak, read, and write Galactic Basic and Pyke. The Pyke language is characterized by its multisyllable grunts.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
The combination of ability scores, species, class, and background defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and species, you have options to fine-tune what your character can do. But this chapter is for players who-with the GM’s permission-want to go a step further.
This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability s cores as you gain levels. Your GM decides whether these options are available in a campaign.
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in consular and two in fighter, you’re a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.
MULTICLASSING EXAMPLE
Drew is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Drew decides that his character will multiclass instead of continuing to progress as a fighter. Drew’s fighter has been spending a lot of time with Rickey’s scout, and has even been doing some jobs on the side for the Bounty Broker’s Association as a bounty hunter. Drew decides that his character will multiclass into the operative class, and thus his character becomes a 4th-level fighter and 1st-level operative (written as fighter 4/operative 1).
When Drew’s character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter 5/operative 1), another operative level (becoming a fighter 4/operative 2), or a level in a third class, perhaps dabbling in the Force thanks to a Sith holocron he acquired (becoming a fighter 4/operative 1/consular 1).
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a fighter who decides to multiclass into the consular class must have either Strength or Dexterity and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
Class | Ability Score Minimum |
Berserker | Strength 13 |
Consular | Wisdom or Charisma 13 |
Engineer | Intelligence 13 |
Fighter | Strength or Dexterity 13 |
Guardian | Constitution 13, Wisdom or Charisma 13 |
Operative | Dexterity 13 |
Monk | Dexterity 13, Wisdom or Charisma 13 |
Scholar | Intelligence 13 |
Sentinel | Dexterity 13, Wisdom or Charisma 13 |
Scout | Strength or Dexterity 13, Intelligence 13 |
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. So, if you are a consular 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a consular.
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the guardian have a d10, so if you are a fighter 5/guardian 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a fighter 5/operative 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/operative 2, you have the proficiency bonus of a 5th-level character, which is +3.
If a class feature or feat allows you to forgo your proficiency bonus, you may only do so once.
When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.
Berserker | Light armor, all vibroweapons |
Consular | - |
Engineer | Light armor, medium armor, all blasters, all vibroweapons |
Fighter | Light armor, one skill from the class’s skill list, one tool from the class’s tool list |
Guardian | Light armor, medium armor, all lightweapons, all vibroweapons |
Operative | Light armor, one skill from the class’s skill list, one tool from the class’s tool list |
Monk | Techblades |
Scholar | Light armor, medium armor, all blasters, all vibroweapons, one skill from the class’s skill list |
Sentinel | Light armor, one skill from the class’s skill list |
Scout | Light armor, simple lightweapons |
When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you’re multiclassing: Extra Attack, Superiority Die, Unarmored Defense, and Force- or Tech-casting.
If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does).
If you gain superiority dice from another class, you instead gain one additional die to your existing pool of dice.
If you already have the Unarmored Defense feature, you can’t gain it again from another class.
Your capacity for force- and tech-casting depends partly on your combined levels in all your force- or tech-casting classes and partly on your individual levels in those classes. Once you have the force- or tech-casting feature from more than one class, use the rules below. If you multiclass but have the force- or tech-casting feature from only one class, you follow the rules as described in that class.
Powers Known
You determine what powers you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a scout 4/consular 3, for example, you know 6 tech powers of no higher than 1st-level. As a 3rd-level consular, you know 11 force powers of no higher than 2nd-level.
Each power you know is associated with one of your classes, and you use the force- or tech-casting ability of that class when you cast the power.
Force and Tech Points
You determine your available force or tech points by adding together the amount given by each class, but you only add your casting modifier once.
If you have both force and tech points, you keep your pools separate, and they can only be used to fuel force or tech powers, respectively.
Max Power Level
You determine your max power level by adding together all your levels in consular or engineer, two-thirds of your levels (rounded up) in the sentinel class, half your levels (rounded down) in the scout or guardian class, and a third of your berserker, fighter, or operative levels (rounded down) if you have the Marauder Approach, Shield Specialist, or Saboteur Practice feature. Use this total to determine your max power level by consulting the Multiclass Max Power Level table.
If you have more than one force- or tech-casting class, this table might give you a higher max power level than the powers you know. You can cast powers at that level if they have an enhanced effect when cast at a higher level.
For example, if you are the aforementioned consular 5/sentinel 3, you count as a 7th-level character when determining your max power level, which is 4. While you don’t know any 4th-level force powers, you can cast powers at that level if they have an enhanced effect at a higher level.
If you have both force- and tech-casting, you determine your max power levels separately, and they can only be used to cast force or tech powers, respectively.
Level | Slot Level | Level | Slot Level | Level | Slot Level | Level | Slot Level | |||
1st | 1st | 6th | 3rd | 11th | 6th | 16th | 8th | |||
2nd | 1st | 7th | 4th | 12th | 6th | 17th | 9th | |||
3rd | 2nd | 8th | 4th | 13th | 7th | 18th | 9th | |||
4th | 2nd | 9th | 5th | 14th | 7th | 19th | 9th | |||
5th | 3rd | 10th | 5th | 15th | 8th | 20th | 9th |
Certain class features or feats offer your choice of Fighting Style. Choose from the following. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You are skilled at using your weight to your advantage. You gain the following benefits:
You are skilled at getting up close and personal with blaster weapons. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:
You are skilled at the art of defending yourself. While you are wearing armor with which you are proficient, you gain the following benefits:
You are skilled in the art of fighting with a single melee weapon. While you are wielding a melee weapon in one hand with which you are proficient and no other weapons, you gain a +2 bonus to damage rolls.
You are skilled at putting the weight of a weapon to your advantage. While you are wielding a melee weapon in two hands with which you are proficient, when you roll a 1 or 2 on a damage die for an attack, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
You are skilled at fighting while minimally armored. While you are wearing no armor and not wielding a medium or heavy shield, you gain the following benefits:
You are skilled at techniques that take advantage of every drop in any enemy’s guard. While you are wielding a melee weapon with which you are proficient, you can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
You are skilled with blaster weapons and can make shots that others find difficult. While you are wielding a blaster weapon with which you are proficient, gain a +2 bonus to ranged weapon attacks.
You are skilled at using your shield to defend your allies as well as yourself. While you are wielding a shield with which you are proficient, you gain the following benefits:
You are skilled with the techniques of throwing weapons. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
You are skilled at fighting with two weapons. While you are wielding separate weapons in each hand, or a weapon with the double property, with which you are proficient, you gain the following benefits:
You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
Type: Ventures
Prerequisite: —
When you make a ship attack while deployed as a gunner, you can add your proficiency bonus to attacks you make if you do not already do so.
Type: Clothing Modification
Subtype: Pattern
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to Wisdom and Charisma saving throws while wearing this article of clothing. Additionally, you gain a +1 bonus to damage rolls with force powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to two of them.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3. Lastly, it gains the rapid property, with a rapid number equal to one-half its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Underlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 1 property. If it already has the insulated property, its insulated number increases by 1, to a maximum of 3.
\nName\n | \n\n\nCost\n | \n\nWeight\n | \n\nAC\n | \n\nStealth\n | \n\nSource\n | \n
\n\n | \n\n\n 2000 \n | \n\n 60 \n | \n\n 17 \n | \n\n Disadvantage \n | \n\n PHB \n | \n
\n\n | \n\n\n 750 \n | \n\n 55 \n | \n\n 16 \n | \n\n Disadvantage \n | \n\n PHB \n | \n
\n\n | \n\n\n 6750 \n | \n\n 55 \n | \n\n 16 \n | \n\n Disadvantage \n | \n\n WH \n | \n
\n\n | \n\n\n 15000 \n | \n\n 65 \n | \n\n 18 \n | \n\n Disadvantage \n | \n\n WH \n | \n
\n\n | \n\n\n 9000 \n | \n\n 65 \n | \n\n 18 \n | \n\n Disadvantage \n | \n\n PHB \n | \n
\n\n | \n\n\n 8000 \n | \n\n 60 \n | \n\n 17 \n | \n\n Disadvantage \n | \n\n WH \n | \n
simple lightweapon
Value/Weight: 500 cr, 2 lb.
Damage: 1d6 Energy
Properties: Finesse, Hidden, Light, Luminous
Refined andris crystal, a spice Mined most commonly on Sevarcos II, sharpens a creature's when smoked. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"ODU3NGVjMzk1ZGQ3","name":"Stalker Technique","permission":{"default":2},"folder":"YmRkMGVmMTljMjhm","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Some Scouts become consumed by the thrill of the hunt. Only heard and never seen they revel in the violence of battle. Followers of the Stalker Technique hone their abilities to track others utilizing a variety of techniques: camouflage, infiltration, surveillance, and target acquisition.
When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.
Also at 3rd level, while you are hidden from the target of your Ranger’s Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.
Beginning at 7th level, you’ve become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature’s speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.
Starting at 11th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
","img":""} -{"_id":"ODUwNTk0MmMxODIy","name":"Biochem Engineering","permission":{"default":2},"folder":"MDY0MWUzMTAzZTRj","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Those engineers who choose the Biochem Engineering discipline focus on utilizing their vast knowledge of medicine and chemistry to supply allies with potent healing and enemies with debilitating poisons and acids.
When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist’s kits, and poisoner’s kits. additionally, when you engage in crafting with biochemist’s kits and poisoner’s kits, the rate at which you craft doubles.
Also at 3rd level, you learn to modify and combine your biochemist’s kit and poisoner’s kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified biochemist’s pack. You must have a biochemist’s kit, a poisoner’s kit, and materials in order to perform this modification.
Your biochemist’s pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist’s pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Your modified biochemist’s pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.
Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.
Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.
At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.
Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.
You may choose one type of damage that benefits from your Biochemist’s Touch and Potent Mixtures features. While wearing your modified biochemist’s pack you have resistance to that type of damage.
You can select this modification multiple times. Each time you do so, you must choose a different damage type.
When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can’t use it again until you recover it as an action.
Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.
Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.
Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, its speed is reduced by 10 feet until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you restore hit points with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.
Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature’s speed is reduced to 0 until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.
You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.
You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
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.
This feature has no effect on droids or constructs.
You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You install a wrist mounted injection apparatus into your modified biochemist’s pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can’t use it while the hand is full.
When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.
You gain immunity to the poisoned and diseased conditions.
You make several additions to your modified biochemist’s pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist’s pack.
Prerequisite: 9th level
You add a special dispersal system to your modified biochemist’s pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.
You upgrade your distributor, improving the range. When you use your action to activate your distributor, you can choose to increase the range to 60 feet.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You’ve added a light-emitting gel to your modified biochemist’s pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.
As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Prerequisite: 7th level
Whenever you use your Biochemist’s Touch feature, you may select one creature that was damaged. At the start of each of that creature’s turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Prerequisite: 11th level
Prerequisite: Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.
You install a special kolto injector into your modified biochemist’s pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.
When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.
You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"ODUyNGQxMTNkMGQw","name":"Combustive Shot","permission":{"default":2},"folder":"YWJiZTQzNjQzMjY1","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
As part of the action used to cast this power, you must make a ranged attack with a weapon 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.
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.
For some berserkers, rage is a means to an end�that end being violence. The Frenzied Approach is that of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.
At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On sub-sequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
At 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
","img":""} -{"_id":"ODVlMTE1NDE5Y2Ji","name":"Lock","permission":{"default":2},"folder":"YWQyYThlMWZmN2Ri","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Level: 2
Casting Period: 1 action
Range: Touch
Duration: Until dispelled
Concentration: —
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.
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.
","img":""} -{"_id":"ODVlOWE2YmE4Njdm","name":"Rylith Ascendancy Attachment","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":72,"handout-archived":false}},"sort":720000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This shield loses the imbalanced property.
Level: 3
Casting Period: 1 action
Range: 60 feet
Duration: 1 hour
Concentration: —
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.
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.
If any of this power’s area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.
","img":""} -{"_id":"ODY2ZmZhNDI0NGVh","name":"Force Chain Lightning","permission":{"default":2},"folder":"NTJkZjllZWViMjgw","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 6
Force Alignment: Dark
Casting Period: 1 action
Range: 150 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Force Lightning
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
","img":""} -{"_id":"ODY4MDMzZTQxNDM3","name":"Rylith Guard","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":36,"handout-archived":false}},"sort":360000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and silent properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Wristpad Modification
Subtype: Dataport
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you spend tech points to cast a tech power that restores hit points to a creature, the creature gains a number of temporary hit points equal to twice the number of tech points spent.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
The alcoholic beverages are presented in alphabetical order.
Alcoholic beverage | Cost (cr) | Weight (lb) |
80 | 1/2 | |
65 | 1/2 | |
70 | 1/2 | |
95 | 1/2 | |
90 | 1/2 | |
85 | 1/2 | |
60 | 1/2 | |
75 | 1/2 |
Skin Color | Pale grey or white |
Hair Color | White |
Eye Color | White |
Distinctions | Blue tinted skin and sunken, colorless eyes |
Height | 4'11\" | +2d10\" |
Weight | 105 lb. | x(2d4) lb. |
Homeworld | Umbara |
Language | Umbaran |
Umbarans, called the “Shadow People” by some, are a near-human species characterized by their pale, bluish skin and colorless, sunken eyes. Their homeworld, Umbara, is situated deep within the Ghost Nebula, and receives almost no direct light from the planet’s primary star. As a result, Umbaran eyes are well-adjusted to seeing in low light, and can see into the ultraviolet spectrum, but can be disoriented by bright light.
Umbaran society is strictly divided into a leveled caste system, with most Umbarans constantly scheming to improve their social rank, using tactics such as blackmail, subterfuege, and even assassination if necessary. Only those within the ten highest caste tiers were given opportunities to leave their homeworld. Because of the cutthroat machinations required to get there, Umbarans in the wider galaxy are known as skilled, ruthless politicians. This reputation is enhanced by the Umbarans’ talents for reading and influencing the emotions of others.
Umbara developed its own technological advances separate from galactic society, and possessed technology that was in many fields far more advanced than the galactic standard.
Umbaran names are typically no more than one or two syllables. Surnames are familial.
Male Names. Mee, Pir, Nyss, Moshenu
Female Names. Sly, Syll, Myn, Sata
Surnames. Deechi, Moore, Phobi, Nenn
As a Umbaran, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma or Wisdom score increases by 1.
Age. Umbarans reach adulthood in their late teens and live less than a century.
Alignment. Umbarans’ desire to improve their social standing at all costs causes them to tend towards chaos, though there are exceptions
Size. Umbarans typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You’ve lived most of your life without direct sunlight. 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.
Umbaran Specilization. You have proficiency in one of the following skills: Insight, Technology, Deception, or Perception.
Tech Dabbler. You know the ward at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the infiltrate tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.
Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.
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.
Languages. You can speak, read, and write Galactic Basic and Umbaran. Umbaran is characterized by its blending of technical jargon with informal language. It is rarely spoken off Umbara.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Consumable
Subtype: Substance
Rarity: Premium
Prerequisite: No
Attunement: No
Source: Expanded Content
A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional 06 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 15 Wisdom saving throw or experience a low that lasts 1 hour, during which they must roll a d6 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 15 Constitution saving throw to resist addiction.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Level: 9
Force Alignment: Dark
Casting Period: 1 action
Range: 150 feet (60-foot cylinder)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Force Lightning Cone
A crackling storm of lightning appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.
The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.
","img":""} -{"_id":"ODczZGI3MzQxZTRj","name":"Sentinel Ideals","permission":{"default":2},"folder":"YmQ1NDY4NjMxZjk1","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"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.
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).
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.
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.
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.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal damage equal to your Kinetic Combat die.
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.
You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.
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.
When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage 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.
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 of the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.
You gain proficiency in medium armor.
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.
When you finish a short or long rest, you gain a number of temporary force points equal to your Wisdom or Charisma modifier (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.
Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to your Wisdom or Charisma modifier (your choice, minimum of one).
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.
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).
","img":""} -{"_id":"ODdiMGM3NmI4NzUz","name":"Vibrocutter","permission":{"default":2},"folder":"YjRjZDM0NjYwMjk5","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"simple vibroweapon
Value/Weight: 300 cr, 5 lb.
Damage: 1d6 Kinetic
Properties: Dexterity 11, Heavy, Vicious 1
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 1 property. If it already has the insulated property, its insulated number increases by 1, to a maximum of 3.
Skin Color | Gray, with blue, red, or yellow markings |
Hair Color | None |
Eye Color | Red |
Distinctions | Extra limb at elbow, innate Force-sensitivity |
Height | 5'8\" | +2d6\" |
Weight | 165 lb. | x(2d4) lb. |
Homeworld | Felucia |
Language | Felucianese |
Felucians are a tall, bipedal species. Both their arms and legs end in four, large webbed digits with suction-cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian’s head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.
Felucians are mysterious sentient beings native to the vast fungal swamps and jungles of Felucia. Though Felucia has long been colonized, the native Felucians avoided notice by living deep in the jungle. Such seclusion was easily maintained. Even the hardiest of colonists were loath to brave the perils of the dangerous wilderness without cause.
The Felucians are an unusual, amphibious species. They are highly adapted to surviving the wilds of their home planet, and fade easily into its confusing mass of plant life. They are equally at home on land or in the water, and they traverse the swamps with ease.
All Felucians are part of a single, planetwide tribe that is broken down into smaller villages and communities, each one led by shamans and chieftains. These shamans are very strong in the Force, using it to their own ends with incredible skill.
Felucian names are usually two syllables and full of hard consonants. Surnames are a combination of tribe lineage.
Male Names. Gokkuul, Kargrek, Hagark, Ruggorn
Female Names. Lakko, Taarell, Duuna, Frula
Surnames. s’Gokuul, d’Lakko, s’Kargrek, d’Frula
As a Felucian, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Felucians reach adulthood in their late teens and live less than a century.
Alignment. Felucians’ connection to the Living Force causes them to tend toward the light side, though there are exceptions.
Size. Felucians typically stand over 6 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Force Sensitive. You know the burst at-will force power. When you reach 3rd level, you can cast the beast trick force power once per day. When you reach 5th level, you can also cast the plant surge force power once per day. Wisdom is your forcecasting ability for these powers.
Amphibious. You can breathe air and water.
Stealthy. You are proficient in the Stealth skill.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Galactic Basic, Felucianese, and one more language of your choice. Felucianese is characterized by guttural, whisper-like vowels, interspersed with hard clicks.
Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.
On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.
","img":""} -{"_id":"ODgwYTJlOWM1M2Y3","name":"Exceptional Collapsible Dire Frame","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and hidden properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
This weapon adds 5 feet to your reach with it.
","img":""} -{"_id":"ODgyODA2ZmRjMWFl","name":"Human","permission":{"default":2},"folder":"ZmE0Zjc3ZDA0ZTk3","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Skin Color | Light to dark tones |
Hair Color | Black, blond, orange, brown, gray to white (usually with age) |
Eye Color | Amber, blue, brown, gray, green, hazel, purple, or red |
Distinctions | Biped with bilateral symmetry, opposable thumbs |
Height | 4'8\" | +2d10\" |
Weight | 110 lb. | x(2d4) lb. |
Homeworld | Coruscant |
Language | Galactic Basic |
Humans are an intelligent species that originated on Coruscant, but can be found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes, male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs attached to it. The upper limbs, or arms, end in hands which had five fingers each; the lower ones, called legs, end in feet. The human fingers have multiple points of articulation, and one of them is an opposable thumb that allowed for fine manipulation. Finally, they have one head perched atop their torso. Many other species, including twi’leks, mon calamari, or zabraks, are referred to as “humanoids” because of their structural resemblance to humans.
Humans can occupy a variety of employs, from politicians to bounty hunters, swoop racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.
Humans are the most populace species in the Galaxy, and thus their names vary drastically based on the planet or culture with whom they reside.
Male Names. Koth, Liorz, Satapak, Tin, Vuc
Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu
Surnames. Jauli, Kudi, Melmi, Windu, Wobec
As a Human, you have the following special traits.
Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Proficiency. You gain proficiency in one skill, one tool, and one weapon of your choice.
Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi’lek musical expressions, chiss military phrases, and so on.
Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
Prerequisite: —
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 its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.
At Higher Levels: This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
martial blaster
\n\t\tValue/Weight: 600 cr, 12 lb.
\n\t\tDamage: 1d12 Kinetic
Properties: Ammunition (range 150/600), Reload 4, Strength 13, Two-Handed
\n\t\tType: Wristpad Modification
Subtype: Motherboard
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the tech save DC and a -1 penalty to the tech attack rolls of tech powers you cast through this wristpad.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces an eye.
As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.
Side Effect: While the eye is removed, you have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight beyond 5 feet.
This eye replacement is a favored tool for the augmented spy.
","img":""} -{"_id":"ODkxZDRhYWQxMmY0","name":"Duros","permission":{"default":2},"folder":"MTUxNjQ0ODQ3OWY2","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Skin Color | Blue, green |
Hair Color | None |
Eye Color | Red |
Distinctions | Noseless, large red eyes, affinity for space travel |
Height | 5'5\" | +2d10\" |
Weight | 115 lb. | x(2d4) lb. |
Homeworld | Duro |
Language | Durese |
The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.
Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.
The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.
With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.
Duros names are generally melodic, with female names having softer intonations. Surnames are familial.
Male Names. Cir, Fod, Mom, Rur, Zim
Female Names. Chochi, Fumsu, Kaleshef, Raada
Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks
As a Duros, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Duros reach adulthood in their 20s and live an average of 150 years.
Alignment. Duros tend toward no particular alignment. The best and worst are found among them.
Size. Duros stand around 6 feet tall and weigh around 160 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.
Galactic Traveler. You have proficiency in Lore.
Pilot. You have proficiency in Piloting.
Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.
Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Level: 2
Casting Period: 1 minute
Range: 30 feet
Duration: Until dispelled
Concentration: —
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.
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.
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.
","img":""} -{"_id":"ODkzOWY3MDZiOWVm","name":"Superior Defensive Guard","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":44,"handout-archived":false}},"sort":440000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the defensive 2 property. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
GM Notes :
\n Name \n | \n\n\n Cost \n | \n\n Weight \n | \n\n Damage \n | \n\n Source \n | \n
\n\n | \n\n\n 300 \n | \n\n 8 \n | \n\n 1d6 Energy \n | \n\n PHB \n | \n
\n\n | \n\n\n 500 \n | \n\n 14 \n | \n\n 1d10 Kinetic \n | \n\n WH \n | \n
\n\n | \n\n\n 400 \n | \n\n 16 \n | \n\n 1d10 Energy \n | \n\n PHB \n | \n
\n\n | \n\n\n 300 \n | \n\n 3 \n | \n\n 1d6 Energy \n | \n\n WH \n | \n
\n\n | \n\n\n 250 \n | \n\n 1 \n | \n\n 1d4 Energy \n | \n\n PHB \n | \n
\n\n | \n\n\n 300 \n | \n\n 8 \n | \n\n 1d4 Ion \n | \n\n WH \n | \n
\n\n | \n\n\n 350 \n | \n\n 2 \n | \n\n 1d4 Energy \n | \n\n PHB \n | \n
\n\n | \n\n\n 900 \n | \n\n 12 \n | \n\n 1d6 Energy \n | \n\n WH \n | \n
\n\n | \n\n\n 275 \n | \n\n 3 \n | \n\n 1d4 Kinetic \n | \n\n WH \n | \n
\n\n | \n\n\n 200 \n | \n\n 3 \n | \n\n 1d6 Kinetic \n | \n\n PHB \n | \n
\n\n | \n\n\n 350 \n | \n\n 12 \n | \n\n 2d4 Kinetic \n | \n\n PHB \n | \n
\n\n | \n\n\n 100 \n | \n\n 3 \n | \n\n 1d6 Kinetic \n | \n\n WH \n | \n
\n\n | \n\n\n 200 \n | \n\n 10 \n | \n\n 1d4 Kinetic \n | \n\n WH \n | \n
\n\n | \n\n\n 450 \n | \n\n 1 \n | \n\n Special \n | \n\n PHB \n | \n
\n\n | \n\n\n 250 \n | \n\n 1 \n | \n\n 1d4 Energy \n | \n\n WH \n | \n
\n\n | \n\n\n 250 \n | \n\n 2 \n | \n\n 1d4 Kinetic \n | \n\n EC \n | \n
\n\n | \n\n\n 800 \n | \n\n 3 \n | \n\n 1d4 Kinetic \n | \n\n EC \n | \n
You’ve been customized beyond other droids of the same model, granting the following benefits:
Value/Weight: 450 cr, 1 lb.
A vocoder mask is worn over the nose and mouth of a creature, and can translate verbal communications between up to 15 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer.
Type: Universal
Prerequisites: Tier 4, Advanced Droid Brain
You massively improve your ship’s droid brain. Your droid brain’s Intelligence score increases to 20, and its proficiency bonus increases to 5. Additionally, when your droid brain takes the Evade action, it has advantage on the Intelligence (Piloting) check.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack rolls made with this weapon.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Value/Weight: 150 cr, 1 lb.
This cybernetic augmentation replaces an eye.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Legendary
Prerequisite: Wisdom 15
Attunement: No
Source: WH
Your Wisdom score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Wisdom saving throws.
Side Effect: One ability score other than Wisdom (chosen by the GM) decreases by 1.
This implant drastically increases your aural awareness.
","img":""} -{"_id":"OGFiNjg4ZTVkY2Qz","name":"Champion Tunic Chassis","permission":{"default":2},"folder":"OTY5NWUyMTg3NzZk","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Body
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as two augment slots. It can house modifications of artifact rarity or lower.
You have learned to bifurcate your attention while concentrating on powers, learning techniques that grant you the following benefits:
light armor
\n\t\tValue/Weight: 1.450 cr, 13 lb.
\n\t\tDetails: AC 11 + Dex, Silent
\n\t\tFiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.
While wearing armor with the silent property, you have advantage on Dexterity (Stealth) checks that rely on sound.
GM Notes :
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Hair Color | None |
Eye Color | Black |
Distinctions | Horns (male), lethorns, black forked tongues |
Height | 5'5\" | +2d8\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Champala |
Language | Chagri |
Chagrians are born as tadpoles in clutches of three or more and raised in tubs of water in a family’s private home. During this time, their arms, legs, and air-breathing lungs develop. Adult Chagrians are truly amphibious, retaining their ability to breathe underwater while also able to function without difficulty in air. They also possess acute low-light vision.
The average Chagrian stands taller than a Human. They are distinguished by two fleshy growths protruding from the sides of their heads, which they call lethorns. As they age, the lethorns thicken. Males also sport two horns growing from the top of their skulls. These were once used in underwater duels to attract a mate, and are seen as a sign of the males’ strength and virility. Females lack the superior cranial horns, but had more pronounced and longer posterior head plates; these can reach halfway down their back. Chagrians also have very long black forked tongues.
As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic and obstinate. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Chagrian government ensures that every citizen is cared and provided for, so the standard of living for the poorest Chagrian is high compared to the members of other species. Chagrians who expect violence often wear red.
Chagrian names have a very melodic tone. Male names are typically shorter than female names. Surnames are familial.
Male Names. Bom, Chen, Fiet, Nedd, Touk
Female Names. Chavik, Dabai, Fisil, Oolya, Tinto
Surnames. Kassin, Molya, Nigna, Onirali, Treen
As a Chagrian, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Chagrians reach adulthood in their late teens and live an average of 75 years.
Alignment. Chagrians’ peace-loving nature causes them to tend toward the light side, though there are exceptions.
Size. Chagrians typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water.
Darkvision. You have a keen eyesight, especially in the dark. 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.
Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Chagri.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disintegrate 16 property. If it already has the disintegrate property, its disintegrate number increases by 4, to a maximum of 18.
Type: Starship Ammunition
Cost: 600
Weight: 16 lb
","img":""} -{"_id":"OGIwZjlkMmI0ZTJl","name":"Master Suppressor","permission":{"default":0},"folder":"NzcxNzdhZmY2NWZk","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Type: Operation
Prerequisites: Tier 5, Improved Suppressor
This modification massively improves the suppressor on your ship. When a deployed operator attempts to decrypt a message, they have advantage on the roll. Additionally, when a deployed operator attempts to suppress or decrypt, if they already have advantage on the roll, they can instead reroll one of the dice once.
Level: 3
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: —
Prerequisite: —
You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.
You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.
Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
","img":""} -{"_id":"OGIyMzM3NDUyNzE0","name":"Riot shocker","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":16,"handout-archived":false}},"sort":160000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 750 cr, 4 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Defensive 1, Light, Shocking 13
\n\t\tType: Shield
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You have a +2 bonus to AC while wielding this shield.
Value/Weight: 100 cr, 0,5 lb.
Damage: 1d6 Kinetic + 1d6 Kinetic
Weapons: Wrist Launcher
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d6 kinetic damage on a failed save or half as much on a successful one.
","img":""} -{"_id":"OGJiOThlNGViZWQ0","name":"Whirlwind","permission":{"default":2},"folder":"YTIxYTY5MDY5NzUx","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Level: 7
Force Alignment: Universal
Casting Period: 1 action
Range: 300 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.
","img":""} -{"_id":"OGJlY2JkY2JmMzQ3","name":"Locate Creature","permission":{"default":2},"folder":"MjM5MzFhYmMyOWEy","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 4
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Locate Object
Describe or name a creature familiar to you. You sense the direction to the creature’s location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The power can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the power doesn’t work. This power can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
You’re quite experienced both on land and in the air, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:
Level: 3
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.
","img":""} -{"_id":"OGM2MzFhZThkMmJm","name":"Twi'lek","permission":{"default":2},"folder":"YThlODlhMTk5MWE4","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Skin Color | Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or striped |
Hair Color | None |
Eye Color | Black, blue, brown, green, hazel, orange, pink, purple, or yellow |
Distinctions | Lekku, sharp claw-like nails, males often file their teeth to points |
Height | 5'3\" | +2d12\" |
Weight | 125 lb. | x(2d4) lb. |
Homeworld | Ryloth |
Language | Twi'leki |
Twi’leks are usually thin, although corpulent individuals were known to exist. Twi’leks are omnivores; this diet is essential given that food is scarce on their homeworld, Ryloth. Twi’leks possess multiple stomachs, an unusual trait that enables them to eat almost any food. When traveling off their homeworld, twi’leks rarely refused food, which frequently leads to obesity among starfarers. Twi’lek society also associates obesity as a sign of affluence and success.
The natural grace and exotic beauty of the female twi’leks make them a popular target among slave traders. Slavery is the main currency of Ryloth. Some see it as a chance to make money by kidnapping or selling orphaned children, while others see slavery as a way of saving children from growing up in Ryloth’s harsh environment. A number of twi’leks believe that slavery is an efficient way to proliferate their species and preserve their culture, as the twi’leks lack their own means of inter-planetary travel. Regardless of how it came about, many twi’leks live as slaves or entertainers and are considered status symbols, especially the females of rarer skin hues. Twi’leks that manage to escape from captivity usually turned to a life of thievery or prostitution, with both genders making use of their powers of seduction.
Twi’lek names combine their first name and a clan name into a single name, rather than having a separate surname.
Male Names. Ecrizsati, Gaj’mogos, Ukelweko
Female Names. Arag’mure, Oanicfuba, Unaecripi
As a Twi'lek, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Twi’leks reach adulthood in their late teens and live less than a century.
Alignment. Twi’leks harsh upbringing cause them to tend toward the dark side, though there are exceptions.
Size. Twi’leks stand between 5 and 7 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Elegant Dancers. You have proficiency with the Performance skill.
Natural Antitoxins. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).
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 Twi’leki. You can communicate non-verbally with other twi’leks through a complex language of subtle head-tail motions.
Level: At-will
Casting Period: 1 minute
Range: Touch
Duration: Istantaneous
Concentration: —
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.
Those operatives who choose the Lethality Practice use disguises to get close to their enemies, then leverage the toxic power of poisons to debilitate them and capitalize on their weaknesses.
When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Also at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.
Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.
Some of your lethal strikes require your target to mak ea saving throw to resist the lethal strike’s effects. The saving throw DC is calculated as follows:
Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier
You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.
You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:
You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.
Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.
Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner’s kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you’ve used this feature, you must complete a long rest before you can use it again.
Starting at 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person’s behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.
","img":""} -{"_id":"OGM3OWZjYTY1ODdh","name":"Protective Lining Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 1 property. If it already has the insulated property, its insulated number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You can reload this weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action. Additionally, it loses the two-handed property.
Name | Source |
EC | |
EC | |
PHB | |
EC | |
EC | |
EC | |
PHB | |
PHB | |
EC | |
EC |
Type: Focus Generator Modification
Subtype: Channel
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power of 1st-level or higher that deals damage, you can increase the damage by the number of force points spent.
Form X, also known as Domination Form, utilizes two weapons to overwhelm their foes. Those guardians who focus on Jar’Kai Form know that two weapons offer greater versatility than one, and capitalize on the twin angles from which they attack to subdue their enemies.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Equilibrium, Sentinel, or Two-Weapon Fighting 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.
Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn’t already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Lastly at 3rd level, you gain the following Channel the Force option.
Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).
Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).
Starting at 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw. A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding two light- or vibro-weapons, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn’t already include that modifier.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores 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:
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
","img":""} -{"_id":"OGNkNzdjY2EyY2M2","name":"Chiss","permission":{"default":2},"folder":"MjU5ZDcyZGNjODEz","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Skin Color | Blue or silver |
Hair Color | Black, blue, or silver |
Eye Color | Red |
Distinctions | Glowing red eyes, above-average night vision |
Height | 4'11\" | +2d10\" |
Weight | 110 lb. | x(2d4) lb. |
Homeworld | Csilla |
Language | Cheunh |
The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.
Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.
A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.
Names. Crorcu’ecuk’unist, Dash’esoru’ishur, Jerd’ecer’lonii, Kisk’egauw’eqhi, Marag’aliphil’eduo, Pommo’icuote’nlerme, Vornu’wuzi’lerdim
As a Chiss, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Chiss reach adulthood in their late teens and live less than a century.
Alignment. Chiss’ tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.
Size. Chiss typically stand between 5 and 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.
Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.
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.
Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.
Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.
Type: Weapon
Subtype: Blaster Pistol
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack and damage rolls with this enhanced weapon, and when you hit a creature with a ranged weapon attack using this weapon, the creature takes an extra 1d4 energy damage for each size category larger than you it is (up to 3d4 extra damage).
Torchy is a BlasTech ALT-25 blaster pistol owned by the mercenary Corso Riggs during the Galactic Cold War.
","img":""} -{"_id":"OGQ5NGM3OTBjNzNj","name":"Impervious Lining Mark I","permission":{"default":2},"folder":"N2U5YzBhMTY0MTBm","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
Value/Weight: 500 cr, 8 lb.
This kit includes all of the necessary components to create and house standard adrenals, medpacs, and stimpacs. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify adrenals, medpacs, and stimpacs. Also, proficiency with this kit is required to create adrenals, medpacs, and stimpacs.
INVESTIGATION
Proficiency with biochemist’s kit allows you to unlock more information on Investigation checks involving adrenals, medpacs, and stimpacs.
PERCEPTION
When you inspect an area for clues, proficiency with biochemist’s kit grants additional insight into any chemicals or other substances that might have been used in the area.
BIOCHEMIST CRAFTING
You can use this tool proficiency to create biochemist items. A character can spend money to collect raw materials, which weigh 1 pound for every 500 cr spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use biochemist’s kit to make one antidote kit, medkit, or medpac. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.
Sample Activities
Activity | DC |
---|---|
Create a medkit | 10 |
Identify a chemical | 10 |
Create a medpac | 15 |
Create an antidote kit | 20 |
Type: Shield
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable shield chassis comes with vacant modification slots for overlay, underlay, reinforcement, and shielding modifications, as well as one augment slot. It can house modifications of prototype rarity or lower.
Monks of the Jal Shey order, driven by the pursuit of knowledge, maintain one of the most well-respected and heavily guarded repositories of history and knowledge across the galaxy: the Archives of the Jal Shey. Here, young folk of all species seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Jal Shey monk is to give one’s self to the quest for unveiling the deepest mysteries of the galaxy, to bring light to the secrets of the dark, and guard the most powerful and dangerous of truths.
Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology.
You learn an additional language and an additional skill proficiency from the above list at 11th and 17th level.
Also at 3rd level, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can learn learn certain information about its capabilities. The GM tells you if the creature has two of the following characteristics of your choice:
At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.
On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.
Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.
At 17th level, you’ve gained the knowledge to temporarily inhibit a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.
","img":""} -{"_id":"OGRkNzU4NjNhYTM2","name":"Superior Focus Generator","permission":{"default":2},"folder":"OGI5MjU1NTFiOTJm","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Focus
Subtype: Force
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +3 bonus to the force attack rolls for force powers you cast through this focus generator.
Skin Color | Brown, gray, or tan |
Hair Color | Black |
Eye Color | Pale gray or black |
Distinctions | Full-body wrappings, goggles, mouth filter |
Height | 4'9\" | +2d8\" |
Weight | 110 lb. | x(2d4) lb. |
Homeworld | Tatooine |
Language | Tusken |
While Tuskens, also known as Tusken Raiders or Sand People, are easily recognizable by their full-body clothing, goggles, and mouth filters, little of their true physical appearance can be discerned. From birth, Tuskens are covered in wraps, and, barring very rare occasions, will not bare any part of their skin in sight of another person. This, combined with their hostility to outsiders and Tatooine’s remote and arid nature, makes even study of Tusken corpses difficult.
Tuskens are a primative, tribal race, mostly living in small clans scattered throughout Tatooine’s deserts. Due to the harsh and unforgiving desert environment, Tusken clans are often xenophobic and territorial, but it is not unknown for them to adopt members of other species into the clan. They believe that all water is sacred and promised to them alone, and are infamous among the other residents of Tatooine for raiding and pillaging settlements and farms.
Tusken clans are usually very stratified, with males as hunters and warriors, while females and children maintain the camp. Tusken warriors hold their bond with their gaderffii weapons and Bantha mounts as sacred, and will choose death before relinquishing either.
Tusken naming traditions vary between clans, but most are made up of harsh, guttural sounds. Tuskens do not use surnames.
Male Names. Ur Ur, A’Koba, Qeruru’rr, Gr’Karr
Female Names. K’Yark, Reirin, K’Orou, Ursarr’u
As a Tusken, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength or Charisma score increases by 1.
Age. Tuskens are considered adults when they turn 15. Because of the harsh and unforgiving climate of their home world, they rarely live longer than half a century.
Alignment. Tusken culture’s violent focus and disregard of those outside the tribe causes them to tend towards chaotic dark side, though there are exceptions.
Size. Tusken stand between 5 and 6 feet tall and weigh around 155 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Animal Handler. You are proficient in Animal Handling.
Intimidating Roar. Once per day, you can cast the fear force power. Charisma is your forcecasting ability for this power.
Survivors of the Sands. You are proficient in Survival. Additionally, you don’t treat desert terrain as difficult terrain. Lastly, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
Tusken Weaponry. You have proficiency with the slugthrower and vibromace.
Languages. You can speak, read, and write Galactic Basic and Tusken. Tusken is a guttural language characterized by its barks, growls, and roars. While Tuskens typically understand Galactic Basic, it is rare to hear them speak anything but Tusken.
Value/Weight: 450 cr, 1 lb.
A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.
martial blaster
\n\t\tValue/Weight: 200 cr, 3 lb.
\n\t\tDamage: 1d4 Ion
Properties: Ammunition (range 40/160), Reload 16
\n\t\tType: Item Modification
Subtype: Augment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Your Strength score increases by 1.
Value/Weight: 250 cr, 2 lb.
Synthweaver’s tools include all of the necessary components to craft and repair clothing and boots.
LORE
Your expertise lends you additional insight when examining clothes and boots.
INVESTIGATION
Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items, or examining the wear of clothing and boots.
CRAFT HIDDEN COMPARTMENT
With 8 hours of work, you can add a hidden compartment to a pair of boots or an article of clothing. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.
MAINTAIN SHOES
As part of a long rest, you can repair your companions’ boots. For the next 24 hours, up to six creatures of your choice who wear boots you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
Sample Activities
Activity | DC |
---|---|
Repurpose or mend a cloth | 10 |
Tailor an outfit | 15 |
Find a hidden compartment in clothing | 15 |
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
You master the use of blaster carbine, blaster rifle, ion rifle, sniper rifle, and slugthrower. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
martial vibroweapon
\n\t\tValue/Weight: 900 cr, 7 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Defensive 1, Fixed
\n\t\tType: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: two-handed property
Attunement: No
Source: WH
This weapon loses the two-handed property.
Level: 2
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
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.
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.
Name | Cost | Weight | Damage | Source |
700 | 5 | 1d6 Energy | WH | |
150 | 5 | 1d10 Energy | PHB | |
100 | 1 | 1d4 Energy | PHB | |
200 | 3 | 1d6 Energy | PHB | |
500 | 2 | 1d6 Energy | PHB | |
1000 | 2 | 1d4 Energy | WH |
Type: Ventures
Prerequisite: —
When you make an Intelligence (Technology) check while deployed as an operator, you can add your proficiency bonus to checks you make if you do not already do so.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Operation
Prerequisites: —
This modification adds a navcomputer slot on your ship and includes a basic navcomputer.
Type: Armor Modification
Subtype: Underlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon’s range increases by 10/40. Additionally, it loses the two-handed property.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon’s range increases by 60/240.
Level: 8
Casting Period: 1 action
Range: Self (10-foot-radius sphere)
Duration: Up to 1 hour
Concentration: Yes
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.
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.
Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.
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.
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.
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.
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.
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.
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.
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.
","img":""} -{"_id":"OGZmMjYyMGY5YjFl","name":"Basic Armor Chassis","permission":{"default":2},"folder":"ZTJiNThhZjVmYjg1","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Armor
Subtype: Any
Rarity: Standard
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable armor chassis comes with vacant modification slots for overlay, underlay, reinforcement, and armoring modifications. It can house modifications of standard rarity.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
You’ve mastered the art of fighting while minimally armored, treating combat as an elegant dance. While you are wearing no armor and not wielding a medium or heavy shield, you gain the following benefits:
Level: 6
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Choke
You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.
You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.
Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
","img":""} -{"_id":"OTA3YzY1YWMyMDZl","name":"PHB - Chapter 5 - Equipment","permission":{"default":2},"folder":"MjFjM2JhNWI4ODJk","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"The marketplace of a large city teems with buyers and sellers of many sorts: Jawas peddling refurbished wares (or trying to steal from careless travelers), Ugnauts selling various technology scrap, Twi’lek armstechs and Mirialan synthweavers. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to speeders and spaceships.
For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a stronghold or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Variant: Starting Wealth by Class
Class | Funds |
---|---|
Berserker | 1,000 + 2d4 x 100 cr |
Consular | 1,000 + 2d4 x 100 cr |
Engineer | 1,000 + 3d4 x 100 cr |
Fighter | 1,000 + 5d4 x 100 cr |
Guardian | 1,000 + 5d4 x 100 cr |
Monk | 1,000 + 1d4 x 100 cr |
Operative | 1,000 + 4d4 x 100 cr |
Scholar | 1,000 + 3d4 x 100 cr |
Scout | 1,000 + 5d4 x 100 cr |
Sentinel | 1,000 + 3d4 x 100 cr |
Wealth generally appears in the form of credits. The Galactic Republic and Sith Empire have their own mints, but in most worlds, the chits are interchangeable. Other trade goods, gemstones, artifacts, and property can reflect your character’s financial well-being. Members of the lower class trade in goods, bartering for what they need and paying taxes in raw materials. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or a company, or in high denomination credits. Only merchants, adventurers, and those offering professional services for hire commonly deal in credits.
Currency has been changed to credits, with roughly 1 gp = 10 cr. Magic items are reskinned as enhanced or modified items, as appropriate, with rarities designed to mimic those of Star Wars: the Old Republic. Equipment functions similarly, with the exception of the breakdown of weapons; rather than simply simple and martial, they are broken down into blasters, lightsabers, and vibroweapons. This also utilizes a few houserules: light, medium, and heavy shields with proficiencies collapsed into the appropriate armor, new weapon features, etc.
Credits come in a variety of denominations: from a single chit to cards loaded with incredible value. While the Republic and Empire have their own currencies, in most worlds they can be used interchangeably.
With ten credits, a character can buy a power cell, a stylus, or a glowrod. A skilled (but not exceptional) artisan can earn ten credits a day. The credit is the standard unit of measure for wealth, even if the chit itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of credits, the transactions don’t usually involve the exchange of individual chits. Rather, the credit is a standard measure of value, and the actual exchange is in credit cards, letters of credit, or valuable goods.
A standard chit weighs about a third of an ounce, so fifty chits weigh a pound.
The listed cost of lightweapons is equal to twice their vibroweapon counterpart. If you use the Variant: Starting Wealth rule, you should consider letting players use the value of the vibroweapon counterpart as their purchase price.
Additionally, lightweapons are a scarce and restricted resource. Finding a buyer for a salvaged lightweapon is often difficult due to their clandestine nature.
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
In the Outer Rim, many people conduct transactions through barter. Like gems and art objects, trade goods-raw materials like bags of salt, livestock, and so on-retain their full value in the market and can be used as currency.
The different worlds of Star Wars are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from basic combat suits to heavy battle armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of Star Wars.
Variant: Equipment Sizes
In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly wookiee won’t fit in a jawa’s combat suit, and an ugnaught would be swallowed up in a gamorrean’s hooded cloak.
The GM can impose more realism. For example, a suit of armor made for one human might not fit another one without significant alterations, and a guard’s uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.
Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armormech, synthweaver, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The GM can either roll 1d4x100 or determine the increase in cost based on the extent of the alterations required.
Anyone can put on a suit of armor or wield a shield. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t force- or tech-cast.
If you have proficiency in armor, you have proficiency in the appropriate shield as well.
Armor protects its wearer from attacks. The armor (and shield) you wear determines your Armor Class.
Category | Don | Doff |
Light armor | 1 minute | 1 minute |
Medium armor | 5 minutes | 1 minute |
Heavy armor | 10 minutes | 5 minutes |
Light shield | 1 reaction | 1 reaction |
Medium shield | 1 bonus action | 1 bonus action |
Heavy shield | 1 action | 1 action |
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Prototype
Prerequisite: Constitution 13
Attunement: No
Source: WH
This augmentation replaces your eyes.
You can activate or deactivate this implant as a bonus action. While active, you have truesight to a range of 30 feet.
Side Effect: While active, you have disadvantage on Wisdom (Perception) checks beyond 30 feet.
This augmentation is a large, boxy eye replacement that covers both eyes with digital optic feeds and high resolution sensors.
","img":""} -{"_id":"OTAzMGYxNWExNTM5","name":"Defense Mastery","permission":{"default":2},"folder":"MGYwNTdjOGFjYTBm","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"You’ve mastered the art of defending yourself, treating your armor as a second skin. While you are wearing armor with which you are proficient, you gain the following benefits:
Level: 3
Force Alignment: Dark
Casting Period: 1 action
Range: 150 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Dark Side Tendrils
You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the heavy property.
Name | Source |
EC | |
PHB | |
EC | |
EC | |
EC | |
EC | |
EC | |
EC | |
PHB | |
PHB |
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disintegrate 18 property. If it already has the disintegrate property, its disintegrate number increases to 18.
Level: 5
Force Alignment: Universal
Casting Period: 1 action
Range: 90 feet
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: Force Throw
You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.
Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.
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.
Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.
","img":""} -{"_id":"OTE0N2M3ZDgzNmJk","name":"Champion Mullinine Cell","permission":{"default":2},"folder":"N2U4ZTVjOWEzZGVl","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to AC against melee attacks while wearing this armor or wielding this shield.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 17 Constitution saving throw. On a failed save, a creature takes 6d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 3 property. If it already has the vicious property, its vicious number increases to 3.
Value/Weight: 2000 cr, 12 lb.
A special set of gloves and boots that allow the wearer to stick to and climb surfaces. While wearing these items, you gain the ability to move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal your walking speed.
Skin Color | Brown, pink, red, or tan |
Hair Color | None |
Eye Color | Black, dark blue, dark green |
Distinctions | Horizontal eye stalks, horizontal spade-shaped head, tridactyl hands |
Height | 5'8\" | +2d10\" |
Weight | 145 lb. | x(2d4) lb. |
Homeworld | Tython |
Language | Rakata |
Flesh raiders are a more primitive, and more physically imposing subspecies of rakata that mutated prior to the end of the Infinite Empire. A life above ground and in caves has led the flesh raiders to lose their more amphibian traits, and are now more humanoid in their biological needs, though they seem to only be able to digest meats and flesh.
Flesh raiders keep many of their ancestral rakatan features, though they have experienced a form of gigantism that has lead to their interesting appearance, that of a flat topped, spade shaped head, with blade-like eye stalks coming off the side ends of the spade. Their body structure also more closely matches that of a trandoshan or dashade, being bulky and imposing in stature, towering over most other sentient creatures.
Unlike contemporary rakata, flesh raiders did not lose their ability to tap into the Force.
Flesh raiders are known to form small clan structures, with a war boss in charge of the clan. Those flesh raiders who are born Force-sensitive can be found imitating a temple structure, with a powerful Force-sensitive, usually from another species, leading them.
Flesh raiders still speak the rakatan language, though it has developed into a cruder variant.
Flesh raider names tend to be short and concise, embodying strength and virility. Flesh raider names make no distinction between male and female names. Surnames are clan-based, though they are rarely used.
First Names. Cha’nagh, Fashk, Gorshh, Keshk, Mar’govrok
Surnames. Ban, Fel, Kuir, Penk, Teeshk
As a Flesh Raider, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom or Charisma score increases by 1.
Age. Flesh raiders reach adulthoood by 20 and rarely live longer than 90 years.
Alignment. Flesh raiders’ propensity towards war and aggression cause them to tend toward chaotic dark side, though there are exceptions.
Size. Flesh raiders typically stand between 6 and 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Darkvision. You have a keen eyesight, especially in the dark. 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.
Force Contention. Due to their unique physiology, flesh raider hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.
Menacing. You gain proficiency in the Intimidation skill.
Hunters. Whenever you make a Wisdom (Survival) check to hunt for food, you are considered to have expertise in the Survival skill.
Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It’s script seems to be a very ancient form of Galactic Basic.
Type: Engineering
Prerequisites: —
Your ship is equipped with a nano-droid distributor that allows it to repair other ships. When a deployed mechanic takes the Patch action, they can instead repair another ship within 100 feet. You spend and roll one of your ship’s Hit Dice, and the target ship regains that many hit points.
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
As an action, you can activate the medical kit, choosing one of the following options:
This medical kit has no effect on droids or constructs. You can use each feature once. You regain all expended uses when you complete a long rest.
This part equips the droid with a compact medical kit.
","img":""} -{"_id":"OTFhNjNkNTY1MDc1","name":"Cryogenic Volley","permission":{"default":2},"folder":"YWQyYThlMWZmN2Ri","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 2
Casting Period: 1 action
Range: 90 feet
Duration: Instantaneous
Concentration: —
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 its speed is reduced by 10 feet until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t slowed.
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.
","img":""} -{"_id":"OTFhODA0MmZjMWRh","name":"Improved Reinforced Underlay","permission":{"default":2},"folder":"N2U5YzBhMTY0MTBm","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to AC against ranged attacks while wearing this armor or wielding this shield.
Whenever you deal damage with a weapon with the vicious property and roll the maximum on a weapon damage die, you gain a bonus to damage equal to the vicious number.
","img":""} -{"_id":"OTI3NTQ3YmVkMmMz","name":"Carbon Fog","permission":{"default":2},"folder":"ZmJmNTNiMzU0ZmQx","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: 6
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
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 has its speed reduced by 10 feet 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).
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised property. Additionally, it loses the two-handed property.
Value/Weight: 750 cr, 1 lb.
Macrobinoculars are handheld viewing devices that allow users to observe distant objects. Some models are able to see into space from the surface of a planet.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You can apply poisons to this weapon as a bonus action, instead of an action.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to damage rolls made with this weapon. Additionally, you gain a +3 bonus to damage rolls you make with force powers when using this weapon as your focus. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the light property.
Not all studied men and women use their intelligence and skill for the pursuit of knowledge, but instead turn to the various casinos and betting halls of the galaxy. Those scholars who choose the Gambler Pursuit use their knowledge of probability and risk to attempt to master games of chance and build their fortune, or lose it all along the way.
When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.
Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.
This die increases when you reach certain levels in this class: to 1d8 at 7th level, to 1d10 at 11th level, and to 1d12 at 15th level.
Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.
When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check’s DC, you pass the check instead.
If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.
When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.
When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. 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.
When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon’s damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.
When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy’s attack roll, but add the result to their damage roll on a hit.
Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.
When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.
Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the Scholar class table.
When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.
Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).
This die increases when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.
Once you’ve reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.
While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.
When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: Gambler Pursuit
Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.
Prerequisite: Gambler Pursuit
Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.
Prerequisite: Gambler Pursuit
When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.
Prerequisite: Gambler Pursuit
When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.
Prerequisite: Gambler Pursuit, 5th level
As an action, you may make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.
Prerequisite: Gambler Pursuit, 13th level
Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.
Prerequisite: Gambler Pursuit, 7th level
Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.
Type: Weapon
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable weapon chassis comes with vacant modification slots determined by its type, as well as one augment slot. It can house modifications of advanced rarity or lower.
Level: 2
Casting Period: 1 bonus action
Range: Self
Duration: Instantaneous
Concentration: —
Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon’s strength number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, this modification removes the strength property from it entirely. Additionally, it loses the two-handed property.
Some scouts seek to learn the most about their foes and to capitalize on that knowledge. Follower of the Slayer Technique focus on identifying the strengths and weaknesses of their prey, taking advantage of that knowledge to vanquish their foes.
You gain proficiency in heavy armor.
When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.
Also at 3rd level, you immediately learn if the target of your Ranger’s Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger’s Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger’s Quarry Damage Die. The damage is of the same type as the weapon’s damage.
Beginning at 7th level, whenever the target of your Ranger’s Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger’s Quarry Damage Die, adding it to the roll.
Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature’s turns it repeats this saving throw, ending the effect on a success.
At 15th level, if the target of your Ranger’s Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack’s normal effects.
","img":""} -{"_id":"OTMwNDQ2OTI3ZGZm","name":"Luminous","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"A weapon with the luminous property sheds dim light in a 5-foot radius while activated. Additionally, Dexterity (Stealth) checks made while the weapon is activated have disadvantage.
","img":""} -{"_id":"OTMxMjUzNWNkOWIy","name":"Quick Caster","permission":{"default":2},"folder":"ODU0Yzk5ZTkxYTll","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You’ve practiced casting powers in quick succession, learning techniques that grant you the following benefits:
Before you make a weapon attack with a weapon with the dire property, you can choose to suffer a penalty to the attack roll up to the dire number. If you do so and you hit with it, you gain the same bonus to the damage roll.
","img":""} -{"_id":"OTNjZmIxNjU3MjM4","name":"Piercing Mastery Scope","permission":{"default":2},"folder":"Mjk3ZTEwNTYyMDJm","flags":{"R20Converter":{"handout-order":28,"handout-archived":false}},"sort":280000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 property. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Suite
Prerequisites: —
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 Starship Size Cargo Capacity table. Finding the hidden storage compartments requires a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check, which is made with disadvantage.
","img":""} -{"_id":"OTQ0NmUyN2YyODY5","name":"Collapsible Hilt","permission":{"default":2},"folder":"NWY4MDBlMTBmOGJl","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the hidden property.
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.
Staggering in time with the rocking ship, the ortolan mechanic 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.
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 mechanic jumps to action, rushing 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.
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.
Rank | Feature |
---|---|
1st | Venture, System Boost |
2nd | Quick Fixer, Ship Technician |
3rd | Versatile Mechanic, Reroute Power |
4th | Rapid Repairman, Last Resort |
5th | Paragon Mechanic, Supreme Boost |
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).
Also at 1st rank, while aboard your ship, you learn to quickly augment and repair different systems on your ship. As a bonus action on each of your turns, you can choose an accessible system on your ship and give it a boost. Roll a System Boost die, which is a d4. The die benefits ship system differently:
You can use this feature twice. You gain another use of this feature at 2nd, 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.
Your System Boost 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.
At 2nd rank, when you take the Patch action or conduct ship repairs, you have advantage on the Intelligence (Mechanic’s Kit). If you already have advantage, you can instead reroll one of the dice once.
Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.
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.
Starting at 3rd rank, when you would expend a System Boost die, you can use a d4 instead of expending a die. You can only use this feature once per round.
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 capacitor. A capacitor 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:
When diverting power to a system, power to the other systems is halved:
At 4th rank, when you take the Patch action, you can choose to forgo your proficiency bonus. If you succeed on the check, you can expend 2 Hit Dice, instead of one. For each Hit Die spent in this way, roll the die and add the ship’s Constitution modifier to it.
Also at 4th rank, when your ship makes a Destruction saving throw while you are deployed as a mechanic, it adds your Intelligence modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hit Die to regain hit points, the minimum number of hit points you can regain from the roll equals twice your Intelligence modifier (minimum of 2).
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your System Boost feature when you finish a short or long rest.
Additionally, when you would make an Intelligence (Mechanic’s Kit) check while deployed as a mechanic, 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.
As of 5th rank, you learn to how grant massive brief boost to your ship’s system. As a bonus action, you can use your System Boost feature on the engines, shields, and weapons simultaneously, without expending any uses of your System Boost feature. Additionally, instead of rolling your System Boost die, you take the maximum.
Once you’ve used this feature, you must finish a short or long rest before you can use it again.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 2 property. If it already has the insulated property, its insulated number increases by 2, to a maximum of 3.
Level: 1
Casting Period: 1 bonus action
Range: 60 feet
Duration: Up to 10 minutes
Concentration: Yes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
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.
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.
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.
Whether coming from a military, criminal, or civilian background, all gunners share the same love of precise and effective destruction of their targets.
Rank | Feature |
---|---|
1st | Venture, Gunner Stratagem |
2nd | Gunning Style, Improved Critical |
3rd | Versatile Gunner, Brutal Critical |
4th | Gunning Mastery, Protean Gunner |
5th | Paragon Gunner, Maximum Power |
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).
Also at 1st rank, you learn gambits that are fueled by special dice called gambit dice.
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 3rd 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.
You have two gambit dice, which are d4s. A gambit die is expended when you use it. You regain all of your expended gambit dice when you finish a long rest.
You gain another gambit die at 2nd, 3rd, 4th, and 5th rank in this deployment. Additionally, your gambit 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.
Some of your gambits require your target to make a saving throw to resist the gambit’s effects. The saving throw DC is calculated as follows:
Gambit save DC = 8 + your proficiency bonus + your ship’s Dexterity modifier
The gambits are presented in alphabetical order.
When you hit a ship with a ship attack, you can expend one gambit die to cripple it. You add the gambit die to the attack’s damage roll, and the ship’s flying speed reduced by half until the end of their next turn.
When you make a ship attack roll against a ship, you can expend one gambit 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.
When you hit a ship with a ship attack, you can expend one gambit die to give your allies an opening. You add the gambit 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.
When you reduce a ship to 0 hit points, you can expend one gambit 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 gambit die to the attack’s damage roll.
When you hit a ship with a ship attack, you can expend a gambit die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.
You can expend one gambit die and use a bonus action on your turn to feint, choosing one ship within your weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the gambit die to the attack’s damage roll.
When you hit a ship with a ship attack, you can expend one gambit 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 gambit die. The damage is of the same type dealt by the original attack.
When you make a ship attack roll against a ship, you can expend one gambit die to add it to the roll. If that attack hits, add the gambit die to the attack’s damage roll. You can use this gambit before or after making the attack roll, but before any effects of the attack are applied.
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.
Also at 2nd rank, your primary and secondary ship attacks score a critical hit on a roll of 19 or 20, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon, they take damage as if suffering a critical hit.
Starting at 3rd rank, when you would expend a gambit die, you can use a d4 instead of expending a die. You can only use this feature once per round.
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.
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.
Also at 4th rank, you can choose a second Gunning Style option.
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your Gunner Stratagem feature when you finish a short or long rest.
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.
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.
Type: Ventures
Prerequisite: At least 1 rank in pilot
Once per turn, when you roll a tactical die, you can roll the die twice and take either result.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the insulated 3 property. If it already has the insulated property, its insulated number increases to 3.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Power generators energize the rotary cannon. You have a +1 bonus to attack and damage rolls made with this power generator. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.
Skin Color | Pale tones |
Hair Color | White |
Eye Color | Silver |
Distinctions | Fair skin, white hair and eyes, remarkable familial similarity. |
Height | 5'1\" | +1d10\" |
Weight | 105 lb. | x(2d4) lb. |
Homeworld | Eshan |
Language | Galactic Basic |
Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.
A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command.
Echani generals are sometimes seen by others as having the ability to predict their opponent’s next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.
Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.
Male Names. Caelian, Inarin, Losor, Uelis, Yusanis
Female Names. Astri, Brianna, Isena, Raskta, Senriel
Surnames. Authal, Elysi, Fenni, Kinro, Lsu
As a Echani, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Echani reach adulthood in their late teens and live less than a century.
Alignment. Echani culture’s emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.
Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.
Unarmed Combatant. Your unarmed strikes deal 1d6 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.
Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target’s Charisma (Deception). On a success you learn one of the following traits about that creature: it’s Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.
Combative Culture. You have proficiency in Lore and Acrobatics.
Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.
Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.
Type: Clothing Modification
Subtype: Weave
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Constitution and Strength saving throws while wearing this article of clothing.
Type: Armor
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable armor chassis comes with vacant modification slots for overlay, underlay, reinforcement, and armoring modifications. It can house modifications of premium rarity or lower.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the hidden property.
simple lightweapon
Value/Weight: 1000 cr, 2 lb.
Damage: 1d4 Energy
Properties: Finesse, Fixed, Light. Luminous
Type: Armor Modification
Subtype: Reinforcement
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
While you have temporary hit points, kinetic and energy damage you take is reduced by an amount equal to half your proficiency bonus (rounded up).
Value/Weight: 500 cr, 2 lb.
A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
LORE
Your training with poisons can help you when you try to recall facts about infamous poisonings.
INVESTIGATION, PERCEPTION
Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
MEDICINE
When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
NATURE, SURVIVAL
Working with poisons enables you to acquire lore about which plants and animals are poisonous.
HANDLE POISON
Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Sample Activities
Activity | DC |
---|---|
Spot a poisoned object | 10 |
Determine the effects of poison | 20 |
simple vibroweapon
Value/Weight: 600 cr, 2 lb.
Damage: 1d4 Kinetic
Properties: Finesse, Fixed, Light
Type: Operation
Prerequisites: Tier 2, Enhanced Scanner
This modification improves the radar scanner on your ship, granting advantage to the deployed operator on Intelligence (Investigation) and Wisdom (Perception) checks that rely on scanners.
Type: Universal
Prerequisites: Tier 1
You improve your ship’s hull. Your ship’s Constitution score increases by 1. As normal, you can’t increase your ship’s Constitution score above 20 with this system.
Type: Clothing Modification
Subtype: Inlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to damage rolls with tech powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to two of them.
Value/Weight: 750 cr, 4 lb.
A device used to blow holes in larger constructs, a breaching charge creates a devastating explosion. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.
Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.
","img":""} -{"_id":"OTUzNGQ4YTdiODYw","name":"Fixed Vicious Stock","permission":{"default":2},"folder":"MzAzNDE5NzY5YTYw","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You have a +3 bonus to attack and damage rolls made with this slug cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the slug cartridge has been fired, it no longer gives a bonus.
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor gains the obscured property.
Type: Wristpad Modification
Subtype: Processor
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to the tech attack rolls for tech powers you cast through this wristpad.
Skin Color | Blue, green, grey, or pink |
Hair Color | None |
Eye Color | Black, brown, or green |
Distinctions | Two wings, facial tusks, snout, three fingers and toes on appendages |
Height | 3'3\" | +2d8\" |
Weight | 40 lb. | x1 lb. |
Homeworld | Toydaria |
Language | Toydarian |
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.
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.
Toydarians are known as shrewd businessmen.
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
As a Toydarian, you have the following special traits.
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.
Type: Starship Ammunition
Cost: 300
Weight: 8 lb
","img":""} -{"_id":"OTY1MDA1ODZlODQz","name":"Force Trance","permission":{"default":2},"folder":"ZGZmYmZkNzY5YzYw","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Level: 3
Force Alignment: Light
Casting Period: 1 action
Range: 30 feet
Duration: 10 minutes
Concentration: —
Prerequisite: —
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the power’s duration. The power ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this power again until it finishes a long rest.
Force Potency. When you cast this power using a force slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
","img":""} -{"_id":"OTY1NWE4OTc4OTBk","name":"Vibrospear","permission":{"default":2},"folder":"YjRjZDM0NjYwMjk5","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"simple vibroweapon
Value/Weight: 120 cr, 3 lb.
Damage: 1d6 Kinetic
Properties: Thrown (range 20/60), Versatile (1d8)
Type: Ventures
Prerequisite: —
When an ally makes an ability check or attack roll affected by your Direct action, they can add their proficiency bonus to the ability check or attack roll if they do not already do so.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Prototype
Prerequisite: Intelligence 13
Attunement: No
Source: WH
You gain proficiency in all simple and martial weapons, all armor, and the Piloting skill. Additionally, when you make an Intelligence check to recall or discern information about a weapon, piece of armor, or a military vehicle that this library contains information on, you are considered proficient in the check.
Side Effect: This aggressively effective library can make it difficult to focus in stressful situations. You have disadvantage on Constitution saving throws to maintain concentration. Additionally, you have disadvantage on ability checks while concentrating on a power.
This small and unassuming electronic module installed in the parietal lobe contains a massive library of information pertaining to weapons, armor, droids, and every other defense system known to the galaxy at large. Even rare or obscure pieces of technology are described here, offering a unique perspective on the universe - if you can handle it.
","img":""} -{"_id":"OTY3YmQ2Njg2M2Ey","name":"Venomous Strike","permission":{"default":2},"folder":"YWJiZTQzNjQzMjY1","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"Level: At-will
Casting Period: 1 action
Range: Varies
Duration: Instantaneous
Concentration: —
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 if you were hidden from it, it takes an additional 1d4 poison damage.
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.
","img":""} -{"_id":"OTY4YzIzYjliZjM5","name":"Biometric Safety Measures","permission":{"default":2},"folder":"NWY4MDBlMTBmOGJl","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate it must make a Constitution saving throw. On a failed save, a creature takes 1d10 lightning damage and is shocked until the end of its next turn. On a successful save the creature takes half damage and isn’t shocked. On a success or failure, the creature then drops the weapon.
Name | Cost | Weight | Source |
200 | 8 | PHB | |
250 | 9 | PHB | |
300 | 5 | PHB | |
100 | 5 | PHB | |
400 | 12 | PHB | |
450 | 6 | PHB | |
100 | 7 | PHB | |
500 | 10 | PHB | |
250 | 2 | PHB | |
500 | 6 | PHB | |
250 | 2 | PHB | |
500 | 10 | PHB | |
125 | 4 | WH | |
50 | 3 | WH | |
500 | 8 | PHB | |
200 | 9 | WH | |
70 | 8 | PHB | |
400 | 4 | PHB | |
250 | 3 | PHB | |
150 | 5 | PHB | |
650 | 25 | PHB | |
425 | 6 | WH | |
500 | 2 | PHB | |
75 | 4 | WH | |
650 | 3 | PHB | |
800 | 6 | PHB | |
700 | 4 | WH |
Level: 2
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: —
Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.
If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.
","img":""} -{"_id":"OTYwYzJlYjVjMTIx","name":"Paralyze Creature","permission":{"default":2},"folder":"NTdkZmI3N2ZiNDQ1","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Level: 5
Casting Period: 1 action
Range: 90 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"OTZkN2U2ZWQ4Yzgy","name":"Heavy Physical Shield","permission":{"default":2},"folder":"NzI0ZGZiZjdkODc4","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"shield
\n\t\tValue/Weight: 500 cr, 36 lb.
\n\t\tDetails: AC +3, Obtrusive, Strength 15
\n\t\tPhysical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. Heavy shields are much larger and more cumbersome, but they offer more protection than their smaller counterparts. Their obtrusive size, however, makes them unwieldy, requiring the use of a one-handed weapon with the light property in the other hand.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
While wielding a shield with the obtrusive property, you have disadvantage on Dexterity (Stealth) checks that rely on sight.
GM Notes :
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Value/Weight: 1400 cr, 4 lb.
Damage: 1d8 Energy
Properties: Double (1d8 energy), Finesse, Luminous, Two-Handed
Type: Armor Modification
Subtype: Overlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 1 property. If it already has the insulated property, its insulated number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Barrel
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d8 and add the result to the total.
Type: Focus Generator Modification
Subtype: Cycler
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power that pushes or pulls a creature, you can increase the distance pushed or pulled by 10 feet.
Level: 4
Force Alignment: Light
Casting Period: 1 action
Range: Self (30-foot radius)
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: Restoration
Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
","img":""} -{"_id":"OTc4ZTdjOGZiNzIz","name":"Superior Phobium Echoer","permission":{"default":2},"folder":"Mjc4MTc0NzJhZDg3","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Focus Generator Modification
Subtype: Cycler
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power that affects an area in a radius or a cube, you can increase the radius or length of the cube by 10 feet.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and fixed properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Level: 3
Force Alignment: Dark
Casting Period: 1 action
Range: Self (30-foot cone)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Fear
You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you score a critical hit with this weapon, you deal one additional weapon die worth of damage.
While some berserkers are content to surrender to their rage, others prefer a more tactful approach. Berserkers of the Industrial Approach augment their rage with the versatility of technology, adding elemental explosions to their already fearsome arsenal.
When you choose this approach at 3rd level, 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.
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 Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting 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.
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 Industrial Approach Techcasting table.
You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.
Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.
At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.
Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.
At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.
THE INDUSTRIAL APPROACH
Level | Tech Powers Known | Tech Points | Max Power Level |
3rd | 4 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 5 | 3 | 1st |
7th | 6 | 4 | 2nd |
8th | 6 | 4 | 2nd |
9th | 7 | 5 | 2nd |
10th | 7 | 5 | 2nd |
11th | 8 | 6 | 2nd |
12th | 8 | 6 | 2nd |
13th | 9 | 7 | 3rd |
14th | 9 | 7 | 3rd |
15th | 10 | 8 | 3rd |
16th | 10 | 8 | 3rd |
17th | 11 | 9 | 4th |
18th | 11 | 9 | 4th |
19th | 12 | 10 | 4th |
20th | 12 | 10 | 4th |
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 2 property. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
Prerequisite: —
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 you can choose to deal up to 1d8 of necrotic damage, which you suffer as well. This damage can’t be reduced or negated in any way.
At Higher Levels: This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and you can increase the secondary damage to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Type: Suite
Prerequisites: —
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 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.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Shield
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You have a +3 bonus to AC while wielding this shield.
Level: 6
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"OTgyN2RhMmQ3ODY0","name":"Thermal detonator","permission":{"default":2},"folder":"ZTFhODYyYTI0MTgy","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Value/Weight: 750 cr, 1 lb.
Thermal detonators are palm-sized, spherical, and extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Thermal detonators have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.
Type: Droid Customization
Subtype: Protocol
Rarity: Premium
Prerequisite: Class I Droid
Attunement: No
Source: WH
You know the detect enhancement and toxin scan tech powers. You can cast each power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.
You learn two at-will tech powers, and one 1st-level tech power, which you cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Focus Generator Modification
Subtype: Conductor
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the save DC and a -1 penalty to the force attack rolls of force powers you cast through this focus generator.
Type: Adventuring Gear
Subtype: Body
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +2 bonus to damage rolls with weapons and force powers while you wear this robe.
Designed for those who relish personal combat, and know that power comes to those who take it, these robes greatly augment offensive capabilities with no hindrance to movement.
","img":""} -{"_id":"OTk3NGVlNzFiMzVl","name":"Dealer","permission":{"default":2},"folder":"MGYwNTdjOGFjYTBm","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You are competent with the creation and use if illicit substances. You gain the following benefits:
Armor with the impermeable property functions as an enviro-suit, flight suit, and water suit.
","img":""} -{"_id":"OTljMmU3NzAyMDQw","name":"Dire Mastery Guard","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 property. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
GM Notes :
Armor and shields with the lightweight property have their weight reduced by half.
","img":""} -{"_id":"OTljZTAwODk2NDY2","name":"Autotargeting Silent Interface Mark II","permission":{"default":2},"folder":"NjNhNzZhYTg1YjY0","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the silent property.
You are an experienced pirate. Banditry and raiding are common in the Outer Rim, and little negative stigma is given to pirates. Those that prey on the Empire are sometimes even held in high regard as bold warriors. However, you still have contacts within the criminal underworld and you’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of finer society.
You’ve been from one end of the galaxy to the other. You know the most lucrative trade routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy. Further, the bonds you formed with your crew are strong, and you can call on their aid even if you’ve been away from their side for some time. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Brawny |
2 | Silver-Tongued |
3 | Threatening |
4 | Ace Pilot |
5 | Entertainer |
6 | Demolitionist |
7 | Bypasser |
8 | Slicer |
Despite the cutthroat nature of the business, pirates come in all shapes and personalities. Some are bloodthirsty brigands who leave no survivors, others are free spirits who believe in strength over weakness. The hardened warriors of deep space can be implacable foes who often form unshakable bonds with their crewmates. The same circumstances that give them their edge can also grind them down, leaving them vulnerable to greed, shame, and the scars of fear and horror left by battle.
d8 | Personality Trait |
---|---|
1 | I respect my captain and trust my crew. It may be all that saves my life one day. |
2 | Whether the credits comes from the split of the spoils or from a side wager, I'll get my hands on it. |
3 | When my blood gets up, my swearing could boil the icy tundra of Hoth. |
4 | I enjoy spreading the tales of my exploits, no matter who hears. |
5 | I never let witnesses escape from a raid. |
6 | I take what I need, but I don't kill without reason. |
7 | I always have an exit planned. |
8 | I assume everyone else wants to take what I have. |
d6 | Ideal |
---|---|
1 | Equal Shares. All hands who spend sweat and blood earn their share of the credits. (Lawful) |
2 | Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic) |
3 | Greater Good. I raid to weaken the Empire that threatens my people, but I don't steal from civilians. (Light) |
4 | Strength. The weak exist to feed the strong, and I am strong. (Dark) |
5 | Crew. A ship is nothing without her crew. Protect your mates. (Neutral) |
6 | Ambition. One day I will be so much more than a captain. (Any) |
d6 | Bond |
---|---|
1 | My band and I will be known across the world, and we'll never be forgotten. |
2 | My ill-gotten gains go to support my family. |
3 | Everything I do is for the good of my people. |
4 | My ship and many of her crew were lost to treachery, and I won't rest until I discover who was behind it. |
5 | My ship comes first, and all other loyalties simply pale in comparison. |
6 | A crew member of a ship we raided saved my life, and I don't know how to resolve that debt. |
d6 | Flaw |
---|---|
1 | I never back down from a fight. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | I was drunk on watch when my ship was lost to an ambush. I can't set the shame aside. |
4 | I feel I'm entitled to a greater share of the spoils, no matter the circumstances. |
5 | I won't let myself be captured. If a raid goes sour, I'm the first to run for cover. |
6 | I get lost in the thrill of the raid and can't focus on the details of a plan. |
Type: Lightweapon Modification
Subtype: Lens
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
","img":""} -{"_id":"OWE2MTk0NDhlNGM5","name":"Exceptional Fixed Defensive Guard","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and fixed properties. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to the save DC of force powers you cast when using this weapon as your focus.
Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.
","img":""} -{"_id":"OWExYmU5NjM2MWUx","name":"Goring Guard","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Type: Item Modification
Subtype: Augment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to attack and damage rolls with weapons.
You hone your senses until they become razor sharp. You gain the following benefits:
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
As an action, you can apply this calibrator to one vibroweapon within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Skin Color | Gray or tan |
Hair Color | Gray |
Eye Color | Black |
Distinctions | Horizontal head protrusions |
Height | 5'4\" | +2d10\" |
Weight | 145 lb. | x(2d4) lb. |
Homeworld | Unknown, Belsavis (adopted) |
Language | Kharan |
Esh-kha are a gray-skinned humanoid species with equine features, including muzzles and digitigrade legs. They also have small black eyes.
In terms of society, their race's culture resembles that of a hive society though each individual retain their own thoughts and aspirations yet all being bred for a specific role that they were eager to fulfill. A caste system is present amongst the esh-kha which included Force-sensitive simple minded savants, more numerous skilled determined warriors that watched over them and finally the patriarchs that acted as leaders who provided their wisdom as well as decisions to their entire people. Esh-kha appear to outsiders as a savage violent species that care only for the destruction of all other races. This hatred for other sentient species is believed to had stemmed from their tightly-knit hive-like society. It is suspected that the esh-kha are simply unable to tolerate or even adapt to the existence of thinking of outsiders who only suffered their wrath. Their race only turns violent against one another in the most extreme of circumstances.
Whilst their kind are individuals, esh-kha are not named at birth but instead earn their names through their actions. An esh-kha that displayed great skill in battle could be called \"Swift Blade\", or maybe \"Deadly Cutter\" or some other such name. It is believed that this partly explained an esh-kha's zeal in battle with young warriors seeking not only victory but an opportunity to lay claim to a name and forge their own identity. Esh-kha do not use surnames, as they believe they are one family.
Names. Bleeding Yell, Dormant Heart, Blue Survivor, Ancient Cull, Sharp Grip, Running Sun, Flame Walker
As an esh-kha, you have the following special traits.
Ability Score Increase. Your Strength or Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Esh-kha reach adulthood in their early teens and live less than a century.
Alignment. The esh-kha's stubborn and racially-centric mindsets cause them to tend toward lawful balanced, though there are exceptions..
Size. Esh-kha typically stand 6 to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a keen eyesight, especially in the dark. 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.
Force Sensitive. You know your choice of the turbulence, force disarm, or slow at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment).
Inquisitive. You have proficiency in the Investigation skill.
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.
Skill Versatility. You gain proficiency in one skill of your choice.
Weapon Training. You have proficiency in two vibroweapons or blasters of your choice.
Languages. You can speak, read, and write Galactic Basic and Kharan. Kharan contains many metaphorical expressions when translated to Galactic Basic. The language has many comparisons to music and singing, such as a galactic government being compared to a chorus.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 property. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
simple blaster
\n\t\tValue/Weight: 200 cr, 3 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Ammunition (range 20/80), Burst 4, Reload 4
\n\t\tLevel: 3
Force Alignment: Dark
Casting Period: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
Concentration: —
Prerequisite: —
You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.
Value/Weight: 600 cr, 15 lb.
This shelter comes packed in a 2-foot-long tube. When activated, the shelter deploys, expanding to full size in 1 minute. The shelter is 8 feet long, 8 feet wide, and 6 feet tall, and can house up to six Medium creatures. The shelter includes spikes that automatically mount to the ground, provided they can find purchase. The shelter comes with an integrated power generator, faint glowing lights in the interior which provide dim light, and creatures in the shelter are protected from the elements, including hot and cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The shelter’s power generator lasts for seven days, after which it stops providing light. The shelter can be collapsed and restored over the course of 10 minutes.
Type: Item Modification
Subtype: Augment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
Your Strength score increases by 1. One ability score other than Strength (chosen by the GM) decreases by 1.
Type: Engineering
Prerequisites: Tier 2
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 deployed mechanic 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.Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: None
Subtype: Holocron
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
This holocron contains a single 7th-level force power, or multiple powers of 1st-6th level with a combined level no greater than 7. After meditating with the holocron for at least 40 hours, a forcecaster with a Max Power Level of 7th or higher can make a DC 26 forcecasting ability check based on the alignment of the power(s) stored within. On a success, they learn the contained force power(s), which does not count against their force powers known and can not be unlearned except through use of a remove curse power. On a failure, the power is not learned and the forcecaster can’t try again for 24 hours.
Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.
","img":""} -{"_id":"OWJiNDQ1NDFlNjVj","name":"Basic Pants Chassis","permission":{"default":2},"folder":"YmE5NzhmMDU5NDM1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Legs
Rarity: Standard
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications. It can house modifications of standard rarity.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Suite
Prerequisites: —
This suite increases the cargo capacity on your ship by its base cargo capacity, as shown in the Starship Size Cargo Capacity table.
","img":""} -{"_id":"OWM1MzY3YWRjODlk","name":"Jedi Master's Robe","permission":{"default":2},"folder":"ZTVmZjNlNzNjOGUx","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Body
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +3 bonus to saving throws while you wear this robe.
Members of the Order typically wear plain or unassuming garments, but Jedi Masters also know the importance of adequate protection when great challenges must be surmounted.
","img":""} -{"_id":"OWM2ZjY2MTc1Yjhh","name":"Ejection Pod","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Universal
Prerequisites: Ship size Small
You integrate an ejection seat and pod in your ship. When your ship is reduced to 0 hit 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 hit points. The pod includes one unit of fuel.
Level: 4
Force Alignment: Light
Casting Period: 1 bonus action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Plant Surge
You make a vine sprout from the ground in an unoccupied space you can see. When you cast this power, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must pass a Dexterity save or be pulled 20 feet directly toward the vine.
Until the power ends, you can use your bonus action to have the vine lash out again.
","img":""} -{"_id":"OWMwNWQ5NWUzODRi","name":"Ablative Lining Mark IV","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
Type: Clothing Modification
Subtype: Weave
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to Constitution and Strength saving throws while wearing this article of clothing. Additionally, twice per turn per weapon you are wielding, you can gain a +1 bonus to weapon damage rolls while wearing this article of clothing.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden property. Additionally, it loses the two-handed property.
Type: Adventuring Gear
Subtype: Head
Rarity: Premium
Prerequisite: At least 1 level in consular
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your consular level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you cast a force power of 1st level or higher, this item regains a number of charges equal to the force power’s level.
When you would use a Force-Empowered Casting option, you can expend charges instead of force points.
When you reach 5th level in consular, when you use your Force Recovery feature, you can add both your Wisdom and Charisma modifier to the number of force points regained, instead of just one.
When you reach 11th level in consular, you can ignore the prerequisites for force powers that are lower level than your Max Power Level.
When you reach 17th level in consular, when you make a Constitution saving throw to maintain concentration on a force power, you can add your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.
This platinum circlet contains a gem that shifts colors at the whim of its bearer.
Type: Adventuring Gear
Subtype: —
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to ability checks made with these tools.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Focus
Subtype: Force
Rarity: Standard
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable focus generator chassis comes with vacant modification slots for emitter, conductor, energy channel, and cycler modifications. It can house modifications of standard rarity.
Form VII, also known as Ferocity Form, revels in the satisfaction of battle and victory. Those guardians who focus on Juyo/Vapaad Form channel their emotions into their fighting, making heavy, sweeping strikes.
You gain proficiency in heavy armor.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Great Weapon Fighting, Two-Weapon Fighting, or Versatile Fighting Fighting Style options for Juyo, or Brawling, Equilibrium, or Sentinel Fighting Style options for Vapaad, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.
If you are surprised at the start of combat and aren’t incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.
When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you’re wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.
At 7th level, you gain one of the following features. Choose Relentless for Juyo or Punishing Charge for Vapaad.
You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.
When a creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.
Starting at 15th level, you gain one of the following features. Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.
When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your guardian level.
When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).
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 complete a short or long rest.
At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity 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:
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
","img":""} -{"_id":"OWQ1Yzk2YzIwY2M0","name":"Mechanic","permission":{"default":2},"folder":"MTk2NDg0ZTc3MDk1","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
As an action, you can activate the repair tools, choosing one of the following options:
You can use each feature once. You regain all expended uses when you complete a long rest.
This part equips the droid with a series of machine repair tools.
","img":""} -{"_id":"OWQ2MWMzYjA3MjAy","name":"Clawdite","permission":{"default":2},"folder":"MjU5ZDcyZGNjODEz","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Skin Color | Green to yellow |
Hair Color | None |
Eye Color | Yellow, gold, or blue |
Distinctions | Shapechanging capabilities |
Height | 4'11\" | +2d8\" |
Weight | 95 lb. | x(2d4) lb. |
Homeworld | Zolan |
Language | Clawdite |
As a Clawdite, you have the following special traits.
Male Names. Nuri, Pol, Renneyn, Rosat, Turman
Female Names. Bargu, Cato, Murna, Sora, Zam
Surnames. Durra, Noviee, Parasitti, Virten, Wesell
Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Age. Clawdites reach adulthood in their early teens and live less than a century.
Alignment. Clawdites’ pragmatism cause them to tend towards neutral balanced, though there are exceptions.
Size. Clawdites typically stand 5 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Galactic Basic, Clawdite, and one more language of your choice. Clawdite is characterized by its rolling sounds paired with hissing sibilants.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Value/Weight: 675 cr, 3 lb.
Damage: 2d4 Cold
Weapons: Vapor projector
When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
","img":""} -{"_id":"OWQ4NDE4ODU3Mjcw","name":"Improved Armor","permission":{"default":2},"folder":"YTY2MDcwZWI1ZGE5","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Armor
Subtype: Any
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You have a +2 bonus to AC while wearing this armor.
Value/Weight: 200 cr, 1 lb.
A headcomm can be installed in a helmet or worn independently. It functions as a hands-free commlink.
???
","img":""} -{"_id":"OWRlM2NiNmMwYjU3","name":"Luxury Quarters","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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 Starship Size Suite Capacity table.
Type: Consumable
Subtype: Ammunition
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 18 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 50 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare’s effects.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Skin Color | Light pink to deep crimson |
Hair Color | Blue, brown, pink, or red |
Eye Color | Hazel, silver, amber |
Distinctions | Capable of producing powerful pheromones |
Height | 4'8\" | +2d10\" |
Weight | 90 lb. | x(2d4) lb. |
Homeworld | Zeltros |
Language | Galactic Basic |
Zeltrons are one of the few near-human species that differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possess two biological traits of note. The first is that they all produce potent pheromones, similar to the Falleen species, which enhanced their attractiveness and likeability. The second is a limited telepathic ability, used to project emotions onto others, as well as allowing them to read and even feel the emotions of others; some Zeltrons have been hired by the Exchange for this ability. Because of their telepathic ability, positive emotions such as happiness, love and pleasure are very important to them, while negative ones such as anger, fear, or depression are shunned.
Zeltron culture is highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject, producing some of the raciest pieces in the galaxy. Zeltrons are known to dress in wildly colorful or revealing attire. It’s common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.
Zeltron names often have an air of mystique to them, to evoke sensuality. For a Zeltron, a beautiful face is nothing without an equally beautiful name. It’s not uncommon for a Zeltron to forsake their familial surname in favor of a more attractive-sounding one.
Male Names. Marruc, Bahb, Rahulh, Demagol
Female Names. Lyshaa, Dani, Vianna, Chantique
Surnames. D’Pow, Blue, Duare, Sapphire
As a Zeltron, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Zeltron reach adulthood in their late teens and live about 80 years.
Alignment. Zeltron are a deeply sensual, hedonistic species, causing them to tend toward chaotic balanced or dark side alignments, though there are exceptions.
Size. Zeltron tend to be slender and statuesque, typically standing between 5 and 6 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Charismatic. You have proficiency with Deception or Persuasion (your choice).
Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.
Natural Empathy. Zeltron’s limited telepathy allow them to sense mood shifts in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.
Two Livered. Zeltron have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Languages. You can speak, read, and write Galactic Basic and one language of your choice.
Type: Ventures
Prerequisite: —
When you are the target of the Interfere action and are forced to make an Intelligence (Technology) check, if you succeed on the contest, you have advantage on the next Intelligence (Technology) check you make as the result of being targeted by the Interfere action before the end of your next turn.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden property. Additionally, it loses the two-handed property.
Your mastery of fighting with a single melee weapon is unsurpassed; you make one weapon feel like many. While you are wielding a melee weapon in one hand with which you are proficient and no other weapons, you gain the following benefits:
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the disarming property.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 19 Dexterity saving throw, taking 4d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Type: Focus
Subtype: Tech
Rarity: Standard
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable wristpad chassis comes with vacant modification slots for processor, motherboard, dataport, and storage modifications. It can house modifications of standard rarity.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Level: 1
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"OWY4YjkyZjk1MDE4","name":"Mark I Datacron","permission":{"default":2},"folder":"MTA1Y2NlOTZhZTNj","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: None
Subtype: Datacron
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This datacron contains a single at-will tech power. After tinkering with the datacron for at least 2 hours, a techcaster with a Max Power Level of 1st or higher can make a DC 10 techcasting ability check. On a success, they learn the contained tech power, which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.
Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.
","img":""} -{"_id":"OWYwYTQ0MGI5Y2Y5","name":"Doubleblade","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 625 cr, 5 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Double (1d6 kinetic), Finesse, Light, Two-Handed
\n\t\tYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Value/Weight: 1500 cr, 20 lb.
Water suits are sealed suits that prevent water from getting in or out. Additionally, while wearing a water suit, you can breath underwater, as the suit filters the water to create breathable oxygen.
Type: Droid Customization
Subtype: Part
Rarity: Prototype
Prerequisite: Proficiency with heavy armor
Attunement: No
Source: WH
Your base AC becomes 19.
Originally used on starship hulls, durasteel is the most cost-effective way to prevent the destruction of your droids.
Type: Ventures
Prerequisite: At least 2 levels in sentinel
While deployed as a gunner, when you take the Attack action, you can spend 1 force point to make an additional attack with a bonus action. This additional attack must be made with a primary weapon.
Level: 4
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 hour
Concentration: Yes
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.
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.
","img":""} -{"_id":"Y2E5MDM2ZDZlODkx","name":"Battle Adrenal","permission":{"default":2},"folder":"MTFhMjcwNDI4YWY5","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Consumable
Subtype: Adrenal
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +1 bonus to attack and damage rolls with weapons. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
Type: Consumable
Subtype: Poison
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 19 Constitution saving throw or take 8d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
You become more nimble, gaining the following benefits:
Type: Universal
Prerequisites: Ship size Large or larger
You install a central computer, complete with artificial intelligence, in your ship. While there is no deployed operator, the artificial intelligence can act as an operator. The artificial intelligence has an Intelligence score of 12, a proficiency bonus of +2, and proficiency in Technology. In combat, the artificial intelligence acts on initiative 20.
Type: Blaster Modification
Subtype: Core
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you take the Attack action and hit a target with a ranged attack with this weapon, you can repeat the attack against another creature up to 15 feet from the target in a direct line from you (no action required). Once you’ve used this feature, you must complete a short or long rest before you can use it again.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 5 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 12) \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 10 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 171) \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 36) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 6 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 37) \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 12 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 38) \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 3 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 36) \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 6 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 14 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 9 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 5 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 115) \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 7 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Droid \n | \n\n 8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Droid \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Tiny \n | \n\n Droid \n | \n\n 0 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 15 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 2 \n | \n\n lawful dark \n | \n\n sw5e \n | \n
\n\n | \n\n Small \n | \n\n Droid \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Droid \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n Fisto’s Codex (page 46) \n | \n
Type: Universal
Prerequisites: Tier 2, Premium Reactor
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 20 with this system.
martial lightweapon
Value/Weight: 300 cr, 2 lb.
Damage: 1d4 Energy
Properties: Finesse, Hidden, Luminous, Reach
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and disguised properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:
Tool proficiencies are a useful way to highlight a character’s background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
ADVANTAGE
If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
ADDED BENEFIT
Additionally, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a wall. Not only does the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
TOOL DESCRIPTIONS
The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign.
The first paragraph in each description gives details on what a set of tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
SKILLS
Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
Additionally, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
SPECIAL USE
Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
SAMPLE DCS
A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Item Specific Tools
Tools | Craftable and Modifiable Items |
---|---|
Archaeologist kit | - |
Artillerist’s kit | Turrets |
Armormech’s tools | Armor, shields |
Armstech’s tools | Blasters, vibroweapons |
Artificer’s tools | Focus generators, holocrons, lightweapons |
Artist’s tools | Artwork, sculptures |
Astrotech’s tools | Droid customizations, droids |
Bioanalysis kit | Antitoxins |
Biochemist’s kit | Adrenals, medpacs, stimpacs |
Biotech’s tools | Cybernetic augmentations |
Brewer’s kit | Alcohol |
Chef’s kit | Food |
Constructor’s tools | Buildings and structures |
Cybertech’s tools | Datacrons, gadgets, wristpads |
Demolitions kit | Explosives |
Disguise kit | Disguises |
Forgery kit | Falsified documents |
Gaming set | - |
Jeweler’s tools | Jewelry |
Mechanic’s kit | Vehicle components, vehicles |
Munitions kit | Ammunition |
Musical instrument | - |
Poisoner’s kit | Poisons |
Scavenging kit | - |
Security kit | Containers, locks |
Slicer’s kit | Computers, software |
Spicer’s kit | Substances |
Surveyor’s tools | Maps |
Synthweaver’s tools | Boots and clothing |
Tinker’s tools | Augments, barriers, trinkets |
Level: 1
Force Alignment: Dark
Casting Period: 1 bonus action
Range: 90 feet
Duration: Up to 1 hour
Concentration: Yes
Prerequisite: —
You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.
","img":""} -{"_id":"Y2JjNTk1Y2QyNTBi","name":"Improved Snare","permission":{"default":2},"folder":"NGNlNjMyMWM5Nzlk","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 15 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 20 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare’s effects.
Type: Armor Modification
Subtype: Overlay
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and disguised properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
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.
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.
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.
At Higher Levels: This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","img":""} -{"_id":"Y2M5NjM3OTUzMzg4","name":"Beskar Weave Armor","permission":{"default":2},"folder":"Njk0OGU3NDNmYzYx","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"medium armor
\n\t\tValue/Weight: 3.000 cr, 25 lb.
\n\t\tDetails: AC 14 + Dex (max 2), Regulated, Strength 11
\n\t\tWeave armor was constructed from a mesh of metal or composite plates and a padded jumpsuit. Variants of the armor included less plates and more padding for a lighter, though less protect-ive armor, and heavier plating with molded pieces to fit the wearer. Though the armor was available unmodified, most users personalized their armor.
If the wearer has a Strength score lower than 11, their speed is reduced by 10 feet.
When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.
GM Notes :
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Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor loses the rigid property.
When you make a long jump while wearing armor with the reinforced property, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
","img":""} -{"_id":"Y2MzMmU2Y2NmMzhi","name":"Blight cartridge","permission":{"default":2},"folder":"NzhkYjg3ZDVjM2Nk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Value/Weight: 36 cr, 0 lb.
Damage: 1d6 Poison
Weapons: Simple and Martial Blasters that deal Kinetic Damage
A blight cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn’t poisoned.
Type: Universal
Prerequisites: Tier 3, Prototype Reactor
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 20 with this system.
Level: 6
Force Alignment: Universal
Casting Period: 1 action
Range: 60 feet
Duration: 24 hours
Concentration: —
Prerequisite: Coerce Mind
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.
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.
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.
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.
","img":""} -{"_id":"Y2NkODc5YzZmMjBl","name":"Apprentice Byrothsis Lens","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls you make with force powers when using this weapon as your focus.
You have lived much of your life in the service of a lord, noble, merchant, or someone else with much wealth or power. You fetched their coats, drove their chariots, pressed their clothes; and generally did what they asked you to do.
Were you a highly respected butler? A simple scullery maid? Were you born into service, or did you join later? Were you close to your master or masters, or were they distant and cold? Did they treat you well, or beat you at the drop of a hat?
You know how to carry yourself around the elite and their servants. When in the presence of someone of power, or the servants of such a person, you can easily act as if you belong and, barring any extremely outlandish behavior, you can pass off your companions as belonging, too.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Loremaster |
3 | Performer |
4 | Charmer |
5 | Linguist |
6 | Crafter |
7 | Gourmand |
8 | Keen Mind |
A servant, for better or worse, will have their personality affected by their years of servitude.
d8 | Personality Trait |
---|---|
1 | I am compulsively neat, and clean; I feel uncomfortable if my companions and I are ever dirty or unpresentable. |
2 | I am a bit of a snob, and look down on the common rabble. |
3 | I am extremely subservient; I rarely raise my voice or object. |
4 | I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have. |
5 | I dote over my companions like a concerned mother bird, fixing their clothing and making sure they look nice. |
6 | I hated my time as a servant, and go out of my way to enjoy myself and let loose, rarely holding my tongue. |
7 | I rarely show any emotions, remaining calm and stoic even in the worst of situations. |
8 | I can-or think I can-diffuse the most tense and stressful of situations with the right word or phrase. |
d6 | Ideal |
---|---|
1 | Service. Your wish is my desire. (Lawful) |
2 | Helpful. I just enjoy making myself useful. (Light) |
3 | Free. Noone should be bound in servitude. (Chaotic) |
4 | Infiltrate. From the position of a servant, I can worm my way into places of power! (Dark) |
5 | Payment. I don't care what my masters do; as long as I get paid. (Neutral) |
6 | Live. I only wish to serve in peace. (Any) |
d6 | Bond |
---|---|
1 | I am still loyal to my old master. |
2 | The Lord I worked for is after my head, and will do anything to capture me. |
3 | My family still live as servants; I hope to earn a better life for them. |
4 | An older servant taught me the ropes and looked out for me; and I owe them a great debt. |
5 | I will exact revenge on the bastards who ruined (or ended) my Master's life. |
6 | I have plenty of friends in high places; and they've come in useful from time to time. |
d6 | Flaw |
---|---|
1 | I become incredibly nervous around people of power and importance. |
2 | Saying that I'm a little bossy is a bit of an understatement. |
3 | I can be a sycophant, constantly fawning and flattering others; which can come off as shallow. |
4 | I've lived a relatively pampered life; the world of commoners is dull and painful to me. |
5 | I never speak for myself, letting others walk all over me. |
6 | I often can seem stiff, old fashioned and generally a stick in the mud. |
Name | Source |
Addicted Approach | EC |
Augmented Approach | PHB |
EC | |
EC | |
EC | |
EC | |
EC | |
EC | |
PHB | |
EC | |
PHB |
GM Notes :
Type: Item Modification
Subtype: Augment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Your Intelligence score increases by 1.
Type: Shield
Subtype: Any
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable shield chassis comes with vacant modification slots for overlay, underlay, reinforcement, and shielding modifications, as well as two augment slots. It can house modifications of legendary rarity or lower.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the agile 3 property. If it already has the agile property, its agile number increases to 3.
Type: Ventures
Prerequisite: —
When you make an Intelligence (Piloting) check while deployed as a pilot, you can add your proficiency bonus to checks you make if you do not already do so.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This armor or shield’s strength number is reduced by three steps (from 19 to 13 or 17 to 11). If the strength number is 15 or lower, this modification removes the strength property from it entirely.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and hidden properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Value/Weight: 300 cr, 8 lb.
This cybernetic augmentation replaces a forearm and hand.
Level: At-will
Casting Period: 1 action
Range: 120 feet
Duration: 1 round
Concentration: —
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.
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.
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as two augment slots. It can house modifications of artifact rarity or lower.
You’ve learned to harness you focus to restore yourself, granting the following benefits:
Across history, there have been those who live to hunt those who wield the Force, be they Jedi or Sith. Followers of the Inquisitor Technique combine technology with force techniques to track down and eliminate force-wielders. For those practitioners of the Force, they are the greatest adversary.
When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout class table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout class table.
You learn two additional powers at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.
Also at 3rd level, when the target of your Ranger’s Quarry feature is within 15 feet of you, you gain the following benefits:
At 11th level, the radius of this feature increases to 30 feet.
Beginning at 7th level, you can use your action to gain the benefits of the force sight force power until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 11th level, while the target of your Ranger’s Quarry feature is within 30 feet of you, you gain the following benefits:
At 15th level, you can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger’s Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.
You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
","img":""} -{"_id":"Y2RmZjRkN2FiMDhj","name":"Stabilizer Supremacy Cell","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":33,"handout-archived":false}},"sort":330000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the dexterity property.
Type: Item Modification
Subtype: Augment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
Your Dexterity score increases by 2, and your maximum for this score increases by 1.
Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.
Beginning at 3rd level, you don’t need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. In addition, standing up from prone now only costs 5 feet of movement.
Additionally, you gain proficiency with two martial blasters of your choice.
Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.
Some of your placed shots require your target to make a saving throw to resist the placed shot’s effects. The saving throw DC is calculated as follows:
Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.
You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.
The damage is of the same type dealt by the original attack.
You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.
At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.
Additionally, any hit you score against a creature that is surprised is a critical hit.
Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.
At 17th level, you’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.
","img":""} -{"_id":"Y2U0ZWI5ZDRlMDY1","name":"Quick-Fingered","permission":{"default":2},"folder":"ODU0Yzk5ZTkxYTll","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
heavy armor
\n\t\tValue/Weight: 6.750 cr, 55 lb.
\n\t\tDetails: AC 16, Bulky, Cumbersome, Strength 13
\n\t\tBattle armor is an armor that reduced weight, but restricts movement. The armor is commonly used by mercenaries, bounty hunters, soldiers, and civilians that live in dangerous areas.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
While wearing armor or wielding a shield with the cumbersome property, your speed is reduced by 5.
GM Notes :
{\"name\":\"Duranium Battle Armor\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"heavy armor\",\"AC\":\"16\",\"Weight\":\"55\",\"Stealth\":\"Disadvantage\",\"Requires Attunement\":\"No\"},\"content\":\"Battle armor is an armor that reduced weight, but restricts movement. The armor is commonly used by mercenaries, bounty hunters, soldiers, and civilians that live in dangerous areas.\\n\\nThe wearer has disadvantage on Stealth (Dexterity) checks.\\n\\nIf the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.\\n\\nWhile wearing armor or wielding a shield with the cumbersome property, your speed is reduced by 5.\",\"htmlcontent\":\"Battle armor is an armor that reduced weight, but restricts movement. The armor is commonly used by mercenaries, bounty hunters, soldiers, and civilians that live in dangerous areas.\\n\\nThe wearer has disadvantage on Stealth (Dexterity) checks.\\n\\nIf the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.\\n\\nWhile wearing armor or wielding a shield with the cumbersome property, your speed is reduced by 5.\"}
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
simple blaster
\n\t\tValue/Weight: 275 cr, 3 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Ammunition (range 40/160), Rapid 10, Reload 20, Special
\n\t\tSkin Color | White |
Hair Color | None |
Eye Color | Grey, yellow, blue, green |
Distinctions | Very tall, long limbs, long necks |
Height | 6'4\" | +2d10\" |
Weight | 150 lb. | x(2d4) lb. |
Homeworld | Kamino |
Language | Kaminoan, Galactic Basic |
Kaminoans’ evolution from aquatic creatures in the vast oceans of Kamino is reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of kaminoans are also able to see color in the ultraviolet spectrum. While female kaminoans are bald, males possess headcrests and fin ridges along the rear of their small, bulbous skulls.
The kaminoans see themselves as a superior form of life, but nevertheless remained polite to outsiders. To them any species seeking self-improvement is worthy of respect, but those who do not are obviously inferior; self-improvement has a central role in Kaminoan society. Through the development and mastery of selective breeding, genetics, and cloning, the kaminoans were able to overcome a cataclysm that pushed them to the brink of extinction.
Kaminoans live in a caste based society, determined by the color of the kaminoan’s eyes. Gray eyed individuals handle administration and are considered of the highest-level caste; middle castes had yellow eyes and handle the skilled work; and lower castes had blue eyes and perform manual labor and other menial tasks. Although it is extremely rare, kaminoans are sometimes born with green eyes. Those are viewed as genetically inferior and as a threat to the kaminoans’ well ordered society and as such are exterminated shortly after birth.
Kaminoan names typically are composed by around two syllables and a brief surname.
Male Names. Lama, Ni, Orun, Koa
Female Names. Taun, Ko, Nala, Kina
Surnames. Ha, Su, We, Sai, Wa
As a Kaminoan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.
Age. Kaminoans reach adulthood at 11 years old and live around 100 years.
Alignment. Kaminoans highly organized society lead individuals to tend toward a lawful alignment, though there are exceptions.
Size. Kaminoans typically stand 7 to 8 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Geneticist. You have proficiency in the Medicine skill.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Tech Dabbler. You know the temporary boost at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this powers.
Ultraviolet Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.
Languages. You can speak, read, and write Galactic Basic and Kaminoan. Kaminoan is characterized by its flowing water-like sound.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Legendary
Prerequisite: Intelligence 15
Attunement: No
Source: WH
Your Intelligence score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Intelligence saving throws.
Side Effect: One ability score other than Intelligence (chosen by the GM) decreases by 1.
This implant drastically increases your mental capacities.
","img":""} -{"_id":"Y2VjM2VhMjEyZWE4","name":"Reverse-Engineered Crushgaunts","permission":{"default":2},"folder":"MGJlNzBjMjc2OWY3","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Hands
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
Though the knowledge to forge a pair of true shuk’orok is a closely-guarded Mandalorian secret, the effects of these gloves are desirable enough to spawn numerous imitators.
","img":""} -{"_id":"Y2VkNTRmOGQ1NDlm","name":"Projector Canister, Corrosive (Average)","permission":{"default":2},"folder":"MTFhMjcwNDI4YWY5","flags":{"R20Converter":{"handout-order":31,"handout-archived":false}},"sort":310000,"entryTime":0,"content":"Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and dire 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the avoidant 3 property. If it already has the avoidant property, its avoidant number increases to 3.
Level: 9
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Ruin
You compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the two-handed property. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army, a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your GM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, a village militia, or perhaps a private company.
d8 | Specialty |
---|---|
1 | Officer |
2 | Scout |
3 | Infantry |
4 | Medic |
5 | Quartermaster |
6 | Pilot |
7 | Artisan |
8 | Support Staff |
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments where your rank is recognized.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Brawny |
2 | Threatening |
3 | Charmer |
4 | Ace Pilot |
5 | Entertainer |
6 | Linguist |
7 | Weapon Expert |
8 | Healer |
The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and mentally vulnerable.
d8 | Personality Trait |
---|---|
1 | I'm always polite and respectful. |
2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. |
3 | I've lost too many friends, and I'm slow to make new ones. |
4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. |
5 | I can stare down a hell hound without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
d6 | Ideal |
---|---|
1 | Greater Good. Our lot is to lay down our lives in defense of others. (Light) |
2 | Responsibility. I do what I must and obey just authority. (Lawful) |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Might. In life as in war, the stronger force wins. (Dark) |
5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) |
6 | Nation. My city, nation, or people are all that matter. (Any) |
d6 | Bond |
---|---|
1 | I would still lay down my life for the people I served with. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life. |
4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
d6 | Flaw |
---|---|
1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I made a terrible mistake in battle cost many lives, and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I'd rather eat my armor than admit when I'm wrong. |
Value/Weight: 170 cr, 6 lb.
As an action, you can expend a use of the extinguisher to create a 15 foot cone of misty air which lasts for 6 seconds, snuffing out any unenhanced fires within range. Additionally, each creature within range must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded until the start of their next turn. On a successful save, a creature becomes immune to this effect. An extinguisher can be used 5 times before it must be replenished at its original cost.
Form V, also known as Perseverance Form, utilizes a force-enhanced strength to overwhelm opponents. Those guardians who focus on Shien/Djem So Form actively attempt to force an opening rather than waiting for the opportunity to present itself.
You gain proficiency in heavy armor.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Sentinel, or Shielding Fighting Style options for Shien, or Dueling, Great Weapon Fighting, or Versatile Fighting Fighting Style options for Djem So, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can 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 your Strength modifier. The damage is of the same type dealt by the original attack.
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.
Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.
On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.
On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.
At 7th level, you gain one of the following features. Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.
When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn’t already include that modifier.
If your total for a Strength check or saving throw is less than your Guardian level, you can use that value in place of the total.
Starting at 15th level, you gain one of the following features. Choose Precise Reflection for Shien or Brutal Strikes for Djem So.
When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power�s damage.
The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.
At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores 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:
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.
","img":""} -{"_id":"Y2YxNjczZThkMmFm","name":"Improved Charisma Augment","permission":{"default":2},"folder":"MmFiY2M1ZjdkMzE0","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Your Charisma score increases by 1, and your maximum for this score increases by 1. One ability score other than Charisma (chosen by the GM) decreases by 1.
Type: Clothing Modification
Subtype: Pattern
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to damage rolls with force powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to two of them.
Value/Weight: 750 cr, 3 lb.
A repair kit included the basic tools needed to repair a droid after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore 2d4+2 hit points to a droid or construct within 5 feet.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 15 Dexterity saving throw, taking 4d6 kinetic damage on a failed save or half as much on a successful one.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Barrel
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
When you deal damage with this weapon, you deal an additional 1d8 acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item).
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised property. Additionally, it loses the two-handed property.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the silent and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (60/180) properties. If it already has the thrown property, the range increases by 30/90.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the disarming property.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 property. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
Skin Color | Green |
Hair Color | None |
Eye Color | Black or red |
Distinctions | Hive-based insectoids, radio wave senses, technological aptitude, hardened carapace, short snouts, and small, toothless mouths |
Height | 5'9\" | +2d8\" |
Weight | 80 lb. | x(2d4) lb. |
Homeworld | Roche asteroid field |
Language | Verpine |
Verpine are thin bipedal insectoids whose heads are dominated by large compound eyes. They also have two antennae, one located behind each eye. Their hardened carapace, composed of a green chitinous substance called carahide, is as flexible as the skin of other creatures, yet tough enough to deflect a blade or even absorb a glancing blaster bolt. The Verpine circulatory system does not contain a heart.
Verpine eyes are keen enough to pick out microscopic details. Their antennae contain tympanic nerves which pick up sound. Their antennae are also sensitive to radio waves, giving Verpine the natural ability to sense and transmit radio waves to communicate with another Verpine in their language over long distances.
The Verpine people hail from the Roche asteroid field, which is the fractured remnants of their home planet. The Roche live in artificial, self-sustaining environments inside these fragments.
Verpine culture is oriented around crafting; they are noteworthy manufacturers of weapons, shield generators, armor, as well as personal use items such as breathing apparatuses. They are also gifted pilots.
Verpine had variable naming customs. Not all Verpines adopt surnames. Male and female Verpine names do not differentiate.
First Names. Fxz’et, Kuli, Moegid, Ss’s, Zix
Surnames. And’et, Ned’Ix, Ned’lx, Niskooen, Zes’sx
As a Verpine, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Verpine reach adulthood in their 40’s and live an average of 200 years.
Alignment. Verpine’s altruistic and generous nature cause them to tend toward the light side, though there are exceptions.
Size. Verpine stand between 6 and 7 feet tall and rarely weigh more than 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Crafters. You have proficiency in one tool of your choice.
Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Tympanic Antennae. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within that radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures
Languages. You can speak, read, and write Verpine. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. You can communicate with other Verpine at distances of up to a mile using your antennae.
Level: 5
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
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.
Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.
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.
","img":""} -{"_id":"YTBmMDMwNzkwMjUz","name":"PHB - Chapter 3 - Classes","permission":{"default":2},"folder":"MjFjM2JhNWI4ODJk","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.
Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the galaxy. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A consular, by contrast, might see himself as a willing servant of the Force. While the fighter has contacts in a mercenary company or army, the consular might know a number of Jedi or Sith who share his faith.
Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and an engineer’s powers. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.
Adventurers sometimes advance in more than one class. An operative might switch direction in life and become an engineer. A berserker might discover latent force sensitivity and dabble in the guardian class while continuing to advance as a berserker. Sith purebloods are known to combine martial mastery with force training and advance as fighters and consulars simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6.
Many classes and archetypes add material costs to obtain features integral to the class while most others don’t. Your GM can choose to waive the time and cost component if they choose to do so.
Additionally, certain classes and subclasses will often find themselves with a singular force or tech point, with which they can do nothing. Any character with the force- or tech-casting feature also gains the following feature:
When you fail an ability check, if you added your proficiency bonus to the check and you did not have advantage or disadvantage, you can spend 1 force or tech point to reroll the die. You can only use this feature once per ability check, and you must use the new roll.
Choose from the following class options: Berserker, Consular, Engineer, Fighter, Guardian, Monk, Operative, Scholar, Scout, Sentinel
","img":""} -{"_id":"YTBmMTRlMGQ5NDYz","name":"Death Field","permission":{"default":2},"folder":"NjcxZGIwYjc2N2Qy","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Level: 8
Force Alignment: Dark
Casting Period: 1 action
Range: 90 feet (30-foot cube)
Duration: Instantaneous
Concentration: —
Prerequisite: Siphon Life
You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.
Type: Wristpad Modification
Subtype: Amplifier
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you spend tech points and deal damage with a tech power cast through this wristpad, you deal additional damage equal to the number of tech points spent.
Value/Weight: 1250 cr, 5 lb.
Damage: Based on weapon
Weapons: Rotary cannon
Power generators energize the rotary cannon.
","img":""} -{"_id":"YTE5OWJiZjNiYTQw","name":"Ablative Plating Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
Costs 290 credits. Includes a backpack, two glowrods, a hydrospanner, a fusion cutter, a chronometer, a grappling hook, 5 days of field rations, and a canteen.
GM Notes :
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the defensive 3 property. If it already has the defensive property, its defensive number increases to 3.
Type: Focus Generator Modification
Subtype: Cycler
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power that affects an area in a radius or a cube, you can increase the radius or length of the cube by 5 feet.
Skin Color | Green or yellow |
Hair Color | None |
Eye Color | Black |
Distinctions | Retractable dewclaws, six fingers |
Height | 5'2\" | +2d10\" |
Weight | 105 lb. | x(2d4) lb. |
Homeworld | N'zoth |
Language | Yevethan |
Physically, the Yevetha are tall beings with a ghoulish appearance that is bereft of any body hair, being described as being so gaunt as to seem skeletal due to their pallid gray skin and lithe builds. The species possesses six fingered hands that have retractable dewclaws. Each one is located on the inside of the wrist above their six-fingered hands. Their dewclaws shoot from a sheath of a skin beneath their cadaverous hands and are capable of being retracted. When extended fully, the wrist blades reach about a foot in length, and are used in close combat and blood sacrifices. The Yevetha also possess a greater tolerance for g-forces when compared to Human pilots.
Within their society, blood is an important aspect of their culture and is a central focus of their religious belief system. This has resulted in them becoming a particularly violent species. For the Yevetha, death is not to be feared. They are described as being dutiful, attentive, cautious but also fatalistic in their view of the universe. When fighting against other foes, Yevetha are notable for being ruthless fighters who never surrender even in the face of certain defeat. Due to the brutal nature of their society, the Yevetha do not possess a single jail, penitentiary or stockade as they believe there is no need for such facilities. In fact, they do not possess a word in their language for either convict or incarcerate.
Yevetha names are sharp and are kept to one syllable, not varying significantly based on gender. Surnames are familial.
First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov
Surnames. Faalk, Naalar, Giinn, Ralle, Xoota
As a Yevetha, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.
Age. Yevetha reach adulthood in their early teens and live less than a century.
Alignment. Yevetha’s xenophobic attitude causes them to tend toward the dark side, though there are exceptions.
Size. Yevetha typically stand between 6 and 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Arm Blades. Your retractable dewclaws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mechanical Memory. Whenever you make an Intelligence (Technology) check related to memorizing or duplicating mechanical readouts, you are considered to have expertise in the Technology skill.
Languages. You can speak, read, and write Galactic Basic and Yevethan. Yevetha are able to speak other languages, but their isolationist nature makes them tend to reject the languages of other species. Only rarely would a Yevethan speak Galactic Basic, as this would often decrease their social standing.
Value/Weight: 140 cr, 0,5 lb.
Damage: 1d6 Kinetic + 1d4 Ion
Weapons: Wrist Launcher
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
","img":""} -{"_id":"YTFjMWRiMjU5NmM1","name":"Devastating Keen Beam","permission":{"default":2},"folder":"N2U4ZTVjOWEzZGVl","flags":{"R20Converter":{"handout-order":23,"handout-archived":false}},"sort":230000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the keen 3 property. If it already has the keen property, its keen number increases to 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 3 property. If it already has the piercing property, its piercing number increases to 3.
Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
A device used to blow holes in larger constructs, a breaching charge creates a devastating explosion. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.
Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep, or a 5-foot cube of enhanced material. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 6d6 fire damage and 6d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.
","img":""} -{"_id":"YTFlYWI4ZTRkMjA1","name":"Blademaster Specialist","permission":{"default":2},"folder":"YjdiNjhhODUyNGQ0","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Those fighters who choose to become Blademaster Specialists hone their focus to a blade’s edge, becoming so in tune with their arsenal that it becomes both their weapon and their armor.
When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.
Also at 3rd level, you’ve learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.
You can use this features a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.
You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature. You can’t take a Fighting Style option more than once.
When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to make your weapon attacks with the weapon(s) score a critical hit on a roll of 19 or 20 until the start of your next turn.
When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.
Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).
At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.
Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.
At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Two-Weapon Fighting.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
","img":""} -{"_id":"YTFmODBmZjhmMjRj","name":"Disabling Oscillator","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and disarming properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Skin Color | Pink |
Hair Color | White, gray, black, brown, blue, violet, or red |
Eye Color | Blue, yellow, red, or brown |
Distinctions | Curious, overconfident, hagglers |
Height | 2'11\" | +2d4\" |
Weight | 45 lb. | x1 lb. |
Homeworld | Skor II |
Language | Squibbian |
Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details, such as penetrating through a disguise or identifying a forgery, when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.
Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs’ overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.
Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.
Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior
Nicknames. Galan, Meela, Wilpher
As a Squib, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.
Alignment. Squibs’ cheerful nature causes them to tend toward the light side, though there are exceptions.
Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.
Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.
Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.
Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Sensitive Fur. Squibs’ fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.
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 Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.
Those operatives who choose the Disabling Practice utilize a variety of pushes, pulls, weight shifts, and joint locks to immobilize their opponent. They use these techniques to manipulate their opponent, moving them across the battlefield before incapacitating them.
When you choose this practice at 3rd level, you learn how to discourage, debilitate, and harm your enemies. You gain the following benefits while you aren’t wearing medium or heavy armor or a medium or heavy shield:
Also at 3rd level, you learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.
Some of your grappling techniques require your target to make a saving throw to resist the grappling technique’s effects. The saving throw DC is calculated as follows:
Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier.
You attempt to choke the target into unconscious-ness. The target must make a Constitution saving throw or be restrained until the end of your following turn.
If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way.
You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.
You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.
Beginning at 9th level you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.
Starting at 13th level, you can use your surroundings to further punish the target of your grapple. When you roll a 1 or 2 on a Sneak Attack damage die for an unarmed attack you make against a creature grappled by you, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
At 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 kinetic damage. This damage can’t be reduced in any way.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
","img":""} -{"_id":"YTI4OGM2MmJjNTk1","name":"Exceptional Collapsible Piercing Hilt","permission":{"default":2},"folder":"YWNhMGE2NjkzZDYy","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Your Intelligence score increases by 1, and your maximum for this score increases by 1.
Level: 2
Casting Period: 1 action
Range: Self
Duration: 1 minute
Concentration: —
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.
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.
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.
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.
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.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the disguised and hidden properties.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disruptive and shocking 16 properties. If it already has the shocking property, its shocking number increases by 4, to a maximum of 18.
You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
Value/Weight: 300 cr, 2 lb.
This cybernetic augmentation replaces all or part of a damaged face.
Type: Adventuring Gear
Subtype: Waist
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this belt, your Strength score becomes 21. If your Strength is already equal to or greater than 21, it has no effect on you.
This belt increases a users physical power with pneumaticized assistance joists that provide support and leverage in a minimal form-factor.
","img":""} -{"_id":"YTM1NmNhNzgyZjI3","name":"Snappy Interjection","permission":{"default":2},"folder":"MWUxMzBlZjUwMjhk","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"You’ve mastered a quick tongue to aid your allies. You gain the following benefits:
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from a weapon with the disruptive property, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
","img":""} -{"_id":"YTMxOGNlYmNiY2Iy","name":"Penetrating Attachment Mark II","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":65,"handout-archived":false}},"sort":650000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Skin Color | Generally tan and greenish hues |
Hair Color | None |
Eye Color | Green, blue, gray, red-orange |
Distinctions | Long snout, bulbous body on thin legs |
Height | 4'6\" | +2d6\" |
Weight | 65 lbs. | x(2d4) lb. |
Homeworld | Lowick |
Language | Lowickese |
The pa’lowick are a species of humanoid amphibians who live in the coastal salt marshes of Lowick. They have compact but rotund midsections that top a pair of long, spindly legs ending in anisodactylic feet: three toes pointing forward, one back. This configuration, combined with their powerful lungs, enabled them to swim.
The most prominent feature of pa’lowick physiology is their prehensile snout, which ends in a pair of pouty, human-like lips. Pa’lowick are also born with sharp tusks, which some lose by middle age.
Pa’lowick live in large, independent communities with a feudal system of government. Many pa’lowick become fishers or hunters, as their biology allows.
Songs and stories are the most treasured aspect of pa’lowick culture. Pa’lowick music runs the gamut of genres and subjects, although religious music is particularly common. Cultural heritage, such as history, genealogy, and parables, is largely passed down orally. Every Pa’lowick community has a dedicated storyteller; the esteem afforded this individual makes the position a coveted one. Large lungs make the Pa’lowick hearty singers and affords at least some members of the species the ability to scream loudly and disarm opponents in combat.
Pa’lowick names tend to grow longer as the family tree grows older, with each generation adding a few syllables they are fond of.
Male Names. Loran, Jelanto, Neeamesh, Samoos
Female Names. Larisselle, Rensilla, Sy, Tripika
Surnames. Chatrunis, Dym, Geeci, Snootles
As a Pa'lowick, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Pa’lowick reach adulthood in their late teens and live about 75 years.
Alignment. Pa’lowick enjoy a raucous good time, causing them to tend toward chaotic light side, though there are exceptions.
Size. Pa’lowick stand about 5 feet tall, and weigh approximately 100 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hold Breath. Pa’lowick have a great lung capacity and can hold their breath for up to 15 minutes at a time.
Proud Performer. Pa’lowick are best known for the energy they can bring to a singing performance. Whenever you make a Charisma (Performance) check involving singing, you are considered to have expertise in the Performance skill.
Snout. You have supreme control over your snout and can use it to manipulate objects as well as your hands. Additionally, your snout is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier kinetic damage.
Sonic Scream. You can use your action to violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Lowickese. Lowickese requires the user to purse their lips and blow air, and is considered amusing by other species.
Raava is a traditional liquor breed from zsajhira berries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature
must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"YTNjOGNlMzIxYTlh","name":"Spacecasting","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":40,"handout-archived":false}},"sort":400000,"entryTime":0,"content":"Type: Ventures
Prerequisite: The ability to cast force or tech powers
While casting a force or tech power while aboard your ship, the range increases tenfold. You can not target a hostile creature with a power unless you are aware of their presence and location.
Rarer than watch or patrol members are a community’s investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals.
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Investigator |
3 | Perceptive |
4 | Survivalist |
5 | Linguist |
6 | Alert |
7 | Observant |
8 | Keen Mind |
Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community.
d8 | Personality Trait |
---|---|
1 | I'm always polite and respectful. |
2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. |
3 | I've lost too many friends, and I'm slow to make new ones. |
4 | I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation. |
5 | I can stare down a hell hound without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
d6 | Ideal |
---|---|
1 | Greater Good. Our lot is to lay down our lives in defense of others. (Light) |
2 | Responsibility. I do what I must and obey just authority. (Lawful) |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Might. In life as in war, the stronger force wins. (Dark) |
5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) |
6 | Nation. My city, nation, or people are all that matter. (Any) |
d6 | Bond |
---|---|
1 | I would still lay down my life for the people I served with. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life. |
4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
d6 | Flaw |
---|---|
1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I made a terrible mistake in battle cost many lives; and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I'd rather eat my armor than admit when I'm wrong. |
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Value/Weight: 3200 cr, 9 lb.
A shoulder cannon is a weapon mounted on a creature’s shoulder with an integrated targeting interface that uses traditional power cells. When you would make a ranged weapon attack, you can fire this weapon instead. It has the ammunition (range 60/240), burst 4, and reload 4 properties, and deals 1d8 energy damage on a hit. The shoulder cannon has a proficiency bonus of +2 and a Dexterity score of 16, which are used instead of your proficiency bonus and Dexterity modifier when making attack and damage rolls with it.
martial vibroweapon
\n\t\tValue/Weight: 70 cr, 2 lb.
\n\t\tDamage: Special
Properties: Light, Special, Thrown (range 20/60)
\n\t\tA Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.
Due to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
Type: Operation
Prerequisites: Hyperdrive Slot
This modification adds a backup hyperdrive slot on your ship and includes a class 15 hyperdrive. A deployed operator can switch to or from the backup hyperdrive as an action.
Type: Armor Modification
Subtype: Armoring
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor gains the barbed (1d6) property. If it already has the barbed property, the barbed damage increases by two steps (from d4 to d8).
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Wristpad Modification
Subtype: Amplifier
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.
You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"YTQ0ZDlhNWZmMTNl","name":"Maser Core","permission":{"default":2},"folder":"YTY3MDFlNDIzMzc5","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
When a creature tries to reduce the damage of a shot from this weapon with a feature or power, such as monk’s Deflect Missiles or the saber reflect force power, they must roll the reduction dice twice and take the lesser total.
Level: 2
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
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.
","img":""} -{"_id":"YTQ1MzU2MzAyMWQ3","name":"Autotargeting Dire Silent Interface","permission":{"default":2},"folder":"NjNhNzZhYTg1YjY0","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 and silent properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack and damage rolls with weapons.
martial vibroweapon
\n\t\tValue/Weight: 1100 cr, 6 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Double (1d6 kinetic), Finesse, Shocking 13, Two-Handed
\n\t\tIn darkness, there is protection. Those sentinels who follow the Path of Shadows utilize a calculated plan, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank.
Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, their voice does not produce sound until the end of your next turn.
Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.
At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.
The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.
By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not auto-matically reveal your presence. Make a Dexterity (Stealth) check against your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.
","img":""} -{"_id":"YTQwOGVlODQxZmMx","name":"Exceptional Evasive Plating","permission":{"default":2},"folder":"YjU5NjA0ZjdlOTNh","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 2 property. If it already has the avoidant property, its avoidant number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This armor or shield loses the strength property.
Value/Weight: 100 cr, 2 lb.
Aquatic breathers are breath masks designed to operate underwater. While worn, the wearer can breathe both air and water.
Type: Universal
Prerequisites: Tier 4, Advanced Reactor
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 20 with this system.
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Force Push/Pull
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.
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.
Many factions span the galaxy, from lowly gangs inhabiting a single city to governments controlling the majority of known planets. While many characters will find a faction they want to join - for instance, a Jedi will most likely want to climb the ranks of the Jedi Order - many characters will prefer to build their own.
Before you dive into step 1 below, thinking about whether or not establishing your own faction is the correct route, and what your faction will do that is not already done better by others. You might want to create your own bounty hunter organization and try to take on the greatest bounties the galaxy has to offer. Maybe you want to start your own government and break away from the known powers. Perhaps you want to start your own faction of Force-wielders, separate from the Jedi and the Sith. Or maybe you just want to create your own chain of casino resorts, with pazaak and companions.
Once you have a faction in mind, follow these steps in order, making decisions that reflect the faction you want. Your conception of your faction might evolve with each choice you make. What’s important is that your faction helps you realize a character you’re excited to play.
Throughout this section, we use the term faction sheet to mean whatever you use to track your faction, whether it’s a formal sheet (like the ones at the end of these rules), some sort of digital record, or a piece of notebook paper. The official SW5e sheets are a fine place to start until you know what information you need and how you use it during the game.
Building the Mandalorians
Each step of faction creation includes an example of that step, with a player building the iconic faction the Mandalorians.
Every faction deviates in what they value, how they exercise those values, and what kind of members they attract. Your faction’s ideals help determine what kind of members you’ll attract, should you decide to recruit outside the confines of your party.
GOALS
Each faction has its own goals. One of the most common goals many factions share is the desire for increased wealth and influence. Many factions, however, have goals unique to their own efforts. For instance, a faction might have a goal of maintaining peace and prosperity in their region, directing all of their wealth and influence towards that one goal.
BELIEFS
Each faction also has its own beliefs. Many nefarious factions, such as the Exchange, believe power should be wielded by the strong, and that the weak deserve to be enslaved, while a more monetarily motivated faction, such as the Commerce Guild, believe that material wealth is the greatest source of control.
MEMBER TRAITS
Members of a faction are often drawn to it because they share common traits with its members. For instance, criminals who prefer to work alone, or in small groups, might be drawn to the Black Sun, while bounty hunters might choose to join the Bounty Broker’s Association to earn greater wealth and prestige.
INSIGNIA
Every faction has a symbol that represents it, whether that symbol is worn publicly or only shown in secret.
Every faction has a symbol that represents it, whether that symbol is worn publicly or only shown in secret.
Building the Mandalorians, Step 1
Mandalorian culture places heavy emphasis on strength and worthiness. The primary goal of the Mandalorians is to prove that their strength is greater than that of others. Mandalorian beliefs are characterized by the Resol’nare, or the Six Actions:
- A Mandalorian must wear armor.
- A Mandalorian must speak Mando’a.
- A Mandalorian must defend themself and their family.
- A Mandalorian must contribute to the overall well-being of the clan.
- A Mandalorian must raise their children as Mandalorians.
- A Mandalorian must heed Mandalore’s call and rally to their cause. Mandalorians often share member traits of being strong, hardy, resilient, and uncompromising. The Mandalorian insignia - the Kyr’bes - features the skull of a mythosaur. It is a badge of honor that Mandalorians wear openly.
Most factions have use of a headquarters. For smaller factions, it might be a simple building, or even a room. For larger factions, however, it might be a space ship, a space station, or even an entire moon or planet. A faction headquarters is required to recruit members to a faction.
What type of headquarters you choose for your faction makes a statement about how effective your faction is in whatever field it operates. Choosing the appropriate location and appearance for your faction’s headquarters can help or hinder your ability to recruit new members.
OPERATING COSTS
Beyond the required costs for actually maintaining a headquarters, factions have costs directly associated with their functions. These fees might cover licensing fees, bribes, government contracts, etc. These fees amount to roughly 1,000 cr per headquarters per month.
Building the Mandalorians, Step 2
The Mandalorians have myriad headquarters throughout the galaxy, including a massive flagship the Spirit of Vengeance.
Much of what your faction does - and how it directly affects its members - depend on its six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your faction sheet. The six abilities and their use in the game are described in the Using Ability Scores chapter.
You generate your faction’s six ability scores using a standard array: 16, 14, 14, 12, 10, 8. You then take these six numbers and write each number beside one of your faction’s abilities to assign score to Strength, Dexterity, Constitution, Intelligence, and Charisma.
After assigning your ability scores, determine your faction’s ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
Building the Mandalorians, Step 3
Mandalorians value strength above all, so we assign the highest score, 16, in Strength. The next highest scores - both 14 - we apply to Constitution and Wisdom, since Mandalorians are both resilience and perceptive. We then apply the final three scores - 12, 10, and 8 - to Charisma, Dexterity, and Intelligence, respectively. The Mandalorian ability scores and modifiers look like this: Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 8 (-1), Wisdom 14 (+2), Charisma 12 (+1).
Score | Modifier |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20-21 | +5 |
22-23 | +6 |
24-25 | +7 |
26-27 | +8 |
28-29 | +9 |
30 | +10 |
In order for a faction to grow, it must recruit members. A smaller faction will have trouble recruiting skilled members, while larger factions don’t.
REQUIREMENTS
Factors, such as a faction’s ideals, headquarters, and ability scores play a huge part into how many people a faction can recruit, and how skilled those individuals are. Additionally, many higher skilled potential members of a faction will not consider joining until the faction reaches a high enough tier.
DUES
Every faction comes with some requirements that must be fulfilled for members to maintain their status in the faction. For some, it might be simple credit dues. For others, they might require a certain amount of work each month. Consider what your faction’s dues should be carefully.
MEMBERSHIP RANKS
Factions have five total ranks. New members start at 1st rank, and over time can work their way as high as 5th rank. Each rank unlocks unique benefits on its own, in addition to the normal benefits of faction membership.
Building the Mandalorians, Step 4
Mandalorians are a large, galaxy-spanning faction, that doesn’t rely on active recruitment. Instead, new members tend to seek out Mandalorian clans to join. Mandalorians require new members to proficient in at least one martial weapon and require at least one workweek of work a month to retain status.
Factions are a great way to tie a party together in a way that an adventure sometimes can’t. To some parties, the founding and expanding of a faction can be an adventure in itself.
BEYOND 1ST TIER
As your faction expands and earns renown, it increases in tier. Each tier unlocks new features, or expands on old ones.
FACTION FEATURES
When your faction increases in tier, it offers features that benefit members, as shown in the Factions and Membership chapter. Some of these features allow you to increase your faction’s ability scores. You can’t increase an ability score above 20. In addition, every faction’s proficiency bonus increases at certain tiers.
Some features only apply to members who have achieved a certain rank. For instance, a 5th-tier faction has access to a cache of premium enhanced items, but only members of 2nd rank or higher are able to requisition from that cache.
RENOWN
Renown is the primary source of faction and membership progression. Characters earn renown when they work on behalf of their faction, benefiting both themselves and the faction itself.
","img":""} -{"_id":"YTRjNjE2OTgzMzhl","name":"Mine, Plasma (Deadly)","permission":{"default":2},"folder":"NzBiODE2YzZlOTlk","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Building the Mandalorians, Step 5
Mandalorians are a tier 17 faction, having existed for thousands of years, unlocking numerous features over time.
Faction Training. Mandalorians have four faction training options. They have their faction-specific language, Mando’a. They also place heavy emphasis on crafting, so they have armormech’s tools, armstech’s tools, and mechanic’s kits.
Assocation Proficiency. Mandalorians are proficient in four ability scores: Strength, Dexterity, Constitution, and Wisdom. When the faction makes an ability check with these abilities, they add their proficiency bonus (+6) to the check.
Faction Activity. Mandalorians have three faction activities: Bounty Hunting, Mercenary Contracting, and Pit Fighting.
Enhanced Insignia. Mandalorians have an enhanced insignia. While wearing their insignia, all Mandalorians can cast the combustive shot at-will tech power (Player’s Handbook, page 230). Intelligence is their casting ability for this tech power.
Ability Score Improvement. Mandalorians have four ability scores improvements. They apply two of them to Strength, one to Dexterity, and one to Constitution. The Mandalorian ability scores and modifiers now look like this: Strength 20 (+5), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 14 (+2), Charisma 12 (+1).
Premium Item Stockpile. Mandalorians choose Mandalorian Helmet as their favored premium enhanced item. Any 2nd rank or higher members can procure this item.
Prototype Item Stockpile. Mandalorians choose Mandalorian Beskar’gam as their favored prototype enhanced item. Any 3rd rank or higher members can procure this item.
Association Expertise. Mandalorians have expertise in two ability scores: Strength and Wisdom. When the faction makes an ability check with these abilities, they add twice their proficiency bonus (+12), instead of their normal proficiency bonus.
Advanced Item Stockpile. Mandalorians choose Mandalorian Shuk’orok as their favored advanced enhanced item. Any 4th rank or higher members can procure this item.
Association Advantage. Mandalorians have advantage on one ability score: Strength. When the faction makes an ability check with this ability, they have advantage on the roll.
Ability Score Mastery. Mandalorians have one ability score mastery. They apply this to Strength, increasing the score and it’s maximum by 2. The Mandalorian ability scores and modifiers now look like this: Strength 22 (+6), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 14 (+2), Charisma 12 (+1).
Legendary. Mandalorians choose the Darksaber as their favored legendary enhanced item. Only one 5th rank member can procure this item.
Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 8d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.
Level: 2
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
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.
","img":""} -{"_id":"YTRlZTc0Zjc4NTVh","name":"Rishii","permission":{"default":2},"folder":"Yzk1Y2VkOGQwNjJi","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Skin Color | Yellow |
Hair Color | Brown or white |
Eye Color | Brown or yellow |
Distinctions | Sound mimicry, enhanced hearing and sight |
Height | 4'2\" | +2d12\" |
Weight | 60 lb. | x(2d4) lb. |
Homeworld | Rishi |
Language | Rishii |
Rishii are a sentient, avian species of carnivores which possess two legs ending in four-toed feet, two arms, a tail, and a head. The species’ two arms consist of feathered wings ending in nimble humanoid hands, capable of manipulating tools. The wings grant the Rishii the ability to fly at great speeds, which is their method of travel equivalent to running in land-based species. A Rishii’s head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight.
Native to the planet Rishi, the Rishii live in loose primitive tribes, known as nests, clustered high upon the planet’s mountains, away from the hot and humid lowland swamps. Each nest consists of a small number of family units led by a chieftain, with neighbouring nests respecting each others territories and living in harmony. This peaceful and accepting attitude goes beyond just other Rishii and was extended to all neighbours of a nest, including the many other species who colonise the lowlands of Rishi. Due to the unfavorable conditions found in the lowlands, the native avians do not understand the off-worlders’ choice to live there, but were not opposed to their presence.
As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender. Rishii are responsive to nicknames given by outsiders.
As a Rishii, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Rishii reach adulthood at 10 and generally live no longer than 60 years.
Alignment. Rishii tend toward no particular alignment. The best and worst are found among them.
Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii’s clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to eachother in the language in front of others.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces your torso.
Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.
Side Effect: When you roll a 1 a Constitution saving throw to avoid exhaustion, you suffer 2 levels of exhaustion, instead of just 1.
For the wary traveler who is desperately afraid of poison.
","img":""} -{"_id":"YTUyNzNlNGIwMjgz","name":"Champion Impervious Lining","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 2 property. If it already has the absorptive property, its absorptive number increases by 2, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disruptive and shocking 15 properties. If it already has the shocking property, its shocking number increases by 3, to a maximum of 18.
martial vibroweapon
\n\t\tValue/Weight: 1400 cr, 8 lb.
\n\t\tDamage: 2d6 Kinetic
Properties: Dexterity 13, Two-Handed, Vicious 1
\n\t\tGM Notes :
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Type: Suite
Prerequisites: —
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.
Type: Hyperdrive
Cost: 5000
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 4.0 hyperdrive travels at one-fourth the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"YTY5NzFlNjBlZmVh","name":"Ugnaught","permission":{"default":2},"folder":"MGI0YzliN2ZiODli","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Skin Color | Varying shades of pink |
Hair Color | White |
Eye Color | Black and red |
Distinctions | Diminutive stature, porcine features, technological affinity |
Height | 3'1\" | +2d12\" |
Weight | 40 lb. | x1 lb. |
Homeworld | Gentes |
Language | Ugnaught |
Ugnaughts are diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reached up to 200 standard years. They notably eat genteslugs.
Ugnaughts are ruled by councils comprised of elected officers. Ugnaughts live their lives in accordance to their “blood profession”, with Ugnaught parents teaching their children their trade. Infant Ugnaughts are known as Ugletts. If the number of new Ugnaughts in a given profession exceeds the need, a blood duel is called. When the Ugnaughts reached their twentieth year of age, these fights are held to the death, with the victor winning the right to inherit their blood profession. Despite this outdated and violent custom, the Ugnaughts are generally a peaceful people with a rich culture.
When greeting an Ugnaught, it is advised to bow silently, then wait for a guttural purring as a positive response. Usage of the common galactic greeting “yaa-yaah” is considered a personal insult to Ugnaughts. If this occurrs, it was advisable to duck and cover, as various mechanical implements will be thrown one’s way.
Ugnaughts are often enslaved as they are fairly meek.
Ugnaught names are generally concise. Female names sound more cheerful. Surnames are determined by blood profession.
Male Names. Banax, Dral, Durn, Togre, Yirkux
Female Names. Admeva, Olnito, Ruskor, Vurlilli
Surnames. Col, Gnatro, Mikk, Roc, Sag
As a Ugnaught, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Age. Ugnaughts reach adulthood at 20 and can live to reach 200.
Alignment. Ugnaughts tend toward no particular alignment. The best and worst are found among them.
Size. Ugnaughts rarely stand higher than 4 feet and weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25.
Bite. Your tusks are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.
Crafters. You have proficiency in one tool of your choice.
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.
Industrial Hazards. You have resistance to acid damage.
Tech Dabbler. You know the mending at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the overheat tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.
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 harmless tremors for 1 minute. 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.
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 Ugnaught. The Ugnaught language is composed of grunts, squeals, and chatters, and is difficult for other species to learn.
Type: Droid Customization
Subtype: Protocol
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
While you are interfaced via the tracker droid interface tech power, whenever your handler makes an ability check using tools with which the you are also proficient, they have advantage on the check. If they already have advantage, they can instead reroll one of the dice once.
Costs 320 credits. Includes a backpack, five glowrods, a fusion cutter, a grappling hook, a chronometer, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.
Type: Universal
Prerequisites: Tier 5, Legendary Thruster
Your ship’s thrusters have reached their maximum potential. Your ship’s Dexterity score increases by 2. Your ship’s maximum for this score increases by 2.
Skin Color | Black or light to dark brown |
Hair Color | Black, light to dark brown, grey (usually with age) |
Eye Color | Black or gray |
Distinctions | Lupine appearance, enhanced senses, increased speed, increased strength, healing ability |
Height | 5'7\" | +2d8\" |
Weight | 140 lb. | x(2d4) lb. |
Homeworld | Uvena Prime |
Language | Shistavanen |
Shistavanen have pronounced muzzles, sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanen also possess large glowing eyes, and can also run at high speeds for long periods without getting tired, alternately using two or four limbs. As predators, they possess keen hearing and smell and excellent night vision.
As a species, the Shistavanen are isolationists. The species colonized all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen, and their restrictive trade laws (which are unapologetic in how they favor their own kind over off-world traders). Most of their society uses technology similar to the rest of the galaxy, though some parts of Uvena Prime use slightly less sophisticated technology.
A minority of Shistavanen are more outgoing, and travel the galaxy’s hyperlanes. Even these Shistavanen usually remain by themselves or with other Shistavanen. Due to their natural predatory instincts, Shistavanen commonly find employment as scouts, mercenaries and bounty hunters. Many other species react badly to Shistavanen, since their isolationist culture makes them an unfamiliar sight, and their predatory appearance put other species on edge.
Shistavanen first names typically sound graceful, while their surnames are more gutteral. Surnames are familial.
Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul
Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim
Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk
As a Shistavanen, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Shistavanen reach adulthood in their late teens and live less than a century.
Alignment. Shistavanen are private and tend toward no particular alignment. The best and worst are found among them.
Size. Shistavanen typically stand around 6 feet tall and weigh between 140 and 190 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.
Fang and Claw. You are proficient with your fangs and claws, which deal 1d4 kinetic damage on a hit.
Forced March. Shistavanen are able to maintain a fast pace longer than other species. Shistavanen have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Languages. You can speak, read, and write Galactic Basic and Shistavanen. The Shistavanen language is characterized by its barks and growls.
Level: 4
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
The power damages objects in the area and ignites flammable objects that aren’t being worn or carried..
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.
","img":""} -{"_id":"YTZkNDEzNjlhOTAz","name":"Boarding Harpoon","permission":{"default":0},"folder":"NzdmM2U0MTNhY2Nj","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Engineering
Prerequisites: Tier 2, Shock Absorbers
Those operatives who choose the Beguiler Practice augment their natural wiles and charm with subtle utilization of the Force. They tap into these powers to cloud the minds of their foes, distracting and diverting before abruptly dispatching them.
When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
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 Beguiler Practice 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.
You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice 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.
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 Beguiler Practice Forcecasting table.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier
Force attack modifier = your proficiency bonus +your forcecasting ability modifier
Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on this saving throw, the target has no hint you tried to charm it.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.
Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your prof-iciency bonus + your Charisma modifier). On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.
Once you’ve used this feature, you must com-plete a short or long rest before you can use it again.
THE BEGUILER PRACTICE
Level | Force Powers Known | Force Points | Max Power Level |
3rd | 4 | 3 | 1st |
4th | 5 | 4 | 1st |
5th | 6 | 5 | 1st |
6th | 7 | 6 | 1st |
7th | 8 | 7 | 2nd |
8th | 9 | 8 | 2nd |
9th | 10 | 9 | 2nd |
10th | 11 | 10 | 2nd |
11th | 12 | 11 | 2nd |
12th | 13 | 12 | 2nd |
13th | 14 | 13 | 3rd |
14th | 15 | 14 | 3rd |
15th | 16 | 15 | 3rd |
16th | 17 | 16 | 3rd |
17th | 18 | 17 | 4th |
18th | 18 | 18 | 4th |
19th | 19 | 19 | 4th |
20th | 19 | 20 | 4th |
Type: Lightweapon Modification
Subtype: Lens
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
You’ve learned to identify and create peerless physical forgeries, granting the following benefits:
Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the avoidant 1 property. If it already has the avoidant property, its avoidant property increases by 1, to a maximum of 3.
martial lightweapon
Value/Weight: 800 cr, 8 lb.
Damage: 2d4 Energy
Properties: Keen 1, Luminous, Special, Vicious 1
The retrosaber is an an ancient type of lightweapon that requires a power cell to function. Once four attacks have been made with a retrosaber, a character must replace the power cell using an action or bonus action (the character’s choice). You must have one free hand to replace the power cell.
Level: 8
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
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.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon’s range increases by 50/200.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d6 and add the result to the total.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 14 and responsive 2 properties. If it already has the magnetic property, its magnetic number increases by 2, to a maximum of 18. If it already has the responsive property, its responsive number increases by 2, to a maximum of 3.
Level: 2
Force Alignment: Dark
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Slow
Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, 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.
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.
The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.
","img":""} -{"_id":"YTdjNzRkNzlkMzJj","name":"Enhancement Strength Augment","permission":{"default":2},"folder":"OGJiY2FiYjE2ZDlh","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
Your Strength score increases by 2, and your maximum for this score increases by 1.
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself but earn a living by buying and selling the works of others. Your guild might be a large merchant consortium (or family) with interests across the galaxy. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant’s life lends itself to adventure far more than the life of an artisan.
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. You must pay dues of 50 cr per month to the guild. Your dues must be current to remain in the guild’s good graces.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Silver-Tongued |
2 | Empathic |
3 | Performer |
4 | Charmer |
5 | Linguist |
6 | Inspiring Leader |
7 | Gourmand |
8 | Practiced |
Guild merchants are among the most ordinary people in the world, until they abscond to take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.
d8 | Personality Trait |
---|---|
1 | I believe that anything worth doing is worth doing right. I can't help it; I'm a perfectionist. |
2 | I'm a snob who looks down on those who can't appreciate fine art. |
3 | I always want to know how things work and what makes people tick. |
4 | I'm full of witty aphorisms and have a proverb for every occasion. |
5 | I'm rude to people who lack my commitment to hard work and fair play. |
6 | I like to talk at length about my profession. |
7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. |
8 | I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me. |
d6 | Ideal |
---|---|
1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) |
2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Light) |
3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
4 | Greed. I'm only in it for the money. (Dark) |
5 | People. I'm committed to the people I care about, not to ideals. (Neutral) |
6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
d6 | Bond |
---|---|
1 | The workshop where I learned my trade is the most important place in the world to me. |
2 | I commissioned a great work for someone unworthy of it; I now search for someone worthy. |
3 | I owe my guild a great debt for forging me into the person I am today. |
4 | I pursue wealth to secure someone's love. |
5 | One day I will return to my guild and prove that I am the greatest artisan of them all. |
6 | I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood. |
d6 | Flaw |
---|---|
1 | I'll do anything to get my hands on something rare or priceless. |
2 | I'm quick to assume that someone is trying to cheat me. |
3 | No one must ever learn that I once stole money from guild coffers. |
4 | I'm never satisfied with what I have; I always want more. |
5 | I would kill to acquire a noble title. |
6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. |
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disruptive property.
You master wilderness lore, gaining the following benefits:
You master the greatsaber, techaxe, techstaff, vibroaxe, vibroknuckler, vibromace, and vibrosword. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
Type: Suite
Prerequisites: —
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.
Value/Weight: 50 cr, 5 lb.
A backpack has a capacity of 1 cubic foot, or 30 pounds of gear.
Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Instantaneous
Concentration: —
Prerequisite: —
You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.
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Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: 1 hour
Concentration: —
Prerequisite: —
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.
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.
Monks of the Trickster Order embody the archetypal role of the \"trickster\", one who seemingly bumbles their way into good fortune. They employ a unique fighting style composed of slips, trips, and falls to confuse and frustrate their enemies to no end. Whether your movements are actual foibles on your part or calculated strokes, they will surely leave others guessing long after your time is past.
When you choose this tradition at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.
Also at 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, creatures you hit can’t make opportunity attacks against you, and your walking speed increases by 10 feet until the end of your turn.
At 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
","img":""} -{"_id":"YTk2ZGU4NTU3NWYy","name":"Vengeance Guard Mark II","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":60,"handout-archived":false}},"sort":600000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
simple blaster
\n\t\tValue/Weight: 400 cr, 16 lb.
\n\t\tDamage: 1d10 Energy
Properties: Ammunition (range 50/200), Burst 4, Reload 4, Strength 11, Two-Handed
\n\t\tType: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: Class I droid
Attunement: No
Source: WH
Your speed increases by 5 feet, and you can now speak Binary in addition to understanding it.
Level: 6
Force Alignment: Universal
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Convulsion
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
","img":""} -{"_id":"YTkzMmUyMTE3OTQ5","name":"Focusing Scope","permission":{"default":2},"folder":"YTY3MDFlNDIzMzc5","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
The simple scope allows you to use a bonus action to take aim at a target you can see. The next attack you make before the end of your next turn does not suffer disadvantage due to being made at long range.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
You have advantage on Dexterity (Sleight of Hand) checks made to conceal a hidden weapon or armor.
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Slicers used specialized computers and scramble keys, many built by the slicers themselves, to eke out a living in the digital world. These computers were carefully guarded and constantly modified and upgraded by the slicer, who rarely discussed its specs except with like-minded individuals. Complex access codes and even self-destruct mechanisms were often used to prevent a slicer’s computer from falling into the wrong hands. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to hack into computers or bypass security.
LORE
Your knowledge of digital securities grants you insight when answering questions about them.
INVESTIGATION AND PERCEPTION
You gain additional insight when looking for digital securities when using computers and terminals.
TECHNOLOGY
Your knowledge of common digital security types makes it easier for you to identify them.
Sample Activities
Activity | DC |
---|---|
Identify a hidden security routine | 15 |
Reprogram a security routine | 20 |
Level: 2
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"YTllYjE4ZTg2NDg5","name":"Electroprod","permission":{"default":2},"folder":"YjRjZDM0NjYwMjk5","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"simple vibroweapon
Value/Weight: 50 cr, 0 lb.
Damage: Special
Properties: Disruptive, Shocking 13
???
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and fixed properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This shield gains the interlocking 2 property. If it already has the interlocking property, its interlocking number increases by 2, to a maximum of 3.
Level: 5
Force Alignment: Universal
Casting Period: 1 bonus action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Phasewalk
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.
Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.
When you choose this discipline at 3rd level, you gain proficiency in astrotech’s tools. Additionally, when you engage in crafting with astrotech’s tools, the rate at which you craft doubles.
Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized droid companion.
Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.
If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.
Your droid gains a variety of benefits while it is interfaced with you:
Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.
Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.
At 14th level, while your droid can see you, it has advantage on all saving throws.
Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class II, III, and IV droids are all appropriate options, with their statistics listed below.
Once you’ve selected your type of droid class, you assign your droid’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.
All droids share the following features.
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.
As a class I droid, your droid companion has the following features.
Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
droids.
As a class II droid, your droid companion has the following features.
Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
As a class III droid, your droid companion has the following features.
Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
As a class IV droid, your droid companion has the following features.
Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
As a class V droid, your droid companion has the following features.
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Prerequisite: 7th level, d10 Hit Die
You greatly improve the power core of your droid. Its Hit Die becomes a d12.
You install an alarm module in your droid, granting the following benefits:
Prerequisite: 7th level, Class I Droid
Your droid can 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 droid’s turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:
You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).
You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.
Prerequisite: 7th level
You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.
Once your droid uses this feature, it must finish a short or long rest before it can use it again.
You augment your droid to move a little faster. Your droid’s speed increases by 5 feet.
You can choose this modification twice.
Prerequisite: Class III Droid
You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can’t use it again until it finishes a short or long rest.
You enhance your droid’s durability, granting the following benefits:
Prerequisite: 15th level
Prerequisite: Back-Up Protocol
You modify your droid’s back-up protocol. When your droid’s back-up protocol is initiated, it can immediately use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.
You install an energy shield in your droid. The energy shield has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.
You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.
Prerequisite: 5th level
You install a protocol in your droid that grants it expertise in a tool or skill. Choose a tool or skill that your droid is proficient in. Your droid gains expertise in it.
Prerequisite: Class II Droid
You install a panic protocol in your droid. As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, your droid appears to be destroyed to all outward inspection. A creature can use its action to inspect the droid and make an Intelligence (Investigation) check against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier). If it succeeds, it becomes aware that your droid is still functioning.
Your droid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6. Your droid can’t take a Fighting Style option more than once, even if it later gets to choose again.
You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).
You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.
Prerequisite: Class IV Droid
You install two additional arms to improve your droid’s combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).
While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.
Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead kinetic and energy damage that your droid takes from unenhanced weapons is reduced by an amount equal to its proficiency bonus.
Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid’s speed increases by 5 feet while light armor is integrated.
Prerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:
Prerequisite: Light Armor proficiency
Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.
Prerequisite: Class I Droid
Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.
Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:
Prerequisite: 7th level, Class III Droid
You modify your droid’s charisma chip, granting the following benefits:
Prerequisite: Class V Droid
Your droid count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Prerequisite: 7th level, Class V Droid
When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).
You improve the power core of your droid. Its Hit Die becomes a d8.
You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.
Prerequisite: d8 Hit Die
You further improve the power core of your droid. Its Hit Die becomes a d10.
Prerequisite: 7th level, Class II Droid
You install repulsor coils in your droid’s legs. Your droid gains a flying speed equal to its walking speed.
You augment your droid with an advanced sensor, granting the following benefits:
You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).
You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.
Your droid learns two at-will tech powers, and one 1st-level tech power, which it casts at its lowest level. Once your droid casts it, your droid must finish a long rest before it can cast it again. Intelligence is your droid’s techcasting ability for these powers. It does not require use of a wristpad for these powers.
Prerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Yaladai is a powerful stimulant that grants extreme clarity, improving relaxation and focus. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d4. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d4. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"YWEwMjU4MTkxMGFi","name":"Path of Communion","permission":{"default":2},"folder":"YmQ1NDY4NjMxZjk1","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Those who master the Force can transcend death, persisting beyond their natural experation. Those sentinels who follow the Path of Communion bond with a Force ghost, developing a symbiotic relationship which alters the way they perceive their surroundings.
Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.
Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:
You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.
GENERATING YOUR SPIRIT
Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.
Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. 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 complete a short or long rest.
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.
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.
Once you’ve used this feature, you must complete a long rest before you can use it again.
By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.
Additionally, when you use your action to see through your spirit’s senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.
At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.
While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic 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,” “Run over there,” or “Fetch that object.” If the creature 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 creature 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.
","img":""} -{"_id":"YWExNjIwN2JiZmMy","name":"Infuse Ship Weapon","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Type: Ventures
Prerequisite: At least 2 levels in engineer
Ship weapons becomes valid targets for your Infuse Item class feature.
Hardy and resilient, you gain the following benefits:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
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 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.
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.
","img":""} -{"_id":"YWFiNmNkYmE3OWY0","name":"Saber Throw","permission":{"default":2},"folder":"MTdlZmNkMjkyNzBi","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: 30 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.
At Higher Levels: This power can hit multiple targets 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, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.
","img":""} -{"_id":"YWFmM2NkMTA5Yjc3","name":"Flawed Adegan Crystal","permission":{"default":2},"folder":"MzVhNzRjYjg0ZGRl","flags":{"R20Converter":{"handout-order":18,"handout-archived":false}},"sort":180000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Crystal
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to damage rolls made with this weapon.
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: Class II Droid
Attunement: No
Source: WH
Your manipulator arm can now wield items as normal, instead of only light shield generators and weapons with the light property.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the disarming property.
Skin Color | Light tones |
Hair Color | Blond, brown, or white (usually with age) |
Eye Color | Yellow |
Distinctions | Cone-like skull, binary brain |
Height | 5'8\" | +2d8\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Cerea |
Language | Cerean |
The Cereans’ enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.
Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean’s daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one’s thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.
Cerean male first names are often hyphenated, while females are not. Surnames are familial.
Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz
Female Names. Dreash, Kilniavy, Melm, Rharoth,
Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi
As a Cerean, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Cereans reach adulthood in their late teens and live less than a century.
Alignment. Cereans’ altruistic nature causes them to tend toward the light side, though there are exceptions.
Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.
Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.
Perceptive. You have proficiency in Perception.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Trance. Cereans don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. 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 Cerean.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack and damage rolls made with this disruptor cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the disruptor cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 15 Constitution saving throw, taking 1d6 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 15 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Level: 6
Force Alignment: Light
Casting Period: 1 action
Range: 90 feet
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: —
You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.
","img":""} -{"_id":"YWJiMTU1MjQ2MzMx","name":"Adept Pontite Lens","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Level: 9
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 19 Dexterity saving throw, taking 8d6 kinetic damage on a failed save or half as much on a successful one.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 4d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Premium
Prerequisite: At least 1 level in sentinel
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your sentinel level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you manifest one of your ideals, you gain charges equal to your Wisdom or Charisma modifier (your choice, minimum of one).
When you would a Force-Empowered Self option, you can expend charges instead of force points.
When you reach 5th level in sentinel, when you hit with your Kinetic Combat attack, you can use two Force-Empowered Self features, instead of just one.
When you reach 11th level in sentinel, you gain an additional sentinel ideal. Additionally, you gain an additional manifestation use of your sentinel ideals that you can only use for the chosen ideal.
When you reach 17th level in sentinel, you can use your Enlightened Evasion feature for any saving throws, instead of just against effects that deal damage.
This visually unremarkable mantle resists effects that would cause it to move or make noise.
Value/Weight: 600 cr, 36 lb.
This cybernetic augmentation replaces all or part of a damage torso.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You can reload this weapon six times without using an action. You can’t use this feature again until you reload the weapon with an action.
While wearing armor with the powered property, you gain a bonus to damage rolls using Strength, Strength checks, and Strength saving throws equal to the powered number.
","img":""} -{"_id":"YWNmOGRiZDRmNGYx","name":"Full Salvo Protocol","permission":{"default":0},"folder":"Mjc0YzhkMzFlOWYz","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Weapon
Prerequisites: Weapon Slave Array
Primary and secondary ship attack rolls are no longer made at disadvantage, and tertiary weapon saving throws are no longer made with advantage, when slaved weapons are fired from the cockpit.
Type: Weapon
Subtype: Bo Rifle
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack and damage rolls with this enhanced weapon. Additionally, while it is in staff mode, the save DC for its shocking property increases to 14.
This more recent and less artfully designed model of bo-rifle comes with a bayonet attached to the top edge.
","img":""} -{"_id":"YWQ1ZmU3ODUyNWQw","name":"Shotgun","permission":{"default":2},"folder":"OTE1MGVmZjE5MjQz","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"simple blaster
\n\t\tValue/Weight: 350 cr, 12 lb.
\n\t\tDamage: 2d4 Kinetic
Properties: Ammunition (range 30/120), Burst 2, Reload 4, Strength 11, Two-Handed
\n\t\tType: Blaster Modification
Subtype: Barrel
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d10 and add the result to the total.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Clothing Modification
Subtype: Pattern
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Wisdom saving throws and a +2 bonus to Charisma saving throws while wearing this article of clothing.
Form VIII, also known as Persistence Form, uses determined movements followed by swift strokes to keep their opponents’ footing unsteady. Those guardians who focus on Persistence Form make use of the terrain, trying to maneuver their opponents into vulnerable areas before dispatching them.
You gain proficiency in heavy armor.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Equilibrium, or Shielding 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.
Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove or to avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
Lastly at 3rd level, you gain the following Channel the Force option.
When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that opponent without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.
Beginning at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.
Once you’ve used this feature, you must complete a long rest before you can use it again. At 15th level you can use this feature twice between long rests.
Starting at 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.
At 20th level, you are an unrelenting force on the field of battle. Your Strength 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:
This effect ends early if you are incap-acitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
","img":""} -{"_id":"YWRhNGUzYTBjYjMx","name":"Vibrodart","permission":{"default":2},"folder":"YjRjZDM0NjYwMjk5","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"simple vibroweapon
Value/Weight: 5 cr, 1 lb.
Damage: 1d4 Kinetic
Properties: Finesse, Special, Thrown (range 20/60)
Due to their diminutive size, vibrodarts make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
Type: Starship Ammunition
Cost: 600
Weight: 11 lb
When a seismic charge detonates, each ship within 300 feet must make a Dexterity saving throw. A ship takes 1d10 (2d10) kinetic damage on a failed save, or half as much on a successful one.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: —
For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.
Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Advanced
Prerequisite: Constitution 15
Attunement: No
Source: WH
Once on your turn, you can activate this implant to gain the effects of an adrenal (no action required). This effect lasts for one minute, or until a different adrenal is chosen. You can choose from the following types of adrenals:
Side Effect: You can no longer benefit from other adrenals.
This clear plasti-polymer implant has an appearance vaguely resembling a multi-limbed cephalopod, and must be carefully installed by a master cybertech. It attaches by wrapping around the medulla, and produces a variety of combat adrenals for its user’s consumption. It also performs blood-cleansing work to reduce the liver damage (for species that have a liver) caused by long-term adrenal use.
","img":""} -{"_id":"YWRjNzQ3ZjI1MDE4","name":"Artifact Blueprint","permission":{"default":2},"folder":"NDg4MmEwNjgyNDE1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: None
Subtype: —
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This blueprint contains information regarding the raw and rare materials, tools, and steps required to craft an item of artifact rarity. Over the course of 1 hour, which can be done during a short rest, a character can attempt to learn the blueprint. If they do so, they must make a DC 30 Intelligence check with the appropriate tools. On a success, the blueprint for the item is learned. On a failure, the blueprint is not learned, and the character must wait 24 hours before they can try again.
Blueprints contain the secrets of how to craft items of a more complex nature.
","img":""} -{"_id":"YWU3MmZmODhlMmQ3","name":"Yarrock","permission":{"default":0},"folder":"YjU4OTNiZWEzM2Jh","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Yarrock is a strong hallucinogen which is said to instill a creature with a clear vision of \"the meaning of life\", granting a boost to confidence. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional di when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"YWUyYmFlMzgwMGMw","name":"Resilient Reactor","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":32,"handout-archived":false}},"sort":320000,"entryTime":0,"content":"Type: Universal
Prerequisites: Tier 3
You overhaul your ship’s reactor to make it more adaptive. Your ship gains proficiency in Strength saving throws.
Type: Armor
Subtype: Any
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable armor chassis comes with vacant modification slots for overlay, underlay, reinforcement, and armoring modifications, as well as two augment slots. It can house modifications of legendary rarity or lower.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and silent properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Level: 3
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"YWVjNDBiZjAxMzU5","name":"Bypasser","permission":{"default":2},"folder":"ZDM3NWM3NWYxYmYx","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
Skin Color | Pale to brown |
Hair Color | Black, brown, grey, or white |
Eye Color | None |
Distinctions | Lack of physical eyes, inherent *force sight* |
Height | 4'8\" | +2d10\" |
Weight | 110 lb. | x(2d4) lb. |
Homeworld | Alpheridies |
Language | Miralukese |
The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can “see” Force radiating off them. The strength of a Miraluka’s connection to the Force varies by individual.
Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves “brothers” and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if ‘shown’ life not connected to the Force.
Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death.
Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member’s personal life.
Miraluka names are generally two syllables. Miraluka don’t use surnames, as they believe they are one family.
Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth
Female Names. Auchaod, Favom, Mucem, Wilierth
As a Miraluka, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age. Miraluka reach adulthood in their late teens and live less than a century.
Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.
Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Force Sensitive. You know the mind trick at-will force power. When you reach 3rd level, you can cast the sanctuary force power once per day. When you reach 5th level, you can also cast the force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.
Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power force sight, though the power does not require concentration for you.
Languages. You can speak, read, and write Galactic Basic and Miralukese.
Skilled at mimicry and dramatics, you gain the following benefits:
Type: Clothing Modification
Subtype: Weave
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
Once per turn per weapon you are wielding, you can gain a +1 bonus to weapon damage rolls while wearing this article of clothing.
Type: Ventures
Prerequisite: Rank 4
When you take the Search action and succeed on a Wisdom (Perception) or Intelligence (Investigation) 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:
Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.
When you choose this specialty at 3rd level, 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.
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 Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
You have a number of tech points equal to half of your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting 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.
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 Shield Specialist Techcasting table.
You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.
THE SHIELD SPECIALIST
Level | Tech Powers Known | Tech Points | Max Power Level |
3rd | 4 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 5 | 3 | 1st |
7th | 6 | 4 | 2nd |
8th | 6 | 4 | 2nd |
9th | 7 | 5 | 2nd |
10th | 7 | 5 | 2nd |
11th | 8 | 6 | 2nd |
12th | 8 | 6 | 2nd |
13th | 9 | 7 | 3rd |
14th | 9 | 7 | 3rd |
15th | 10 | 8 | 3rd |
16th | 10 | 8 | 3rd |
17th | 11 | 9 | 4th |
18th | 11 | 9 | 4th |
19th | 12 | 10 | 4th |
20th | 12 | 10 | 4th |
The Force manifests in myriad ways; while some use the Force to manipulate the world around them, others use it to enhance themselves. Those consulars who follow the Way of Endurance channel the Force to allow them to overcome and reflect the most grievous of injuries.
Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:
Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
At 6th level, you learn to turn an opponent’s aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon’s damage.
This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.
Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.
This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.
At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.
Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.
For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per 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 long rest.
","img":""} -{"_id":"YWY4MzA0Y2YxOTFi","name":"Absorptive","permission":{"default":2},"folder":"OGY5OGE3NWRmMzAw","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"When you are wearing armor or wielding a shield with the absorptive property, you ignore damage from weapons that would deal less than the absorptive number.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 2 property. If it already has the insulated property, its insulated number increases by 2, to a maximum of 3.
Value/Weight: 200 cr, 1 lb.
A respirator, or breath mask, is a portable device that allowed an oxygen-breather to survive in low-oxygen atmospheres. Although not suitable for use in outer-space, these hands-free masks were essential equipment for deep-space travel that might require activity outside of a starship.
Value/Weight: 100 cr, 5 lb.
Artist’s tools include all of the necessary components to create and store art.
LORE
Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the mystical properties of a painting or the origins of a strange mural found in a dungeon.
INVESTIGATION, PERCEPTION
When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
PAINTING AND DRAWING
As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
Sample Activities
Activity | DC |
---|---|
Paint an accurate portrait | 10 |
Create a painting with a hidden message | 20 |
Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 19 Dexterity saving throw. A creature takes 8d6 kinetic damage on a failed save, or half as much as on a successful one.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 property. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
Thermal detonators are palm-sized, spherical, and extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Thermal detonators have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 17 Dexterity saving throw. A creature takes 6d6 fire and 6d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.
Physicians study the medical, anatomical, and biological sciences. Those scholars who choose the Physician Pursuit use their knowledge to mend their allies on the field and deal crippling blows with surgical precision.
When you choose this pursuit at 3rd level, you gain proficiency with biochemist’s kits and your choice of Medicine or Nature skills. Additionally, when you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier.
Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver’s range becomes 30 feet.
Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your Intelligence modifier.
As an action, you can expend one superiority die and touch a creature. That creature regains hit points equal to result of the die + your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.
As an action, you can expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute. Additionally, when the target makes a Strength or Constitution check or saving throw while it has these temporary hit points, it gains a bonus equal to your Intelligence modifier.
When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature’s next attack has disadvantage and it cannot regain hit points until the start of your next turn.
As an action, you can expend a superiority die and call out to a creature within 60 feet that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.
As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, 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.
As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.
Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.
You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.
When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.
Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.
Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.
Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.
Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Once you’ve reached 17th level, you’ve developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.
The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.
Once you create a panacea, you can’t create another until you finish a long rest.
When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: 12th level, Physician Pursuit
The range of your Remote Healer feature increases to 60 feet.
Prerequisite: Physician Pursuit
Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table to the right. The condition or effect lasts until the creature completes a long rest, or you use this feature again.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.
Prerequisite: 7th level, Physician Pursuit
If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.
Prerequisite: Physician Pursuit
Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.
Prerequisite: 5th level, Physician Pursuit
When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.
Prerequisite: 5th Level, Physician Pursuit
When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.
Prerequisite: Physician Pursuit
If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d6 extra hit points.
This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.
Side Effects
d20 | Side Effects |
1 | The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1. |
2 | The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze. |
3 | The creature’s legs become swollen. Their move speed becomes at most half their normal movement speed. |
4 | The creature becomes one size larger or smaller. |
5 | The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC. |
6 | The creature’s body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. |
7 | The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell. |
8 | The creature’s eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead. |
9 | The creature gains +4 to perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage. |
10 | The treatment slows down their brain function, reducing their Intelligence by 4. |
11 | The creature’s skin turns dark purple. If they are already purple, they turn bright pink instead. |
12 | The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage. |
13 | The creature’s skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft. |
14 | The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare. |
15 | The creature’s body temperature fluctuates to extremes. They gain resistance to cold and fire damage. |
16 | The creature becomes ravenous. Every hour they haven’t eaten a meal they gain a level of exhaustion. |
17 | The creature believes they are the chosen one. |
18 | The creature has a difficult time resting. The amount they heal from Hit Dice is now halved. |
19 | The creature’s movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage. |
20 | The creature gains 10d10 hit points, and they feel happy and carefree. |
You’ve practiced utilizing powers in close quarters, learning techniques that grant you the following benefits:
Type: Adventuring Gear
Subtype: Legs
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as two augment slots. It can house modifications of legendary rarity or lower.
Type: Consumable
Subtype: Barrier
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
A shimmering barrier springs into resistance around you that lasts 8 hours. The barrier has 30 hit points. Whenever you take damage (one of energy, ion, or kinetic, chosen by the GM when the item is created), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disruptive property.
Your extensive study of nature rewards you with the following benefits:
Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 1 property. If it already has the insulated property, its insulated number increases by 1, to a maximum of 3.
Type: Adventuring Gear
Subtype: Wrist
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this grappler, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a DC 13 Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.
While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can't use it again until you recover and reinsert the hook as an action.
","img":""} -{"_id":"YjAxZWYyZGQ0NWIx","name":"Improved Poison","permission":{"default":2},"folder":"NGNlNjMyMWM5Nzlk","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"Type: Consumable
Subtype: Poison
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 17 Constitution saving throw or take 4d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
As an action, you can apply this calibrator to one vibroweapon within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Type: Item Modification
Subtype: Augment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Your Charisma score increases by 1, and your maximum for this score increases by 1.
Level: 2
Force Alignment: Light
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.
","img":""} -{"_id":"YjBhMDE2YWYyNjEy","name":"Superior Amplifying Barrel","permission":{"default":2},"folder":"Mjk3ZTEwNTYyMDJm","flags":{"R20Converter":{"handout-order":37,"handout-archived":false}},"sort":370000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Barrel
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to damage rolls made with this weapon.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 3 property. If it already has the piercing property, its piercing number increases to 3.
Skin Color | Black or red |
Hair Color | Black, brown, gray, red, or white |
Eye Color | Orange, red, or yellow |
Distinctions | Tentacle facial appendages, often wear jewelry or have tattoos, bone spurs |
Height | 4'8\" | +2d10\" |
Weight | 110 lb. | x(2d4) lb. |
Homeworld | Korriban |
Language | Sith |
Sith are a proud and violent species of humanoids that evolved on Korriban, a planet within the Horuset system in an isolated Outer Rim region called the Stygian Caldera. Sith have a larger than average number of individuals with potential to use the Force in their species, so high in fact that the entire species was considered strongly Force-sensitive.
Sith purebloods are characterized by their expressive facial appendages, bone spurs, cranial horns, and predatory gaze.
Sith culture is a rigid and stratified caste-based society. For the sith, war and violence are just as much a part of the natural order of life as peace or serenity. Though they are in an almost constant state of war, their civilization is quite sophisticated; they see these acts not as cruel or barbaric, but simply basic aspects of existence. Their constant warring led to a dwindling of the population on their original homeworld of Korriban as well as cultivated an intensely xenophobic society.
Sith pureblood names are not conventional. They are often named for virtues in the Sith tongue. Sith rarely share surnames, since they do not value family ties. When a sith pureblood achieves a success or victory, they often change their name to match their perceived newfound status. Since Force-sensitivity is common in sith purebloods, and their culture is built around strength, most sith are called simply “My Lord,” or some other epithet, by their underlings.
Male Names. Aqorzum, Khashai, Sihmot, Wirjol
Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth
As a Sith Pureblood, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Sith reach adulthood in their late teens and live less than a century.
Alignment. The cruelty of the Sith causes them to tend toward chaotic dark side, though there are exceptions.
Size. Sith generally stand between 5 and 6 feet tall and weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Force Sensitive. You know the denounce at-will force power. When you reach 3rd level, you can cast the curse force power once per day. When you reach 5th level, you can also cast the darkness force power once per day. Charisma is your forcecasting ability for these powers.
Menacing. You gain proficiency in the Intimidation skill.
Sadistic. You have proficiency with saberwhips, vibrowhips, and nets.
Languages. You can speak, read, and write Galactic Basic and Sith. Sith is an agglutinative language, in which words or even phrases were made up of linears sequences of distinct meaningful units.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 property. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: Touch
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The power then ends.
","img":""} -{"_id":"YjE1ZmZmYjgxNjkx","name":"Collapsible Fiber-Alloy Guard","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden property. Additionally, it loses the two-handed property.
Level: 2
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 1 hour
Concentration: Yes
Prerequisite: —
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.
","img":""} -{"_id":"YjE3NzM1NDYzODZj","name":"Workshop","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
This suite offers a crafting station 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.
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.
Value/Weight: 20 cr, 5 lb.
A simple and portable canvas shelter, a tent sleeps two.
Type: Navcomputer
Cost: 7500
The navcomputer is a specialized computer designed to calculate hyperspace routes. For a starship to have a navcomputer, it must have a vacant navcomputer slot modification.
When a deployed operator makes an Intelligence check to calculate astrogation, if a navcomputer is present and if they are proficient in Technology, they can instead make an Intelligence (Technology) check. A deployed operator can activate the navcomputer as a bonus action.
This navcomputer offers a +1 bonus when calculating astrogation. When you make a check to calculate astrogation, you add this bonus, regardless of whether or not you are proficient in Technology.
","img":""} -{"_id":"YjExODc4NmRmMGI3","name":"Expert Potency","permission":{"default":2},"folder":"OGEyM2NiYmFmMzk1","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"You’ve obtained new ways to assist your allies, granting the following benefits:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Value/Weight: 700 cr, 4 lb.
This kit contains the required accoutrement to refine materials in order to create illicit substances. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create or identify substances.
Type: Engineering
Prerequisites: Tier 1
Skin Color | Brown |
Hair Color | Black, brown, or gray (with age) |
Eye Color | Brown or green |
Distinctions | Diminutive stature, mood-sensitive fur |
Height | 4'3\" | +2d4\" |
Weight | 60 lb. | x(2d4) lb. |
Homeworld | Bothawui |
Language | Bothese |
Bothans are a short species of furry humanoids. Bothans are covered in fur which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered pointed ears, and both males and females were known to sport beards.
Bothans are able to interbreed with the other species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches, hooves, fur, pointed ears and a long tail.
Bothan culture is guided by the philosophy and principles from the ancient text known as The Way, written by Golm Fervse’dra. In this “Bothan Way”, the pursuit of power and influence is paramount. Thus, individual bothans put their own political and economic success above all other concerns, and as a species, bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing, subtle character assassination and political maneuvering in bothan society is dizzying, and results in many species stereotyping bothans as untrustworthy. In fact, most bothans are habitually paranoid, believing that anyone who’s not working with them, is working against them. In times of crisis, the focus of bothan society shifts to a survivalist state known as “ar’krai”. When engaged in ar’krai, all fit bothans volunteer to defend their species from impending extinction.
Male bothan names are often trickey while female’s are soft. Surnames are familial.
Male Names. Garc, Hibriak, Nith, Tramom, Ventagt
Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit
Surnames. Bwif’livi, Gra’kit, Hia’faitu, Main’dil
As a Bothan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Bothans reach adulthood in their late teens and live less than a century.
Alignment. Bothans’ duplicitous nature causes them to tend toward the dark side, though there are exceptions.
Size. Bothans stand 4-5 feet tall and weigh under 100 pounds. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.
Shrewd. You are proficient in the Insight and Deception skills.
Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great influence on the forming of Galactic Basic; the two languages share many cognates.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the vicious 2 property. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and dire 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
You have practiced extensively with a variety of weapons, gaining the following benefits:
You can take this feat twice.
","img":""} -{"_id":"YjIyZGY5NjY5MmU2","name":"Smoke Cloud","permission":{"default":2},"folder":"YTA5ZTZlNWE3MzEx","flags":{"R20Converter":{"handout-order":23,"handout-archived":false}},"sort":230000,"entryTime":0,"content":"Level: 1
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 hour
Concentration: Yes
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.
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.
","img":""} -{"_id":"YjIyZWIxZjFhNGIz","name":"Piercing Fighting Hilt","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Your Strength score increases by 1, and your maximum for this score increases by 1. One ability score other than Strength (chosen by the GM) decreases by 1.
Your study of history rewards you with the following benefits:
GM Notes :
While wielding a shield with the concealing property, you have advantage on Dexterity (Stealth) checks that rely on sight.
","img":""} -{"_id":"YjJjZjNlY2QxYThm","name":"Teacher","permission":{"default":2},"folder":"Mjk1OGU3ZmYxY2Q3","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You are an experienced teacher who knows how to best instruct others in an array of disciplines. Although you have a vast amount of knowledge yourself, pedagogy is the most important tool in your toolbox because it allows the rest of your knowledge to spread most efficiently.
If you need information on something, you know if there is a book containing that information and where to find it. Further, when you hear a creature speaking or when you see language written down, you can identify exactly what language is being used even if you are not proficient in the language. Finally, when you hear music, you know which instruments are being used in the performance, even if you are not proficient in their use.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Loremaster |
2 | Naturalist |
3 | Performer |
4 | Techie |
5 | Entertainer |
6 | Crafter |
7 | Linguist |
8 | Feigned Confidence |
As a teacher you are devoted to educating others, as well as learning new information for yourself. It is up to you whether you are preachy or wise, a bookworm or more kinesthetic, a note taker or visual learner. In any case, you are most likely underappreciated.
d8 | Personality Trait |
---|---|
1 | Books are my everything. |
2 | Knowledge is the most important thing in the world. |
3 | I have quotes for every occasion. |
4 | My vocabulary is vast enough I sometimes use words that are larger than necessary. |
5 | I love working with kids. |
6 | Because I understand why people can make mistakes, I am also patient with them. |
7 | Sometimes I start explaining things at a level much to basic for the audience. |
8 | I reward hard work and good manners. |
d6 | Ideal |
---|---|
1 | Teach. I must spread what I have learned. (Lawful) |
2 | Insatiable. When I find something new I must learn everything about it, no matter the cost. (Chaotic) |
3 | Discovery. Every single piece of information is waiting to be discovered. (Light) |
4 | Greed. Every piece of knowledge will be mine. (Dark) |
5 | People. I will teach anybody anything. (Neutral) |
6 | Power. Knowledge is power. (Any) |
d6 | Bond |
---|---|
1 | I was picked on while growing up for being a bookworm. |
2 | The world is such an open place, I feel like there is still so much to learn. I want to compile knowledge from different places. |
3 | I like reading books and writing, but I'm no poet yet. It is just a hobby I want to share with others, looking for exotic inspirations. |
4 | I will become the power behind the throne by controlling the information the throne receives. |
5 | Children are our future, and I will mold them. |
6 | I can't teach what I don't know. I will teach everything. |
d6 | Flaw |
---|---|
1 | Someone showing bad manners does not exist to me. I will never talk to or acknowledge that person. |
2 | I overemphasize the importance of discipline. |
3 | I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed. |
4 | I look down on uneducated adults. |
5 | I'd give up my companions for a piece of secret information. |
6 | I can't stand not reading at least one page of a book a day. |
Vayerbok is a thick, green, vegetable-based alcoholic beverage typically served hot.As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"YjJmMmMxNTk3NTEz","name":"Magnetized Shield","permission":{"default":2},"folder":"YzljMWE1N2EzMzk5","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Shielding
Rarity: Standard
Prerequisite: Physical Shield
Attunement: No
Source: WH
This shield gains the magnetic 13 property.
heavy armor
\n\t\tValue/Weight: 2.000 cr, 60 lb.
\n\t\tDetails: AC 17, Bulky, Strength 15
\n\t\tAssault armor improved on battle armor, with the benefit of micro-hydraulics that boost the efficacy of the operator. It offers better protection, but increased weight.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
GM Notes :
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Prerequisites: Ship size Large or larger
This suite creates a separate command center designed to give a comprehensive view of the area surrounding the ship. When a coordinator deployed in a command center takes the Direct action, they can target an additional ally.
Level: 6
Casting Period: 1 action
Range: 120 feet
Duration: Until dispelled
Concentration: —
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.
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.
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.
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.
Type: Armor Modification
Subtype: Armoring
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
This armor gains the gauntleted (1d4) and powered 2 properties. If it already has the gauntleted property, the gauntleted damage increases by one step (from d4 to d6, or from d6 to d8). If it already has the powered property, its powered number increases by 2, to a maximum of 3.
Type: Universal
Prerequisites: Tier 3, Prototype Thruster
You greatly improve your ship’s thruster. Your ship’s Dexterity score increases by 1. As normal, you can’t increase your ship’s Dexterity score above 20 with this system.
While wearing armor with the obscured property, electronic sensors and cameras have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks against you that rely on sight.
","img":""} -{"_id":"YjM5OGMxNmIyZmJk","name":"Heavy repeater","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 6400 cr, 16 lb.
\n\t\tDamage: 2d4 Energy
Properties: Ammunition (range 80/320), Auto, Burst 4, Rapid 2, Reload 8, Strength 15, Two-Handed
\n\t\tSkin Color | Grey |
Hair Color | Black, brown, blond, grey, or white (usually with age) |
Eye Color | Black |
Distinctions | Stocky build, large heads, long snouts, long arms, three-fingered hands, four-toed feet |
Height | 5'9\" | +2d12\" |
Weight | 170 lb. | x(2d6) lb. |
Homeworld | Vinsoth |
Language | Chevin |
Chevin have long snouts which hang down nearly to their ankles. Combined with their intellect, this makes them skilled hunters of animals such as backshin, because they can smell out their prey or feed while keeping their eyes on the horizon. It is also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin have thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground.
Chevin live in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves are usually forced to follow on foot. Nomadic groups of Chevin keep in touch via comlinks, and often converge on a single location to deal with danger.
The only Chevin settlements that stay in place for more than one standard month are the Government Villages, where Chevin dictators live with their hand-picked advisors. Even these settlements are movable when necessary. Each of the roughly two dozen Government Villages rules a Chevin nation.
Chevin names do not vary significantly based on gender. Surnames are based on community.
First Names. Buula, Ephant, Perre, Phylus, Reseros
Surnames. Meh, Mon, Nen, Needmo, Phrusaani
As a Chevin, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Chevin reach adulthood in their thirties and live up to 200 years.
Alignment. Chevin warmongering and slavetrading cause them to tend toward the dark side, though there are exceptions.
Size. Chevin stand between 6 and 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Nomadic. You are proficient in Survival.
Thick Skull. Your skull is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.
Languages. You can speak, read, and write Galactic Basic and Chevin. The Chevin language is characterized by grunts and low-pitched rumblings. Chevin typically have deep voices, even when speaking Basic.
Type: None
Subtype: Holocron
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This holocron contains a single at-will force power. After meditating with the holocron for at least 2 hours, a forcecaster with a Max Power Level of 1st or higher can make a DC 10 forcecasting ability check based on the alignment of the power stored within. On a success, they learn the contained force power, which does not count against their force powers known and can not be unlearned except through use of a remove curse power. On a failure, the power is not learned and the forcecaster can’t try again for 24 hours.
Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.
","img":""} -{"_id":"YjNhOWJiZDA2YmNj","name":"Laborer","permission":{"default":2},"folder":"NTI1YzlkOTZlYzhi","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You are an experienced laborer and come from a humble social rank. You work with your hands, and anything worth doing is worth doing well. Your life is full of hard work and too little respect for your efforts, but you share a deep camaraderie with your fellow workers.
d8 | Labor Specialty |
---|---|
1 | Construction |
2 | Droid Repair |
3 | Electrician |
4 | Facilities Maintenance |
5 | Logistics/Shipping |
6 | Manufacturing |
7 | Mechanic |
8 | Plumbing/HVAC |
You have a contact that acts as your liaison to a union or guild. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Animal Handler |
2 | Brawny |
3 | Survivalist |
4 | Techie |
5 | Entertainer |
6 | Crafter |
7 | Genius Mechanic |
8 | Durable |
Laborers run the gamut from independent operator and owners to lazy and incompetent employees.
d8 | Personality Trait |
---|---|
1 | I am quiet and reserved. I rarely raise my voice or object. |
2 | I take pride in what my hands create or fix. |
3 | I have little respect for people who call others to fix their problems. |
4 | I am fiercely independent. |
5 | I look down on book learning and take pride in my street-smarts. |
6 | I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have. |
7 | I work to live. |
8 | I live to work. |
d6 | Ideal |
---|---|
1 | Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful) |
2 | Superiority. Rules are meant to control the sheep. I'm no sheep. (Chaotic) |
3 | Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light) |
4 | Greed. I will do whatever it takes to climb to the top. (Dark) |
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any) |
d6 | Bond |
---|---|
1 | I will someday get revenge on the corrupt boss who fired me. |
2 | Everything I do is for the common people. |
3 | I will do anything to protect my co-workers. |
4 | No one must ever learn that I once stole from my employer. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | I am committed to my group's goals over my own. |
d6 | Flaw |
---|---|
1 | I put too much trust in those who wield power within my employer's hierarchy. |
2 | I am inflexible in my thinking. |
3 | I like things more than people. |
4 | I do anything I can to avoid real work. |
5 | I am not an independent thinker. I need detailed instructions and close supervision. |
6 | I gossip about others to hide my inadequacies. |
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon’s range increases by 20/80. Additionally, it loses the two-handed property.
You have always had a way with people. You can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you promise to deliver, coaxing people into otherwise foolish decisions. You make the improbable sound plausible, and come ahead on every deal.
d6 | Favorite Schemes |
---|---|
1 | I cheat at games involving chance. |
2 | I shave creds or forge documents. |
3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes. |
4 | I put on new identities like clothes. |
5 | I run sleight-of-hand cons on street corners. |
6 | I convince people that worthless junk is worth their hard-earned money. |
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Silver-Tongued |
2 | Empathic |
3 | Performer |
4 | Quick-Fingered |
5 | Master of Disguise |
6 | Force of Personality |
7 | Snappy Interjection |
8 | Actor |
Scoundrels are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8 | Personality Trait |
---|---|
1 | I fall in and out of love easily, and am always pursuing someone. |
2 | I have a joke for every occasion, especially occasions where humor is inappropriate. |
3 | Flattery is my preferred trick for getting what I want. |
4 | I'm a born gambler who can't resist taking a risk for a potential payoff. |
5 | I lie about almost everything, even when there's no good reason to. |
6 | Sarcasm and insults are my weapons of choice. |
7 | I keep multiple symbols on me and invoke whatever power might come in useful at any given moment. |
8 | I pocket anything I see that might have some value. |
d6 | Ideal |
---|---|
1 | Independence. I am a free spirit: no one tells me what to do. (Chaotic) |
2 | Fairness. I never target people who can't afford to lose a few creds. (Lawful) |
3 | Charity. I distribute the money I acquire to the people who really need it. (Light) |
4 | Creativity. I never run the same con twice. (Any) |
5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Light) |
6 | Aspiration. I'm determined to make something of myself. (Any) |
d6 | Bond |
---|---|
1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. |
2 | I owe everything to my mentor: a horrible person who's probably rotting in jail somewhere. |
3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. |
4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. |
5 | A powerful person killed someone I love. Some day soon, I'll have my revenge. |
6 | I swindled and ruined a person who didn't deserve it, and I seek to atone for my misdeeds. |
d6 | Flaw |
---|---|
1 | I can't resist a pretty face. |
2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. |
3 | I'm convinced that no one could ever fool me the way I fool others. |
4 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. |
5 | I can't resist swindling people who are more powerful than me. |
6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. |
Type: Focus Generator Modification
Subtype: Channel
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power of 1st-level or higher that deals damage, you can increase the damage by one and a half times (rounded down) the number of force points spent.
Type: Focus
Subtype: Tech
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable wristpad chassis comes with vacant modification slots for processor, motherboard, dataport, and storage modifications, as well as one augment slot. It can house modifications of prototype rarity or lower.
Type: Blaster Modification
Subtype: Targeting
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Level: 5
Force Alignment: Light
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Heal
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
","img":""} -{"_id":"YjQ0NDgwOGE1NzJl","name":"Mandalorian Shuk'orok","permission":{"default":2},"folder":"ZTVmZjNlNzNjOGUx","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Hands
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Set: Mandalorian Vestments
Source: WH
While wearing these gloves, your Strength score becomes 21. If your Strength is already equal to or greater than 21, it has no effect on you.
Mandalorian Vestments. While wearing and attuned to these gloves and Mandalorian Beskar’gam, these gauntlets no longer count towards your maximum attunement. While wearing and attuned to these gloves, Mandalorian Beskar’gam, and Mandalorian Helmet, you have resistance to kinetic and energy damage from unenhanced sources.
The final piece of a Mandalorian’s armor, these gauntlets grant augmented strength.
","img":""} -{"_id":"YjQ3YTAwODNjY2U4","name":"Devastating Vicious Scope","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":55,"handout-archived":false}},"sort":550000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the vicious 3 property. If it already has the vicious property, its vicious number increases to 3.
Level: 3
Force Alignment: Light
Casting Period: 1 action or 8 hours
Range: 150 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
If you cast this power using 1 action, all normal plants in a 100-foot radius centered on a point become overgrown. Moving through the area spends 4 feet of movement for every 1 foot moved. You can exclude areas of any size within the power’s area from being affected.
If you cast this power over 8 hours, all plants in a half-mile radius centered on a point yield twice the normal amount of food when harvested for 1 year.
","img":""} -{"_id":"YjQxZGNmNTA5ZmQz","name":"Slipstream Kickers","permission":{"default":2},"folder":"ZWQ4YzljOTVhYjA5","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Feet
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
While you wear these boots, you can use a bonus action to activate or deactivate their overdrive mode. If you do, you gain the effect of the tactical advantage tech power for 1 minute. Once you’ve used this feature, you must complete a long rest before you can use it again.
Value/Weight: 300 cr, 1 lb.
Gas grenades are primarily used to flush enemies out of cover and other protected areas, though there are of course other uses. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. The grenade explodes in a 15-foot-radius sphere of yellow-green fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.
When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw. The creature takes 1d8 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.
","img":""} -{"_id":"YjRkYmNiMzUxMGYy","name":"List of Ventures","permission":{"default":2},"folder":"NWQzODM1YmUyMzg0","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"\n Name \n | \n\n Prerequisites \n | \n
\n\n | \n\n At least 1 level in scholar \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n At least 2 levels in operative \n | \n
\n\n | \n\n At least 14 levels in monk \n | \n
\n\n | \n\n At least 2 levels in fighter \n | \n
\n\n | \n\n At least 3 ranks in gunner \n | \n
\n\n | \n\n At least 2 levels in monk \n | \n
\n\n | \n\n The ability to cast force powers \n | \n
\n\n | \n\n At least 2 levels in consular \n | \n
\n\n | \n\n At least 2 levels in guardian \n | \n
\n\n | \n\n At least 2 levels in sentinel \n | \n
\n\n | \n\n At least 1 level in berserker \n | \n
\n\n | \n\n Rank 2 \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n Rank 5 \n | \n
\n\n | \n\n Rank 3 \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n At least 9 levels in fighter \n | \n
\n\n | \n\n At least 2 levels in engineer \n | \n
\n\n | \n\n The ability to cast force powers \n | \n
\n\n | \n\n Rank 4 \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n At least 3 ranks in operator \n | \n
\n\n | \n\n Rank 2 \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n At least 2 levels in berserker \n | \n
\n\n | \n\n At least 3 ranks in mechanic \n | \n
\n\n | \n\n At least 1 rank in mechanic \n | \n
\n\n | \n\n At least 1 rank in coordinator \n | \n
\n\n | \n\n At least 1 rank in operator \n | \n
\n\n | \n\n At least 1 rank in gunner \n | \n
\n\n | \n\n At least 1 rank in pilot \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n At least 1 level in operative \n | \n
\n\n | \n\n At least 1 level in scout \n | \n
\n\n | \n\n The ability to cast force or tech powers \n | \n
\n\n | \n\n - \n | \n
\n\n | \n\n At least 3 ranks in coordinator \n | \n
\n\n | \n\n At least 2 levels in scholar \n | \n
\n\n | \n\n At least 3 ranks in pilot \n | \n
\n\n | \n\n - \n | \n
Type: Weapon
Subtype: Bolas
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 15 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 20 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.
Due to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
","img":""} -{"_id":"YjRlMmJiOWNhZWRm","name":"Devastating Goring Oscillator","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Level: 3
Casting Period: 1 action
Range: 10 feet
Duration: Up to 1 minute
Concentration: Yes
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.
","img":""} -{"_id":"YjU2ZWQ3Mjg3NGZl","name":"Galvanizing Presence","permission":{"default":2},"folder":"MDU1MDNmMzE2YmY1","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Your presence on the battlefield is a source of inspiration. You gain the following benefits:
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
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 its speed is reduced by 10 feet 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.
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.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and dire 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Color Scheme | Varies |
Distinctions | Variable size, combat-designed nature, often humanoid |
Height | 5'2\" | +2d8\" |
Weight | 110 lb. | x(2d4) lb. |
Manufacturer | Holowan MechanicalsUxiol Droid Manufacturing |
Language | Galactic Basic |
Class IV droids are typically human-like in both shape and size, though there are many advanced models (such as droidekas) that forgo this standardization. They are usually colored to match their affiliation, though personally owned class IV droids might not be. Certain models of class IV droids, such as the HK-series, are made to look like class III droids to disguise their martial nature.
Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
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.
Occasionally, noteworthy droids will earn monikers based on their accomplishments.
As a Droid, Class IV, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Droids don’t age, though they require maintenance to retain functionality.
Alignment. Droids tend toward no particular alignment. The best and worst are found among them.
Size. Class IV droids typically stand between 5 and 7 feet and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s tools. You must be proficient in armor in order to have it integrated.
Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.
Droid Systems. You do not need to eat or drink.
Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.
Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.
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.
Martial Protocol. You have proficiency with light and medium armor as well as two simple or martial blasters or vibroweapons of your choice.
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.
Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you can not speak it.
This sandy-brown powder causes everything to appear slightly humorous while enhancing a creature's nimbleness. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"YjUzYjA5ZWE5YWRm","name":"Daring Acrobat Package","permission":{"default":2},"folder":"NjNiYmJkZTczYzNk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Legendary
Prerequisite: Dexterity 15
Attunement: No
Source: WH
Your Dexterity score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Dexterity saving throws.
Side Effect: One ability score (other than Dexterity) that is chosen by the DM when this augmentation is installed decreases by 1.
This implant drastically increases your fine motor skills and reaction times.
Type: Universal
Prerequisites: Tier 2, Secondary Crew Slot
You integrate an additional seating arrangement in your ship. Your ship’s maximum crew capacity increases by 1, to 3.
","img":""} -{"_id":"YjViMDU0MDU1NTRm","name":"Shocking Oscillator Mark V","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":33,"handout-archived":false}},"sort":330000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the shocking 17 property. If it already has the shocking property, its shocking number increases by 5, to a maximum of 18.
shield
\n\t\tValue/Weight: 125 cr, 2 lb.
\n\t\tDetails: AC +1
\n\t\tPhysical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A light shield is generally affixed to the forearm. While a light shield does not fill the hand slot, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property.
GM Notes :
{\"name\":\"Light Physical Shield\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"shield\",\"AC\":\"1\",\"Weight\":\"6\",\"Requires Attunement\":\"No\"},\"content\":\"Physical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A light shield is generally affixed to the forearm. While a light shield does not fill the hand slot, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property.\",\"htmlcontent\":\"Physical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier. Physical shields have varying functionality depending on the material from which they are made. A light shield is generally affixed to the forearm. While a light shield does not fill the hand slot, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property.\"}martial vibroweapon
\n\t\tValue/Weight: 600 cr, 1 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Finesse, Light, Piercing 1
\n\t\tType: Focus Generator Modification
Subtype: Emitter
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to the force attack rolls of force powers you cast through this focus generator.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the dexterity property.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
When you deal damage with this weapon, you deal an additional 1d6 force, lightning, necrotic, poison, psychic, or sonic damage (chosen by the GM when generating this item).
You master performance so that you can command any stage. You gain the following benefits:
D20 | Result |
---|---|
1-5 | Internal computer systems overload. Technology checks aboard the starship are made with disadvantage until the ship undergoes maintenance. |
6-10 | Intense gravity warps the vessel’s structual integrity. Piloting checks are made with disadvantage until the ship undergoes maintenance. |
11-15 | Starship collides with small debris. The ship’s hull immediately takes kinetic damage equal to one-tenth of its max HP, and shields regenerate at half their normal rate until the ship undergoes maintenance. |
16-19 | The hyperdrive suffers a catastrophic failure, and is rendered unusable until the ship undergoes maintenance. |
20 | Reroll on the above table twice |
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Ventures
Prerequisite: At least 2 levels in monk
Immediately after you take the Attack action while deployed as a gunner, 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. Alternatively, you can spend 1 focus point to take the Evade action as a bonus action on your turn.
Type: Blaster Modification
Subtype: Targeting
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon.
Type: Hyperdrive
Cost: 7500
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 3.0 hyperdrive travels at one-third the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"YjcwMWFhYWU1ZDJm","name":"Shocking Shield","permission":{"default":2},"folder":"ZTZiODlhYjllODZj","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 4
Force Alignment: Dark
Casting Period: 1 action
Range: Self
Duration: 10 minutes
Concentration: —
Prerequisite: Shock
Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.
Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.
","img":""} -{"_id":"YjcxMGFkYThiYzM4","name":"Nemesis Ascendancy Hilt","permission":{"default":2},"folder":"N2U4ZTVjOWEzZGVl","flags":{"R20Converter":{"handout-order":42,"handout-archived":false}},"sort":420000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Starship Ammunition
Cost: 650
Weight: 17 lb
","img":""} -{"_id":"YjdkMGZhNTdkZmNj","name":"Enhancement Wisdom Augment","permission":{"default":2},"folder":"OGJiY2FiYjE2ZDlh","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
Your Wisdom score increases by 2, and your maximum for this score increases by 1.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Huge \n | \n\n Aberration \n | \n\n 9 \n | \n\n neutral dark \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 1/8 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Aberration \n | \n\n 7 \n | \n\n chaotic dark \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Aberration \n | \n\n 25 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 95) \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Aberration \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Aberration \n | \n\n 25 \n | \n\n chaotic dark \n | \n\n Fisto’s Codex (page 96) \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 22 \n | \n\n neutral dark \n | \n\n Fisto’s Codex (page 142) \n | \n
\n\n | \n\n Medium \n | \n\n Aberration \n | \n\n 4 \n | \n\n chaotic balanced \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Aberration \n | \n\n 9 \n | \n\n chaotic dark \n | \n\n sw5e \n | \n
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Technology
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you make an Intelligence (slicer’s kit) check, you can use the spike (no action required) to gain advantage on the check, and then you can reroll one of the dice once. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Type: Engineering
Prerequisites: —
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 deployed mechanic can make an Intelligence (Mechanic’s Kit) 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 maintenance.
Type: Armor
Subtype: Any
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable armor chassis comes with vacant modification slots for overlay, underlay, reinforcement, and armoring modifications, as well as two augment slots. It can house modifications of artifact rarity or lower.
Those engineers who choose the Experimental Engineering discipline create and use untested combinations, resulting in powerful�and often unpredictable�effects.
When you choose this discipline at 3rd level, you gain proficiency in a set of tools of your choice. Additionally, when you engage in crafting with tinker’s tools, the rate at which you craft doubles.
Also at 3rd level, you learn to enhance your tinker’s tools with unproven science, modifying them into a backpack with a cannon. Over the course of a long rest, you can expend 500 cr worth of materials to modify your tinker’s tools. You must have materials and tinker’s tools in order to perform this modification.
Whenever you cast a tech power of 1st level or higher while wielding your tinker’s tools, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Experimental Engineering Surge table to create a random effect.
Additionally, your tinker’s tools come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer class table. Each time you trigger an Experimental Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.
Lastly at 3rd level, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located with-in 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on each of your turns, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dext-erity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.
This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.
If you choose to deal this additional damage, your GM can have you roll on the Experimental Engineering Surge table.
At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Experimental Engineering Surge table and use one of your overrides, you can choose either total.
Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.
Experimental Engineering Surge
d100 | Result |
01-02 | Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls. |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
05-06 | A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later. |
07-08 | You cast explosion at 3rd-level centered on yourself without expending tech points. |
09-10 | You cast homing rockets at 5th-level without expending tech points. |
11-12 | Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow. |
13-14 | You fall asleep standing for 1 minute or until you take damage. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns |
17-18 | You grow a long beard made of feathers that remains until you sneeze. |
19-20 | You cast oil slick centered on yourself without expending tech points. |
21-22 | Creatures have disadvantage on the first saving throw they make against you in the next minute. |
23-24 | Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this. |
25-26 | You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute. |
27-28 | For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31-32 | You take 2d10 lightning damage and are shocked for 1 minute. |
33-34 | Maximize the damage of the next damaging tech power you cast within the next minute. |
35-36 | Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older. |
37-38 | You start running uncontrollably for 1 minute, moving your entire speed each turn. |
39-40 | You regain 2d10 hit points. |
41-42 | Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45-46 | You are blinded and deafened for 1 minute. |
47-48 | You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute. |
49-50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
d100 | Result |
51-52 | A shimmering energy barrier grants you a +2 bonus to AC for 1 minute. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55-56 | Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours. |
57-58 | For 1 minute, any flammable object not worn or carried you touch bursts into flame. |
59-60 | You regain tech points equal to your Intelligence modifier (minimum of one). |
61-62 | For the next minute, you shout whenever you speak. |
63-64 | You cast smoke cloud centered on yourself without expending tech points. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power. |
71-72 | You gain resistance to all damage for the next minute. |
73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75-76 | You emit bright light in a 30-foot radius for 1 minute. |
77-78 | Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute. |
79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81-82 | You can take one additional action immediately. |
83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage. |
85-86 | You cast mirror image without expending tech points. |
87-88 | You are frozen in carbonite and paralyzed for 1 minute or until you take damage. |
89-90 | You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power. |
91-92 | If you die within the next minute, you immediately come back to life as if by the defibrillate power. |
93-94 | Your size increases by one size category for the next minute. |
95-96 | You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute. |
97-98 | You are surrounded by faint, ethereal music for the next minute. |
99-100 | You regain half your expended tech points. |
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Wristpad Modification
Subtype: Dataport
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you spend tech points to cast a tech power that restores hit points to a creature, the creature gains a number of temporary hit points equal to the number of tech points spent.
When you cast a tech power of 1st-level or higher that restores hit points, you can increase the damage by half (rounded down) the number of force points spent.
","img":""} -{"_id":"YjgzNDkwYjE2OThj","name":"List of Backgrounds","permission":{"default":2},"folder":"MDIxYjU3ODc3YWMz","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"\n Name \n | \n\n Skill Proficiency \n | \n\n Source \n | \n
\n\n | \n\n Choose two from Deception, Investigation, Lore, and Persuasion \n | \n\n PHB \n | \n
Addict | Choose two from Deception, Performance, Persuasion, Sleight of Hand | EC |
\n\n | \n\n Choose two from Deception, Insight, Persuasion, and Stealth \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Deception, Intimidation, Sleight of Hand, and Stealth \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Acrobatics, Insight, Performance, and Sleight of Hand \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Deception, Insight, Intimidation, and Sleight of Hand \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Insight, Investigation, Lore, and Persuasion \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Athletics, Intimidation, Piloting, and Survival \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Athletics, Investigation, Persuasion, and Piloting \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Deception, Insight, Lore, and Persuasion \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Lore, Medicine, Nature, and Technology \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Deception, Insight, Performance, and Sleight of Hand \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Deception, Insight, Intimidation, and Lore \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Deception, Piloting, Sleight of Hand, and Stealth \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Athletics, Intimidation, Persuasion, and Piloting \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Insight, Investigation, Piloting, and Technology \n | \n\n PHB \n | \n
\n\n | \n\n Choose two from Athletics, Insight, Lore, and Survival \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Animal Handling, Athletics, Nature, and Survival \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Athletics, Insight, Investigation, and Perception \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Athletics, Medicine, Perception, and Piloting \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Acrobatics, Deception, Insight, and Performance \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Deception, Insight, Performance, and Survival \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Deception, Insight, Intimidation, and Persuasion \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Acrobatics, Animal Handling, Lore, or Nature \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Athletics, Investigation, Nature, and Survival \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Athletics, Insight, Persuasion, and Technology \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Deception, Insight, Performance, and Persuasion \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Investigation, Perception, and Persuasion \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Animal Handling, Nature, Persuasion, and Technology \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Animal Handling, Athletics, Nature, and Performance \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Deception, Insight, Perception, and Persuasion \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Acrobatics, Athletics, Intimidation, and Performance \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Animal Handling, Lore, Medicine, and Nature \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Investigation, Stealth, and Technology \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Investigation, Perception, and Survival \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Intimidation, Lore, and Perception \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Animal Handling, Athletics, Survival, and Technology \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Investigation, Performance, and Persuasion \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Animal Handling, Athletics, Medicine, and Survival \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Investigation, Lore, and Perception \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Acrobatics, Athletics, Insight, and Survival \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Athletics, Deception, Intimidation, and Piloting \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Animal Handling, Nature, Piloting, and Technology \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Lore, Performance, and Persuasion \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Insight, Lore, Investigation, and Nature \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Lore, Nature, Performance, and Technology \n | \n\n EC \n | \n
\n\n | \n\n Choose two from Deception, Insight, Sleight of Hand, and Stealth \n | \n\n EC \n | \n
\n Name \n | \n\n Type \n | \n\n Prerequisites \n | \n
\n [Blinding Rounds] \n | \n\n Weapon \n | \n\n Weapon that deals thermite damage \n | \n
\n [Direct Controller] \n | \n\n Weapon \n | \n\n Primary or Secondary Weapon \n | \n
\n [Expanded Payload] \n | \n\n Weapon \n | \n\n Tertiary or Quaternary Weapon \n | \n
\n [Explosive Payload] \n | \n\n Weapon \n | \n\n Tertiary or Quaternary Weapon \n | \n
\n [Fixed Hardpoint] \n | \n\n Weapon \n | \n\n - \n | \n
\n [Full Salvo Protocol] \n | \n\n Weapon \n | \n\n Weapon Slave Array \n | \n
\n [Gauss Rounds] \n | \n\n Weapon \n | \n\n Primary or Secondary Weapon \n | \n
\n [Ionizing Rounds] \n | \n\n Weapon \n | \n\n Weapon that deals pulse damage \n | \n
\n [Pinpointing Addition] \n | \n\n Weapon \n | \n\n Primary or Secondary Weapon \n | \n
\n [Point Defense System] \n | \n\n Weapon \n | \n\n Ship size Large or larger \n | \n
\n [Shocking Rounds] \n | \n\n Weapon \n | \n\n Weapon that deals energy damage \n | \n
\n [Stunning Rounds] \n | \n\n Weapon \n | \n\n Weapon that deals kinetic damage \n | \n
\n [Turret Hardpoint] \n | \n\n Weapon \n | \n\n Fixed Hardpoint \n | \n
\n [Weapon Slave Array] \n | \n\n Weapon \n | \n\n Ship size Medium or larger \n | \n
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: Class III droid
Attunement: No
Source: WH
Your speed increases by 5 feet, and you gain proficiency in one blaster or vibroweapon of your choice.
Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.
When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.
Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.
Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
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 Intelligence modifier.
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 within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.
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.
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.
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies 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.
That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
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.
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.
When a creature damages you with a weapon 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 Intelligence modifier.
When you make a weapon attack roll, 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.
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.
Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.
Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.
Once you’ve reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.
Once you use this feature, you cannot use it again until you finish a short or long rest.
When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: 5th level, Tactician Pursuit
You gain proficiency in medium armor.
Prerequisite: 9th level, Tactician Pursuit
When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.
Prerequisite: Tactician Pursuit
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.
Prerequisite: Tactician Pursuit
As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.
Prerequisite: Tactician Pursuit
You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.
Prerequisite: Tactician Pursuit
When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.
Prerequisite: Tactician Pursuit
When you take the Dash action, opportunity attacks made against you are made at disadvantage.
Prerequisite: 12th level, Tactician Pursuit
You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the luminous property, if it has it. Additionally, you gain a +2 bonus to damage rolls made with this weapon, when you attack a creature with it, the creature can’t take reactions until the end of the current turn.
These crystals are so transparent that they are nigh invisible. The blade formed by this form of kyber makes no noise, is dim and may form illusory images as it is used.
","img":""} -{"_id":"Yjk1MjE5OTdhNDk0","name":"Exceptional Disguised Vicious Frame","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":16,"handout-archived":false}},"sort":160000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 100 cr, 3 lb.
\n\t\tDamage: Special
Properties: Light, Special, Thrown (range 15)
\n\t\tA Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.
Type: Focus Generator Modification
Subtype: Channel
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
When you cast a force power of 1st-level or higher that deals damage, you can increase the damage by two and a half times (rounded down) the number of force points spent.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Level: At-will
Force Alignment: Universal
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
Prerequisite: —
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 you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.
At Higher Levels: 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.
","img":""} -{"_id":"Yjk4NWIxN2Y5OTU2","name":"Fine Computer Spike","permission":{"default":2},"folder":"MTFhMjcwNDI4YWY5","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Type: Consumable
Subtype: Technology
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you make an Intelligence (slicer’s kit) check, you can use the spike (no action required) to gain advantage on the check. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Type: Consumable
Subtype: Barrier
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
A shimmering barrier springs into resistance around you that lasts 8 hours. The barrier has 30 hit points. Whenever you take damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by the GM when the item is created), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
You have a natural gift for performing and competing. Select one gaming set or musical instrument. You gain the following benefits:
You can select this feat multiple times. Each time you do so, you must choose a different gaming set or musical instrument.
","img":""} -{"_id":"YjkwODQ3ZDc1NzFl","name":"Crippling Agrinium Grip Mark I","permission":{"default":2},"folder":"N2NhMjZlODMyYzMx","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Grip
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the disarming property.
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Premium
Prerequisite: At least 1 level in berserker
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your berserker level, rounded up. When you complete a long rest, this item regains all charges. Additionally, whenever you take damage from a hostile source, this item regains one charge.
While raging, when you deal damage that would include your Rage Damage, you can expend one charge to double your Rage Damage bonus for that damage.
When you reach 5th level in berserker, your Fast Movement feature increases your speed by an additional 10 feet, to 20 feet.
When you reach 11th level in berserker, once per critical hit, when you roll maximum damage on a weapon damage die, you can roll an additional die and add both to the total.
When you reach 17th level in berserker, when you are conscious and fail a Constitution saving throw, you can choose to instead succeed. Once you’ve done so, you must complete a short or long rest before you can do so again.
This single pauldron, which can be worn over armor, features the visage of a howling beast.
","img":""} -{"_id":"YjkxZWFjNmM3MmJm","name":"Lightsaber","permission":{"default":2},"folder":"MzkxNGEyOWFlMDlh","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"simple lightweapon
Value/Weight: 200 cr, 3 lb.
Damage: 1d6 Energy
Properties: Hidden, Luminous, Versatile (1d8)
Type: Consumable
Subtype: Adrenal
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Dexterity score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
martial vibroweapon
\n\t\tValue/Weight: 100 cr, 6 lb.
\n\t\tDamage: 1d12 Kinetic
\n\t\tYou have disadvantage when you use a vibrolance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Type: Adventuring Gear
Subtype: Feet
Rarity: Premium
Prerequisite: At least 1 level in fighter
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your fighter level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you hit a creature with a weapon attack, you gain one charge.
On your turn, you can expend one or more charges and activate your boots’ thrusters to leap to a location you can see within range. For each charge expended, you can move 5 feet. Any opportunity attacks provoked by this movement are made with disadvantage.
When you reach 5th level in fighter, when you use your Action Surge feature, you can take the Dash action (no action required).
When you reach 11th level in fighter, when you use your Indomitable feature, you have advantage on the roll.
When you reach 17th level in fighter, once per round, when you miss with a weapon attack, you can repeat the attack (no action required).
These red and black boots come with integrated rocket boosters.
Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.
You gain proficiency in astrotech’s tools.
When you choose this practice at 3rd level, 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.
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 Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.
You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting 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.
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 Saboteur Practice Techcasting table.
You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized tracker droid companion.
Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.
If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.
Your tracker droid gains a variety of benefits while it is interfaced with you:
Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.
Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid’s Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.
At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.
On a failed save, you negate the power’s effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster’s tech focus used to cast the tech power is overloaded and can’t be used to cast tech powers for 1 minute.
At the end of each of the caster’s turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.
Once you’ve selected your tracker droid, you assign your tracker droid’s ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.
All tracker droids share the following traits.
The traits are presented in alphabetical order.
Your tracker droid companion has a 30 foot flying speed.
You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.
Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module�s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.
Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.
Opportunity attacks made against your tracker droid have disadvantage.
Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).
Your tracker droid companion�s armor class becomes 14.
Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.
Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.
Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature’s reach.
Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.
Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.
Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.
Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.
Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.
Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.
Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.
Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.
Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use medium or heavy shields. Additionally, your tracker droid can’t wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.
You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.
The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.
Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.
Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer’s kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.
Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.
Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.
Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.
You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.
Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use heavy shields. Additionally, your tracker droid 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, your tracker droid can only wield it in two hands.
THE SABOTEUR PRACTICE
Level | Tech Powers Known | Tech Points | Max Power Level |
3rd | 4 | 2 | 1st |
4th | 4 | 2 | 1st |
5th | 5 | 3 | 1st |
6th | 5 | 3 | 1st |
7th | 6 | 4 | 2nd |
8th | 6 | 4 | 2nd |
9th | 7 | 5 | 2nd |
10th | 7 | 5 | 2nd |
11th | 8 | 6 | 2nd |
12th | 8 | 6 | 2nd |
13th | 9 | 7 | 3rd |
14th | 9 | 7 | 3rd |
15th | 10 | 8 | 3rd |
16th | 10 | 8 | 3rd |
17th | 11 | 9 | 4th |
18th | 11 | 9 | 4th |
19th | 12 | 10 | 4th |
20th | 12 | 10 | 4th |
Value/Weight: 400 cr, 4 lb.
This kit contains the appropriate equipment for disarming and setting explosives. It contains a plastic face guard and heavy duty gloves, as well as precision cutting and gripping tools, and various common components of grenades and mines. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to disarm or set an explosive.
LORE
Your knowledge of explosives grants you insight when answering questions about the most effective explosives for a given task.
INVESTIGATION/PERCEPTION
You gain additional insight when looking for mines and charges, because you have learned a variety of common signs that betray their presence.
SLEIGHT OF HAND
You can more easily conceal when you set an explosive.
QUICK-SET
You can synchronise a remote detonator with an explosive in half the time normally required.
Sample Activities
Activity | DC |
---|---|
Conceal an explosive | 15 |
Disarm a mine | Varies |
Type: Armor Modification
Subtype: Shielding
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 14 property.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, you gain a +2 bonus to attack rolls you make with force powers when using this weapon as your focus.
Value/Weight: 125 cr, 1 lb.
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Type: Weapon
Prerequisites: Weapon that deals energy damage
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.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
When you have advantage on an attack roll you make with this weapon, get the same result on both dice rolls, and hit, you deal one additional weapon die worth of damage.
You have studied the secrets of chemistry and are an expert in its practice, gaining the following benefits:
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Instantaneous
Concentration: —
Prerequisite: —
Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.
Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.
Name | Source |
EC | |
EC | |
EC | |
EC | |
PHB | |
PHB | |
EC | |
PHB | |
EC |
Skin Color | Varying shades of brown, green, and purple |
Hair Color | None |
Eye Color | Brown, black, green, or silver |
Distinctions | Exoskeletons, three-fingered hands |
Height | 4'1\" | +2d10\" |
Weight | 75 lb. | x(2d4) lb. |
Homeworld | Gand |
Language | Gand |
Gand are sentient, stocky humanoids whose insectoid bodies are covered in a chitinous exoskeleton. The natural armor allow the Gand to shrug off injuries that would cripple most other species. The exoskeleton provides extra protection in the clavicle region, which prevented most nerve or pressure-point strikes to the neck and shoulders. In addition, Gands have the remarkable ability to regrow lost limbs. If a Gand is dismembered, it can regrow a lost limb in a few days.
Gand society places heavy importance on the achievements of an individual and holds that an individual has no name, and thus no worth, until he or she proves otherwise. The speech patterns of Gands utilize third-person self-reference within each level of identity earned. Young or unproven Gands are all called “Gand,” as they are considered merely aspects of the same whole. Major accomplishments earn the use of a family surname. Mastering a skill, such as becoming a findsman, allows for the use of the given name, all with third-person self-reference. This manner of speaking is common within the spoken and written Gand language but is more predominant when a Gand speaks Basic; it is often a source of amusement to outsiders.
Until a Gand has earned the use of a name, they go simply by the term “Gand.” Gand speak in the third person and refer to themselves by name. Often, when a Gand feels shamed, they will stop referring to themselves by their name and revert to calling themselves “Gand” until they prove themselves again. Male and female names are not distinct.
First Names. C’nyir, Dash, Iglid, Kyuffax, T’rix
Surname. Diqlu, Krakee, Praafri, Quudya, Zooq
As a Gand, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Gand reach adulthood when they earn their name, which is usually in their teens, and live to be about 70 on average.
Alignment. Gand tend toward no particular alignment. The best and worst are found among them.
Size. Gand stand 4 to 6 feet tall and weigh around 100 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Gand Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Lungless. Gand do not have lungs, and therefore do not need to breathe.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Languages. You can speak, read, and write Galactic Basic and Gand. The Gand language does not use pronouns as Gand refer to themselves in the third person, so often Gand who speak Galactic Basic are difficult to understand.
Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.
When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.
Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.
Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, you deal additional damage the first time you hit with an attack roll before the end of your next turn. For each attack you forgo in this fashion, you deal extra damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, you instead deal normal weapon damage.
At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.
Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, you instead treat the miss as a hit.
At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can’t suffer from disadvantage.
","img":""} -{"_id":"YmJhZjJjYzRiZTdi","name":"Transportation","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":24,"handout-archived":false}},"sort":240000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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 Starship Size Suite Capacity table.
","img":""} -{"_id":"YmJiMWZkNTA5YWQ0","name":"Light Shield Generator","permission":{"default":2},"folder":"NzI0ZGZiZjdkODc4","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"shield
\n\t\tValue/Weight: 125 cr, 2 lb.
\n\t\tDetails: AC +1
\n\t\tShield generators are made almost entirely of energy barriers. Medium and large shield generators have a physical handheld component from which the barrier emanates; medium shield generators are orbs that are slightly larger than a fist, while large shield generators project from a large cross. A light shield is generally affixed to the forearm. While a light shield does not fill the hand slot, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property.
GM Notes :
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When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Great Weapon Fighting, Two-Weapon Fighting, or Versatile Fighting 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.
Also at 3rd level, as a bonus action, you you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the force jump power at 1st-level without expending force points. Additionally, when you cast force jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.
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.
Lastly at 3rd level, you gain the following Channel the Force option.
When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.
At 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.
Additionally, you no longer take damage when falling from a distance no greater than your walking speed.
At 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) 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:
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.
","img":""} -{"_id":"YmJkYzgzNjU4NWYw","name":"Escape Pod","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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 Starship Size Suite Capacity table.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 250 cr, 3 lb.
\n\t\tDamage: 1d6 Kinetic
Properties: Finesse, Returning, Thrown (range 30/90)
\n\t\tYou are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments.
d8 | Office Specialty |
---|---|
1 | Accounting |
2 | Droid Management |
3 | Executive Assistant |
4 | Facilities |
5 | Information Technology |
6 | Procurement |
7 | Public Relations |
8 | Sentient Resources |
You have an intuitive understanding of how offices work and can readily fit in to an office environment as if you were meant to be there, as long as no one looks too carefully. Additionally, you know where the true power lies in the office: you know who is likely to know the local gossip and you know who to sweet talk into getting things done for you.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Investigator |
3 | Loremaster |
4 | Perceptive |
5 | Entertainer |
6 | Linguist |
7 | Feigned Confidence |
8 | Snappy Interjection |
Office workers run the gamut from loyal and effective team member to lazy and incompetent employee.
d8 | Personality Trait |
---|---|
1 | I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. |
2 | I am always calm, no matter what the situation. I never raise my voice or let me emotions control me. |
3 | I have little practical experience dealing with people in the world and prefer to work alone. |
4 | I would rather make a new friend than a new enemy. |
5 | I am always figuring out how to implement better procedures to prevent mistakes. |
6 | There is no \"I\" in \"team.\" |
7 | I work to live. |
8 | I live to work. |
d6 | Ideal |
---|---|
1 | Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful) |
2 | Superiority. Rules are meant to control the sheep. I'm no sheep. (Chaotic) |
3 | Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light) |
4 | Greed. I will do whatever it takes to climb to the top. (Dark) |
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any) |
d6 | Bond |
---|---|
1 | I will someday get revenge on the corrupt boss who fired me. |
2 | Everything I do is for the common people. |
3 | I will do anything to protect my employer. |
4 | No one must ever learn that I once stole from my employer. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | I am committed to my group's goals over my own. |
d6 | Flaw |
---|---|
1 | I put too much trust in those who wield power within my employer's hierarchy. |
2 | I am inflexible in my thinking. |
3 | I like to talk at length about my office job. |
4 | I do anything I can to avoid real work. |
5 | I am not an independent thinker. I need detailed instructions and close supervision. |
6 | I gossip about others to hide my inadequacies. |
Name | Cost | Weight | Damage | Source |
2400 | 10 | 1d8 Lightning | WH | |
500 | 24 | 1d10 Energy | PHB | |
3000 | 36 | 1d12 Energy | WH | |
200 | 3 | 1d6 Energy | PHB | |
400 | 11 | 1d8 Energy | PHB | |
450 | 10 | 1d8 Kinetic | WH | |
4000 | 4 | 1d8 Acid | WH | |
7000 | 12 | 1d10 Acid | WH | |
800 | 10 | Special | WH | |
3100 | 26 | 1d12 Energy | WH | |
300 | 4 | 1d8 Energy | PHB | |
6400 | 16 | 2d4 Energy | WH | |
400 | 16 | 2d4 Kinetic | WH | |
1750 | 5 | 1d8 Kinetic | WH | |
600 | 12 | 1d12 Kinetic | WH | |
7200 | 12 | Special | WH | |
2500 | 5 | 1d6 Fire | WH | |
6600 | 10 | 1d10 Fire | WH | |
200 | 3 | 1d4 Ion | PHB | |
400 | 11 | 1d6 Ion | PHB | |
400 | 16 | 2d6 Energy | WH | |
1200 | 15 | 1d12 Energy | WH | |
6300 | 24 | 2d6 Kinetic | WH | |
750 | 4 | 1d8 Kinetic | WH | |
2400 | 20 | Special | WH | |
Rotary Cannon | 9800 | 76 | 2d6 Energy | WH |
Slugthrower | 350 | 14 | 1d8 Kinetic | PHB |
Sniper rifle | 750 | 12 | 1d12 Energy | PHB |
Sonic pistol | 650 | 2 | 1d6 Sonic | WH |
Sonic rifle | 800 | 10 | 1d8 Sonic | WH |
Subrepeater | 1200 | 4 | 1d6 Energy | WH |
Vapor projector | 1600 | 14 | Special | WH |
BKG | 9000 | 42 | 3d4 Fire | EC |
Carbine rifle | 800 | 10 | 1d8 Energy | EC |
Chaingun | 3500 | 42 | 1d10 Energy | EC |
Hand blaster | 1500 | 2 | 1d6 Energy | EC |
Repeating blaster | 1200 | 18 | 2d4 Energy | EC |
Shatter cannon | 1300 | 24 | 1d10 Kinetic | EC |
Shatter rifle | 1200 | 15 | 1d10 Kinetic | EC |
You have extensive experience with explosives, gaining the following benefits:
Increase an ability score of your choice by 1, to a maximum of 20.
You gain proficiency with the demolitions kit. If you are already proficient with it, you instead gain expertise with it.
Whenever you make an Intelligence (Demolitions Kit) check to disarm an explosive, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least one minute disarming it.
Over the course of a short rest, you can temporarily improve the potency of one grenade or mine. To use this benefit, you must have a demolitions kit, and the explosive must be within reach. If the explosive is detonated before the end of your next short or long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra damage equal to your Intelligence modifier of the same type it would normally deal.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
As part of the action used to cast this power, you must make a ranged attack with a weapon 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.
This power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","img":""} -{"_id":"YmMyNjViNDBkZmNj","name":"Exceptional Returning Weapon Guard","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":23,"handout-archived":false}},"sort":230000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (50/150) properties. If it already has the thrown property, the range increases by 25/75.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by three steps (from 19 to 13 or 17 to 11). If the dexterity number is 15 or lower, this modification removes the dexterity property from it entirely.
A weapon with the double property is optimized for fighting with both ends. A damage value in parentheses appears with the property-the damage when the weapon is used with two-weapon fighting. See the rules for two-weapon fighting in chapter 9.
","img":""} -{"_id":"YmNiNmJhNWU5NWQx","name":"Dark Aura","permission":{"default":2},"folder":"ZTNkNmE5ODczYzU4","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Level: 3
Force Alignment: Dark
Casting Period: 1 action
Range: Self (15-foot radius)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Darkness
You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.
Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
","img":""} -{"_id":"YmNiYmIyN2I3ZGRk","name":"Puncturing Scope","permission":{"default":2},"folder":"MzAzNDE5NzY5YTYw","flags":{"R20Converter":{"handout-order":27,"handout-archived":false}},"sort":270000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and silent properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Level: 1
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
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.
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.
","img":""} -{"_id":"YmNkZTFiM2Y4ZWVm","name":"Fine Poison","permission":{"default":2},"folder":"MTFhMjcwNDI4YWY5","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Consumable
Subtype: Poison
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 15 Constitution saving throw or take 2d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Type: Blaster Modification
Subtype: Targeting
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: None
Subtype: Holocron
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This holocron contains a single 3rd-level force power, or multiple powers of 1st-2nd level with a combined level no greater than 3. After meditating with the holocron for at least 8 hours, a forcecaster with a Max Power Level of 3rd or higher can make a DC 18 forcecasting ability check based on the alignment of the power(s) stored within. On a success, they learn the contained force power(s), which does not count against their force powers known and can not be unlearned except through use of a remove curse power. On a failure, the power is not learned and the forcecaster can’t try again for 24 hours.
Value/Weight: 600 cr, 2 lb.
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Value/Weight: 300 cr, 5 lb.
Artificer’s tools include all of the necessary components to allow you to craft and repair focus generators, holocrons, and lightweapons.
INSIGHT
You have greater intuition when dealing with spirits trapped in holocrons.
LORE
Your expertise lends you additional insight when determining the origin and age of lightweapons.
TECHNOLOGY
Your knowledge grants you greater understanding when reverse engineering lightweapon or focus generator item modifications.
REPAIR LIGHTWEAPON
With access to your tools, you can repair a lightweapon. You need access to raw materials required to repair it.
Sample Activities
Activity | DC |
---|---|
Repair a lightweapon | 15 |
Sunder a lightweapon | 15 |
Disassemble a lightweapon | 20 |
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the silent and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Value/Weight: 150 cr, 1 lb.
A personal translator is a hand held device that can translate verbal communications between up to five languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer.
Type: Weapon
Subtype: Any Vibroweapon
Rarity: Premium
Prerequisite: Thrown Property
Attunement: Yes
Source: WH
You have a +1 bonus to attack and damage rolls made with this enhanced weapon. Additionally, when you make a ranged weapon attack with this weapon, it automatically returns to your hand after the attack is complete, whether you hit or miss.
This weapon includes a micro-repulsorfield generator and a biotech signature homing device allowing it to quickly return to its thrower.
","img":""} -{"_id":"YmRhNTAzYTQyNTE4","name":"Mine, fragmentation","permission":{"default":2},"folder":"ZTFhODYyYTI0MTgy","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Value/Weight: 500 cr, 2 lb.
When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Level: 1
Casting Period: 1 reaction, which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage
Range: Self
Duration: 1 round
Concentration: —
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.
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.
","img":""} -{"_id":"YmRiM2Q0MjFiYzk3","name":"Minor Hologram","permission":{"default":2},"folder":"YWJiZTQzNjQzMjY1","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Level: At-will
Casting Period: 1 action
Range: 10 feet
Duration: Up to 1 hour
Concentration: —
This ability is a minor tech trick that creates one of the following effects within range.
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.
Type: Ventures
Prerequisite: At least 3 ranks in pilot
When you take the Evade action, you can target two ships within 100 feet of eachother, instead of one. Make a separate Piloting check for each.
While wielding a shield with the lambent property, you can use a bonus action to activate or deactivate the shield’s light. While active, the shield sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Additionally, Dexterity (Stealth) checks made while the shield’s light is active that rely on sight have disadvantage.
","img":""} -{"_id":"YmRmY2JkZWNkMjkz","name":"Chained lightdagger","permission":{"default":2},"folder":"MDhjYmMzM2ZkODk1","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"martial lightweapon
Value/Weight: 1700 cr, 6 lb.
Damage: 1d6 Energy
Properties: Disarming, Finesse, Luminous, Reach, Two-Handed
For many, rushing an opponent with guns blazing is a last resort. For Berserkers of the Ballistic Approach, this isn’t a last resort; it’s the primary plan. Leading with a blaster and pure, unbridled rage, the berserker never lets an empty gun diminish their fury.
When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:
Also at 3rd level, while raging, you gain the following benefits:
At 6th level, while raging, when you deal damage with a blaster with which you are proficient while within 30 feet of your target, 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.
Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.
At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.
","img":""} -{"_id":"YmU2NWIwOGFjNDAz","name":"Mullinine Ascendancy Guard","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
GM Notes :
martial lightweapon
Value/Weight: 400 cr, 6 lb.
Damage: 1d10 Energy
Properties: Dexterity 11, Luminous, Reach, Two-Handed
Level: 5
Casting Period: 1 action
Range: 90 feet
Duration: Up to 1 minute
Concentration: Yes
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.
If damage from this power kills a target, the target is turned to ash.
","img":""} -{"_id":"YmU5NzI4MDRkZWE1","name":"Two-Handed","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":30,"handout-archived":false}},"sort":300000,"entryTime":0,"content":"This weapon requires two hands to use.
","img":""} -{"_id":"YmUxZGJmMzY3NGY3","name":"Adept Holocron","permission":{"default":2},"folder":"YWQyMTVhNWVjYTk2","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: None
Subtype: Holocron
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
This holocron contains a single 5th-level force power, or multiple powers of 1st-4th level with a combined level no greater than 5. After meditating with the holocron for at least 16 hours, a forcecaster with a Max Power Level of 5th or higher can make a DC 22 forcecasting ability check based on the alignment of the power(s) stored within. On a success, they learn the contained force power(s), which does not count against their force powers known and can not be unlearned except through use of a remove curse power. On a failure, the power is not learned and the forcecaster can’t try again for 24 hours.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Targeting
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This shield gains the responsive 1 property. If it already has the responsive property, its responsive number increases by 1, to a maximum of 3.
You stride the line between the light side and the dark, lending a strength to your universal powers. You gain the following benefits:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the double property, with a double damage value equal to its normal damage.
GM Notes :
Neutron pixie is a hallucinogen that causes an ecstatic feeling that improves strength and endurance. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
","img":""} -{"_id":"YmY3YTIzZWYwZTg3","name":"Champion Defensive Oscillator","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 3 property. If it already has the defensive property, its defensive number increases to 3.
Level: 7
Casting Period: 1 bonus action
Range: 30 feet
Duration: Instantaneous
Concentration: —
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:
This power has no effect on droids or constructs.
","img":""} -{"_id":"YmZhMGVjOTQyOWNl","name":"Turret Hardpoint","permission":{"default":0},"folder":"Mjc0YzhkMzFlOWYz","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"Type: Weapon
Prerequisites: Fixed Hardpoint
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, as described in chapter 9.
","img":""} -{"_id":"YmZkNjQwM2NmMTc5","name":"Kolto Waves","permission":{"default":2},"folder":"YjVhNjVkYmMwNDYy","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Level: 9
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack and damage rolls made with this shocking cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the shocking cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 19 Constitution saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn’t shocked.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to damage rolls made with this weapon. Additionally, you gain a +1 bonus to damage rolls you make with force powers when using this weapon as your focus. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
Value/Weight: 450 cr, 3 lb.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 level in monk
Attunement: No
Source: WH
Your Martial Arts Damage Die increases by one step (from a d4 to a d6, a d6 to a d8, a d8 to a d10, or a d10 to a d12). Additionally, when you roll a 1 on the damage roll for an unarmed strike or monk weapon, you can reroll the die. You must use the new roll.
Level: 8
Force Alignment: Light
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Improved Force Barrier
This power massively bolsters your allies with toughness and resolve. Creatures of your choice in a 30-foot radius around you when you cast this power gain the following benefits:
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as two augment slots. It can house modifications of legendary rarity or lower.
Level: 5
Force Alignment: Light
Casting Period: 10 minutes
Range: 30 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Force Barrier
This power further bolsters your allies with toughness and resolve. Choose up to twelve creatures within range. Each target gains the following benefits:
These benefits last for 24 hours or until the end of your next long rest, whichever happens first.
","img":""} -{"_id":"YzBlODc3ZmMxNmNl","name":"Fine Returning Weapon Hilt","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":14,"handout-archived":false}},"sort":140000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the returning and thrown (20/60) properties. If it already has the thrown property, the range increases by 10/30.
Type: Hyperdrive
Cost: 1000
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 8.0 hyperdrive travels at one-eighth the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"YzE1M2Q0MTg3MzRh","name":"Advanced Central Computer","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Universal
Prerequisites: Tier 3, Prototype Central Computer
You greatly improve your ship’s central computer. Your artificial intelligence’s Intelligence score increases to 18, and its proficiency bonus increases to 4. Additionally, your artificial intelligence gains proficiency in Piloting, and it can now act as a deployed pilot.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces an arm.
When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm’s Strength score and your own.
Side Effect: When you roll a 1 on an ability check, attack roll, or saving throw using Strength with this arm, it seizes up, becoming unusable until the start of your next turn.
These arm replacements are popular with the less exercise-inclined.
","img":""} -{"_id":"YzEwNWE0NTc2MmE4","name":"True Sight","permission":{"default":2},"folder":"OGM2YWYyNDljZTkx","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 6
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: 1 hour
Concentration: —
Prerequisite: Force Sight
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.
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Premium
Prerequisite: At least 1 level in scholar
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your scholar level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you expend a superiority die, you gain one charge.
When your superiority die is rolled, if you roll less than your Intelligence modifier, you can expend one charge to reroll the die. You must use the new roll.
When you reach 5th level in scholar, you learn an additional maneuver, which does not count against your maximum maneuvers. When you complete a short rest, you can change this maneuver for a different option available to you.
When you reach 11th level in scholar, you can maintain two targets of your Critical Analysis feature, instead of one. If you use your bonus action to analyze a third target, you choose which Critical Analysis ends.
When you reach 17th level in scholar, you can take a third reaction each round. You can only take one reaction per turn.
This color-shifting cloak is immune to wrinkles and always has a pressed appearance.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack and damage rolls made with this cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and has its speed reduced by 5 feet until the end of its next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Type: Weapon
Prerequisites: Weapon that deals pulse damage
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.
Type: Item Modification
Subtype: Augment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
Your Dexterity score increases by 2, and your maximum for this score increases by 2.
Type: None
Subtype: Datacron
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This datacron contains a single 1st-level tech power. After tinkering with the datacron for at least 4 hours, a techcaster with a Max Power Level of 1st or higher can make a DC 14 techcasting ability check. On a success, they learn the contained tech power, which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.
Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.
","img":""} -{"_id":"YzFmNmU3YTk3NmJm","name":"Dominator Belt","permission":{"default":2},"folder":"OTY5NWUyMTg3NzZk","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Waist
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this belt, your Strength score becomes 29. If your Strength is already equal to or greater than 29, it has no effect on you.
While only barely adhering to the most technical definition of a belt, this harness-like rig of pneumaticized limb actuators supplies enormous strength to every limb of its wearer’s body, monstrously increasing their physical power.
","img":""} -{"_id":"YzI1MzdjMzU3MDc4","name":"Greater Hologram","permission":{"default":2},"folder":"NGU5MDBjMjJiOTNl","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Level: 3
Casting Period: 1 action
Range: 120 feet
Duration: Up to 10 minutes
Concentration: Yes
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.
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.
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..
Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.
","img":""} -{"_id":"YzI2NTNjYjU2YjZi","name":"Audiotech Engineering","permission":{"default":2},"folder":"MDY0MWUzMTAzZTRj","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Those engineers who choose the Audiotech Engineering focus on using a specially modified instrument to use music to assist their allies and disrupt their enemies.
When you choose this discipline at 3rd level, you gain proficiency in three musical instruments of your choice, as well as the Performance skill. Additionally, you can use Intelligence instead of Charisma when you make a Performance check while wielding your modified instrument.
Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify a single instrument. You must have the instrument, materials, and tinker’s tools in order to perform this modification.
Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.
Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.
When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.
Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.
You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.
When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.
When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.
When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.
Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.
At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.
Starting at 18th level, you’ve gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned. On a success, it takes half damage and isn’t stunned. If a creature is killed by this power, its head explodes.
Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.
Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.
Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.
Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.
Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.
Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.
Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.
Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.
Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.
Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.
Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.
Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power’s level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.
Additionally, when you use your Battle Song Enhancement feature, you create a third burst.
Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support’s Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.
Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d12 at 17th level.
While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.
As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.
This feature’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.
When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.
Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).
You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.
","img":""} -{"_id":"YzI2ZWQ0NmFhZDVk","name":"Shield Disruptor","permission":{"default":0},"folder":"NzcxNzdhZmY2NWZk","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Operation
Prerequisites: Tier 1
This modification adds a shield disruptor to a ship, which is used to interfere with another ship’s shield. As an action, a deployed operator can activate the shield disruptor and choose a ship they can see within 1,000 feet. The target must make a Constitution saving throw (DC = 8 + the operator’s proficiency bonus + the ship’s Strength modifier). 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 pilot’s turns it repeats 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 saving throw. If tractored by a ship two or more sizes smaller, 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 undergoes maintenance.
Level: 6
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
You have resistance to acid, cold, fire, lightning, and sonic damage for the power’s duration.
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.
Type: Blaster Modification
Subtype: Barrel
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls made with this weapon.
Type: Universal
Prerequisites: Tier 2, Premium Hull
You further improve your ship’s hull. Your ship’s Constitution score increases by 1. As normal, you can’t increase your ship’s Constitution score above 20 with this system.
Level: 2
Force Alignment: Universal
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.
The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.
","img":""} -{"_id":"YzIyNWI3MTkyMWE0","name":"Scout Defensive Augment","permission":{"default":2},"folder":"MmFiY2M1ZjdkMzE0","flags":{"R20Converter":{"handout-order":22,"handout-archived":false}},"sort":220000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 level in scout
Attunement: No
Source: WH
On your first turn in combat, creatures that have not yet acted have disadvantage on attack rolls against you until the start of your next turn.
Type: Starship Shield
Cost: 4900
Quick-Charge Shields, opposite of Fortress Shields, offer a reduced capacity, but rapidly replenish.
Type: Weapon
Subtype: Net
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 20 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.
While you are wielding a shield with the responsive property and an attack misses you by an amount less than or equal to your bonus to AC from your shield, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the responsive number.
","img":""} -{"_id":"YzJkNWFiYTFhOTU2","name":"Disruptor pistol","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 4000 cr, 4 lb.
\n\t\tDamage: 1d8 Acid
Properties: Ammunition (range 60/240), Disintegrate, Reload 16
\n\t\tSkin Color | Chalk-white |
Hair Color | Brown, grey or white |
Eye Color | Grey or white |
Distinctions | Near-human features, white skin, usually with a bald head, often tattooed |
Height | 4'4\" | +2d10\" |
Weight | 90 lb. | x(2d4) lb. |
Homeworld | Rattatak |
Language | Rattataki |
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.
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.
Rattataki 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.
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
As a Rattataki, you have the following special traits.
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.
Skin Color | Dark blues, greens, greys, or reds |
Hair Color | None |
Eye Color | Black |
Distinctions | Bulbous eyes, head crests, three-fingered hands |
Height | 5'9\" | +2d8\" |
Weight | 130 lb. | x(2d4) lb. |
Homeworld | Sembla |
Language | Semblan |
Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla’s warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.
Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.
Vurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.
Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.
Male Names. Coleman, Jadran, Milanko, Zlatko
Female Names. Elka, Iryna, Miglena, Tanya, Verka
Surnames. Cheevochik, Provric, Trebor, Vorgecz
As a Vurk, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Vurk reach adulthood in their 20s and live an average of 70 years.
Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.
Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Amphibious. You can breathe air and water.
Athletic. You have proficiency in the Athletics skill.
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.
Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don’t understand its meanings.
\nName\n | \n\n\nCost\n | \n\nWeight\n | \n\nAC\n | \n\nStealth\n | \n\nSource\n | \n
\n\n | \n\n\n 3000 \n | \n\n 25 \n | \n\n 14 + Dex modifier (max 2) \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n\n 2500 \n | \n\n 45 \n | \n\n 15 + Dex modifier (max 2) \n | \n\n Disadvantage \n | \n\n PHB \n | \n
\n\n | \n\n\n 500 \n | \n\n 20 \n | \n\n 13 + Dex modifier (max 2) \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n\n 2500 \n | \n\n 20 \n | \n\n 13 + Dex modifier (max 2) \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n\n 4500 \n | \n\n 45 \n | \n\n 15 + Dex modifier (max 2) \n | \n\n Disadvantage \n | \n\n WH \n | \n
\n\n | \n\n\n 1000 \n | \n\n 25 \n | \n\n 14 + Dex modifier (max 2) \n | \n\n - \n | \n\n PHB \n | \n
Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the disintegrate and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and disguised properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and silent properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Type: Universal
Prerequisites: —
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.
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Level: 1
Casting Period: 1 hour
Range: 10 feet
Duration: Instantaneous
Concentration: —
You interface a tracker droid with your tech focus, creating a permanent link.
Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.
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.
You can’t maintain an interface between more than one tracker droid and your tech focus at a time.
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.
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.
","img":""} -{"_id":"YzMxN2VkMzNjY2Fh","name":"Incendiary Cloud","permission":{"default":2},"folder":"MTk0NzU2MGFkMDdi","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Level: 8
Casting Period: 1 action
Range: 150 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
","img":""} -{"_id":"YzMyOWU1ZmI2ZjNh","name":"Trade Goods","permission":{"default":2},"folder":"YTdiMjAxM2JjZjEy","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Trade is an essential part of the galactic economy. Many spacers make their living buying and selling goods along hyperspace routes that connect the galaxy’s major worlds.
A merchant may be chartered by an individual or a corporation to deliver goods to a certain port, or move goods along a specified route. During times of war, opportunities abound in the shipping of ammunition and medical supplies. Some traders, seeking to earn a quick profit, may resort to smuggling illegal or restricted cargo on behalf of one of the galaxy’s many crime syndicates. The Trade Goods table shows the value of commonly exchanged goods.
Goods | Cost |
---|---|
Animal, common | 100 |
Animal, livestock | 500 |
Animal, uncommon | 2.000 |
Art. common | 100 |
Art. quality | 1.000 |
Art, precious | 10.000 |
Bacta, 1 gal | 400 |
Food, common (5 lbs) | 10 |
Food. quality (5 lbs) | 20 |
Food. exotic (5 lbs) | 50 |
Gems, exotic (1 carat) | 10.000 |
Gems, semiprecious (1 carat) | 100 |
Gems, precious (1 carat) | 1.000 |
Holovid | 10 |
Metal, common (1 ton) | 2.500 |
Metal, semi-precious (1 lb) | 100 |
Metal, precious (1 lb) | 5.000 |
Ore. common (1 ton) | 1.500 |
Spice, common (1 lb) | 2.000 |
Spice precious (1 lb) | 5.000 |
Spice, illicit (1 lb) | 10.000 |
Level: 6
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.
","img":""} -{"_id":"YzNlZDhiODI0NTY1","name":"Keen Mastery Hilt","permission":{"default":2},"folder":"MGI3MWJmOTAwMGU5","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 property. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
You adopt a particular style of fighting as your specialty, gaining the following benefits:
You can select this feat multiple times. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You are skilled at using your weight to your advantage. You gain the following benefits:
You are skilled at getting up close and personal with blaster weapons. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:
You are skilled at the art of defending yourself. While you are wearing armor with which you are proficient, you gain the following benefits:
You are skilled in the art of fighting with a single melee weapon. While you are wielding a melee weapon in one hand with which you are proficient and no other weapons, you gain a +2 bonus to damage rolls.
You are skilled at putting the weight of a weapon to your advantage. While you are wielding a melee weapon in two hands with which you are proficient, when you roll a 1 or 2 on a damage die for an attack, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
You are skilled at fighting while minimally armored. While you are wearing no armor and not wielding a medium or heavy shield, you gain the following benefits:
You are skilled at techniques that take advantage of every drop in any enemy’s guard. While you are wielding a melee weapon with which you are proficient, you can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
You are skilled with blaster weapons and can make shots that others find difficult. While you are wielding a blaster weapon with which you are proficient, gain a +2 bonus to ranged weapon attacks.
You are skilled at using your shield to defend your allies as well as yourself. While you are wielding a shield with which you are proficient, you gain the following benefits:
You are skilled with the techniques of throwing weapons. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
You are skilled at fighting with two weapons. While you are wielding separate weapons in each hand, or a weapon with the double property, with which you are proficient, you gain the following benefits:
You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
Skin Color | Black, dark gray, or Olive green |
Hair Color | None |
Eye Color | Black, orange, or red |
Distinctions | Heat dissipation, Force-resistance, radiation resistance |
Height | 5'1\" | +2d10\" |
Weight | 145 lb. | x(2d4) lb. |
Homeworld | Urkupp |
Language | Dashadi |
Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw.
Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species.
Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.
Dashade’s brute strength and Force resistance makes them prime candidates for mercenary and assassin work.
Dashade society is clan-based. Theses clan’s often feud over honor and reputation, a trait that the dashade as a species exhibit.
Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don’t share or use them.
First Names. Anarin, Rak’vhul, Set, Vattix, Vos
Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath
As a Dashade, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Dashade reach adulthood in their late teens and live less than a century.
Alignment. Dashade’s aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.
Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.
Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.
Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.
Menacing. You gain proficiency in the Intimidation skill.
Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.
Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Weapon
Subtype: Net
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 18 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 50 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.
medium armor
\n\t\tValue/Weight: 500 cr, 20 lb.
\n\t\tDetails: AC 13 + Dex (max 2)
\n\t\tProviding solid protection for a minimal cost, mesh armor is considered excellent protection for entrenched troops or guards. However, this protection comes at a cost of mobility, limiting its uses by rapidly advancing infantry. Still, it provides more mobility than battle armor.
GM Notes :
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d8 | Defining Event |
---|---|
1 | I stood up to a tyrant's agents. |
2 | I saved people during a natural disaster. |
3 | I stood alone against a terrible monster. |
4 | I stole from a corrupt merchant to help the poor. |
5 | I led a militia to fight off an invading army. |
6 | I broke into a tyrant's castle and stole weapons to arm the people. |
7 | I trained the peasantry to use farm implements as weapons against a tyrant's soldiers. |
8 | A lord rescinded an unpopular decree after I led a symbolic act of protect against it. |
Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Animal Handler |
2 | Brawny |
3 | Naturalist |
4 | Performer |
5 | Crafter |
6 | Gourmand |
7 | Biochemist |
8 | Healer |
A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.
d8 | Personality Trait |
---|---|
1 | I judge people by their actions, not their words. |
2 | If someone is in trouble, I'm always ready to lend help. |
3 | When I set my mind to something, I follow through no matter what gets in my way. |
4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. |
5 | I'm confident in my own abilities and do what I can to instill confidence in others. |
6 | Thinking is for other people. I prefer action. |
7 | I misuse long words in an attempt to sound smarter. |
8 | I get bored easily. When am I going to get on with my destiny? |
d6 | Ideal |
---|---|
1 | Respect. People deserve to be treated with dignity and respect. (Light) |
2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) |
3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) |
4 | Might. If I become strong, I can take what I want, what I deserve. (Dark) |
5 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) |
6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
d6 | Bond |
---|---|
1 | I have a family, but I have no idea where they are. One day, I hope to see them again. |
2 | I worked the land, I love the land, and I will protect the land. |
3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
5 | I protect those who cannot protect themselves. |
6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
d6 | Flaw |
---|---|
1 | The tyrant who rules my land will stop at nothing to see me killed. |
2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. |
3 | The people who knew me when I was young know my shameful secret, so I can never go home again. |
4 | I have a weakness for the vices of the city, especially hard drink. |
5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. |
6 | I have trouble trusting in my allies. |
Type: Lightweapon Modification
Subtype: Cell
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the defensive 1 and disarming properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Barrel
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
When you deal damage with this weapon, you deal an additional 1d6 acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item).
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed property. Additionally, it loses the two-handed property.
You have trained to master the use of heavy armor, gaining the following benefits:
You can take this feat twice.
","img":""} -{"_id":"YzU1Y2U0NWQ0YzNj","name":"Disarming Oscillator","permission":{"default":2},"folder":"YzQwNzI4NzhlYWUz","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disarming property.
Type: Operation
Prerequisites: Tier 1
This modification adds a stealth mode to your ship. While active, this device effectively negates the use of scanners, both for and against your ship. A deployed operator can activate or deactivate the cloaking device as an action. While active, your ship has advantage on Dexterity (Stealth) checks that rely on scanners, but your ship has disadvantage on Intelligence (Investigation) and Wisdom (Perception) 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 table.
You’ve mastered putting the weight of a weapon to your advantage, letting its momentum empower your strikes. While you are wielding a melee weapon in two hands with which you are proficient, you gain the following benefits:
Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the avoidant 2 property. If it already has the avoidant property, its avoidant number increases by 2, to a maximum of 3.
Value/Weight: 160 cr, 0,5 lb.
Damage: 1d6 Kinetic + 1d8 Fire
Weapons: Wrist Launcher
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
","img":""} -{"_id":"YzUwODFjMDg5NWU3","name":"Basic Shield Chassis","permission":{"default":2},"folder":"ZGU1Y2Q2NTE0NDVi","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Shield
Subtype: Any
Rarity: Standard
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable shield chassis comes with vacant modification slots for overlay, underlay, reinforcement, and shielding modifications. It can house modifications of standard rarity.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Level: 4
Force Alignment: Universal
Casting Period: 1 action
Range: Touch
Duration: 1 hour
Concentration: —
Prerequisite: —
You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.
The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.
Skin Color | Brown, green, or purple |
Hair Color | None |
Eye Color | Orange, purple, red, or yellow |
Distinctions | Carnivorous insectoids, four legs, defensive \"ball mode\" |
Height | 5'2\" | +2d10\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Colla IV |
Language | Colicoid |
Colicoids are tall insectoids that held multiple appendages. Their bodies are chitinous and include a powerful stinging tail. A colicoid’s physiology allows them to curl up into a protective ball and unfurl suddenly which allow them to catch their prey unaware. This rolling method of locomotion is second nature to the colicoids. Their insectoid minds provide them a natural defense against mind tricks.
Some members are colicoid queens that are different as they are more than twice the size of even the largest warrior breeds. This makes them extremely dangerous and are the only colicoids that possess a unique poisonous stinger. This combined with their strength and size makes them deadly combatants, especially when within their nests. However, a queen tends to only fight when her young are being threatened.
Though highly intelligent, colicoids are emotionless and cannibalistic in nature. Their ruthless cunning serves them well on the battlefield as it does on the negotiating table. It is known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they are known to be brutally efficient in their business practices. They are noted for being vicious and calculating creatures that are driven by greed whilst showing little regard for others. The colicoids have numerous successful commercial ventures and hold strict business protocols.
Colicoid names are typically very short and gender neutral, with surnames being based on the queen from which they spawned.
First Names. Gal, Het, Kaf, Lyp, Nok, Yin
Surnames. Bek, Dor, Set, Tel, Wim, Zal
As a Colicoid, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.
Age. Colicoids reach adulthood by 8 and live to be about 65.
Alignment. Colicoid’s emotionless nature causes them to tend towards balanced alignments, though there are exceptions.
Size. Colicoids typically stand 6 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Acute Senses. You have proficiency in the Perception skill.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Closed Mind. Colicoid brains have an unusual composition which gives them a natural defense against the Force. You have advantage on Wisdom and Charisma saving throws against force powers.
Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren’t wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.
Natural Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.
Languages. You can speak, read, and write Galactic Basic and Colicoid. The Colicoid language uses sounds produced by the antennae and jointed legs of the colicoids, including humming sounds and clicks, which makes it difficult for other species to speak.
Skin Color | Grey or purple |
Hair Color | Purple or grey (with age) |
Eye Color | Green |
Distinctions | Impressive height, strength, and agility |
Height | 6'0\" | +2d12\" |
Weight | 160 lb. | x(2d4) lb. |
Homeworld | Lira San |
Language | Lasat |
A humanoid sentient species, Lasats are notable for their impressive height, strength, and agility, with their muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile toes assist them in climbing. In addition, their large eyes and ears afford them superior sight and hearing over humans. They had the strength to open a powered-down blast door. A height of two meters tall was considered below-average for a Lasat.
Lasat society is held together by a long-standing oral tradition, featuring clever and stealthy heroes. Within the species, those with fighting skills are highly respected, often being members of the Lasan High Honor Guard, a group of highly trained, highly intelligent warriors sworn to protect their homeworld of Lira San. Bo-rifles are a long-standing tradition in Lasat culture, used exclusively by the Honor Guard of Lasan. The warrior way of the Lasat is the Boosahn Keeraw. When a Lasat is bested by a superior opponent in combat, they would give them their weapon.
Facial hair is an important status symbol in Lasat culture. Those with green eyes and prominent purple stripes are considered to be attractive by others of their species. Juvenile Lasat are noted to climb tree branches.
Lasat names tend to be melodic, with the occasionally harsh tone sprinkled in. Surnames are born by communities within Lasat culture rather than individual families.
Male Names. Brob, Drim, Krus, Parred, Volares
Female Names. Denazo, Gume, Hado, Zanisa
Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan
As a Lasat, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Lasats reach adulthood in their late teens and live less than a century.
Alignment. Lasat’ honorable tendences cause them to tend toward lawful light side, though there are exceptions.
Size. Lasats tower over other species, averaging 7 feet tall and weighing over 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Bo-rifle Training. You have proficiency with blaster rifles and vibrostaffs.
Climbing. You have a climbing speed of 30 feet.
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.
Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Galactic Basic and Lasat, a language whose r’s are difficult to replicate by most other species.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls made with this weapon.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in scholar
Attunement: No
Source: WH
You learn an additional discovery, which does not count against your maximum Discoveries. When you complete a long rest, you can change this discovery for a different option available to you.
Nothing excites you more than pushing the boundaries of scientific knowledge. Most of your time is spent in a lab performing experiments to further your interests. Few people understand the work you do. You can solve complex problems most people can’t begin to wrap their heads around, and can solve simple problems in unexpected ways that surprise most people.
What is your scientific field of interest? Is it your insatiable curiousity, or a personal goal that drives you? Did you leave your lab voluntarily, or were you kicked out? One thing is for sure - there are too many interesting research ideas, and too little time.
You are well acquainted with your field of research from having read numerous journals or having attended scientific conferences. Concepts that are complicated, involving technical jargon that usually goes over most people’s heads, are simple to you. You fully understand concepts, can recall key information, and know how to use equipment related to your field, unless the research was hidden from the public, in which you may only partially understand. You also recognize well-known figures in your field.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Loremaster |
2 | Medic |
3 | Naturalist |
4 | Techie |
5 | Crafter |
6 | Linguist |
7 | Tech Dabbler |
8 | Keen Mind |
Scientist are interested in things most don't care about. Their research is their life, and drives their personality traits. Their flaws, ideals, and bond are a result of their hours spent researching.
d8 | Personality Trait |
---|---|
1 | I look up to a renowned scientist in my field, and often talk about their work. |
2 | I constantly compare my current situation to my past experiments, many of which went terrifyingly wrong. |
3 | I believe scientific results always comes first. |
4 | I only speak in short incomplete and concise sentences, as they are optimized for efficient communication. |
5 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. |
6 | I am unable to think logically under great stress, and begin to shout random scientific words. |
7 | I do not believe in etiquette and disregard social expectations. |
8 | I was, in fact, grown and raised in a laboratory. |
d6 | Ideal |
---|---|
1 | Transparency. All discoveries should be open to everyone. (Light) |
2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) |
3 | Greed. I'm only in it for the money and fame. (Dark) |
4 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) |
5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Balanced) |
6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
d6 | Bond |
---|---|
1 | My research is also my best companion. |
2 | I will get revenge on the criminals that stole my research. |
3 | The school I studied at is the most important place in the world to me. |
4 | One day I will return to my home planet and prove that I am the greatest scientist of them all. |
5 | I believe my research will be the key to saving the life of a loved one. |
6 | I owe my instructor a great debt for forging me into the person I am today. |
d6 | Flaw |
---|---|
1 | I believe only other scientists deserve my respect. |
2 | I fail to understand why people don't understand my technical jargon. |
3 | I experiment on myself without thinking about the long term consequences. |
4 | I am paranoid that people are out to steal my research. |
5 | I believe I work better when under the influence of intoxicants. |
6 | I work on my research to the point where I ignore my own bodily needs. |
martial vibroweapon
\n\t\tValue/Weight: 500 cr, 6 lb.
\n\t\tDamage: 2d6 Kinetic
Properties: Dexterity 11, Two-Handed
\n\t\tType: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the keen 1 and silent properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Starship Armor
Cost: 3700
Lightweight armor offers a trade-off of a more maneuverable but less resilient ship. A ship with Lightweight Armor installed has a +1 bonus to armor class, but has one fewer maximum hit point per Hit Die.
Type: Consumable
Subtype: Technology
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you make an Intelligence (security kit) check, you can use the spike (no action required) to gain advantage on the check, and then you can reroll one of the dice once. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings… or monsters.
When you choose this pursuit at 3rd level, you gain proficiency with geneticist’s kit and your choice of Medicine or Survival skills.
Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.
Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.
If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.
When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.
When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.
When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.
When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.
Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:
You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.
Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.
Once you’ve reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.
You gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).
You gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition,
and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon’s damage.
You gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can’t suffer from disadvantage, and creatures can’t have advantage on attack rolls against you.
When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Prerequisite: Geneticist Pursuit
When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master’s Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.
Prerequisite: Geneticist Pursuit
You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.
Prerequisite: Geneticist Pursuit
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or
lift. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.
Prerequisite: Geneticist Pursuit
You sprout a pair of winged arms. You gain a flight speed equal to half your walking speed. 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). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.
Prerequisite: Geneticist Pursuit
Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.
Prerequisite: Geneticist Pursuit
You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.
Prerequisite: Geneticist Pursuit
You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.
Prerequisite: Geneticist Pursuit
You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.
Skin Color | Red, pink, brown, or white |
Hair Color | Brown, black, or white |
Eye Color | Black |
Distinctions | Horns or horn spots, long pointed ears |
Height | 4'10\" | +2d8\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Devaron |
Language | Devaronese |
A bipedal mammalian species, Devaronians evolved in the dense jungles of Devaron as a hunter-gather species. Their bodies are denser than most humanoids’ and as a result they were heavier than their appearance would tend to indicate. Devaronians have silver-based blood, which appears thick and black when exposed. They possess a unique blood filtration and cleansing system which processes through two livers. Because their bodies are constantly cleansed of toxins and carcinogens, the species is highly resistant to poison. To this end, sulfur is used as a stimulant on Devaron to enhance speed and strength, because inhaling it causes the substance to enter the bloodstream rapidly. Their livers struggle to eliminate sulfur from their system, meaning that long-term use can be dangerous.
Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one place to another; they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, raising the young and running the government of Devaron. The males send money back to their homeworld to support their families, but otherwise hardly ever return. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.
Devaronian names are dark, complex and often guttural, with some harsher tones mixed in here and there.
Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk
Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel
Surnames. Breiz, Droddost, G’vaulnel, Raokt
As a Devaronian, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Devaronians reach adulthood in their late teens and live less than a century.
Alignment. Devaronians’ greediness causes them to tend toward chaotic balanced, though there are exceptions.
Size. Devaronians typically stand between 5 and 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.
Jungle Dweller. Growing up in the jungles of Devaron has left an impact. You are proficient in Survival. Additionally, you don’t treat jungle terrain as difficult terrain.
Tech Resistance. Growing up around technology leaves an impact on devaronians. You have advantage on Dexterity and Intelligence saving throws against tech powers.
Two Livered. Devaronians have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Languages. You can speak, read, and write Galactic Basic and Devaronese. Devaronese is characterized by grunts and grumbles. It is rare to hear a Devaronian speak it any where other than their homeworld of Devaron.
Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor gains the reactive 1 property. If it already has the reactive property, its reactive number increases by 1, to a maximum of 3.
simple vibroweapon
Value/Weight: 75 cr, 2 lb.
Damage: 1d6 Kinetic
Properties: Light, Thrown (range 20/60)
Level: 1
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"YzcxYTM1MmExZTc0","name":"Ruffian Practice","permission":{"default":2},"folder":"ODNjNDRlNThjMWM3","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.
When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.
Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.
Finally, during your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.
Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:
Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.
You attempt to determine your target’s next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.
You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.
Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.
Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
","img":""} -{"_id":"YzdlYTE0ODlhMWU0","name":"Guardian","permission":{"default":2},"folder":"MDZiYTY5MzFmNWRl","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"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.
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.
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.
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.
PROTECTOR OR DESTROYER
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.
NATURAL LEADERS
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.
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?
QUICK BUILD
You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the Jedi or Sith background.
THE GUARDIAN
Level | Proficiency Bonus | Features | Force Powers Known | Force Points | Max Power Level |
1st | 2 | Forcecasting, Channel the Force | 4 | 2 | 1st |
2nd | 2 | Force-Empowered Strikes, Guardian Aura | 5 | 4 | 1st |
3rd | 2 | Guardian Focus | 6 | 6 | 1st |
4th | 2 | Ability Score Improvement | 7 | 8 | 1st |
5th | 3 | Extra Attack | 9 | 10 | 2nd |
6th | 3 | Force Purity | 10 | 12 | 2nd |
7th | 3 | Focus feature | 11 | 14 | 2nd |
8th | 3 | Ability Score Improvement | 12 | 16 | 2nd |
9th | 4 | - | 14 | 18 | 3rd |
10th | 4 | Additional Aura | 15 | 20 | 3rd |
11th | 4 | Improved Force-Empowered Strikes | 16 | 22 | 3rd |
12th | 4 | Ability Score Improvement | 17 | 24 | 3rd |
13th | 5 | - | 19 | 26 | 4th |
14th | 5 | Cleansing Touch | 20 | 28 | 4th |
15th | 5 | Focus feature | 21 | 30 | 4th |
16th | 5 | Ability Score Improvement | 22 | 32 | 4th |
17th | 6 | - | 24 | 34 | 5th |
18th | 6 | Aura Improvements | 25 | 36 | 5th |
19th | 6 | Ability Score Improvement | 26 | 38 | 5th |
20th | 6 | Focus feature | 27 | 40 | 5th |
CLASS FEATURES
As a Guardian, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per Guardian level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.
PROFICIENCIES
Armor: Light armors, medium armors, light and medium shields
Weapons: Simple lightweapons, martial lightweapons, simple vibroweapons, martial vibroweapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 5d4 x 100 cr
FORCECASTING
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.
FORCE POWERS KNOWN
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 guardian class 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.
FORCE POINTS
You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian class 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.
MAX POWER LEVEL
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 class table.
You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.
FORCECASTING ABILITY
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.
Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier
Force attack modifier = your proficiency bonus + your forcecasting ability modifier
CHANNEL THE FORCE
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.
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.
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.
CAUSE HARM
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 30 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.
LEND AID
As a bonus action, you can expend a use of your Channel the Force and touch a creature within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the creature 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.
FORCE-EMPOWERED STRIKES
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. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the weapon’s damage.
You can’t use a higher level force slot than your Max Power Level.
GUARDIAN AURA
Additionally at 2nd level, you gain an aura of your choice, as described at the end of the class description. When you reach 10th level you can select a second aura.
GUARDIAN FOCUS
When you reach 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed here: List of Guardian Archetypes. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
FORCE PURITY
By 6th level, the Force flowing through you makes you immune to poison and disease.
IMPROVED FORCE-EMPOWERED STRIKES
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.
CLEANSING TOUCH
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.
GUARDIAN AURAS
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.
AURA OF CONQUEST
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.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF CONVICTION
You and friendly creatures within 5 feet of you can’t be frightened.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF DEVOTION
You and friendly creatures within 5 feet of you can’t be charmed.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF HATRED
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).
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF PRESENCE
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).
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF PROTECTION
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.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF VIGOR
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).
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF WARDING
You and friendly creatures within 5 feet of you have resistance to damage from force powers.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
","img":""} -{"_id":"YzdmMTkzOTIzYzBj","name":"Disguised Dire Frame","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and disguised properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised property.
Type: Blaster Modification
Subtype: Barrel
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d4 and add the result to the total.
Level: At-will
Casting Period: 1 action
Range: 30 feet
Duration: Instantaneous
Concentration: —
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.
","img":""} -{"_id":"Yzg3YWNmMTMxNmNh","name":"Grenade launcher","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 800 cr, 10 lb.
\n\t\tDamage: Special
Properties: Ammunition (range 80/320), Reload 1, Strength 11, Special, Two-Handed
\n\t\tThe rejuvenating power of the Force is incredible, and the consular is the master of this usage. Those consulars who follow the Way of the Sage assist with an array of healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the sage can be an unfailing warden to those in need.
When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.
Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.
At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.
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.
Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power’s level.
At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
","img":""} -{"_id":"YzgzNTk3YmFlMjU3","name":"Companion","permission":{"default":2},"folder":"YTFhNGQzZjUwN2I2","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"You are experienced in the arts of companionship, and you provide these services for people who can afford to pay it. This may mean adult favors of the sensual variety, but it just as frequently means conversation, comfort, and company.
Skill Proficiencies: Choose two from Acrobatics, Deception, Insight, and Performance
Tool Proficiencies: One instrument of your choice or a disguise kit
Languages: One of your choice
Equipment: A set of common clothes, one instrument or a disguise kit, and a belt pouch containing 50 cr
FEATURE: SORDID KNOWLEDGE
You have or can gain compromising information about people of importance. You may be able to leverage this information in order to acquire lodging, information, or even money. You may also become a target for having this information. Your GM may rule that any particular individual is either above reproach or is too careful in covering their tracks to provide such leverage.
BACKGROUND FEAT
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
SUGGESTED CHARACTERISTICS
You enjoy people and you enjoy your work and you enjoy the money it brings. There is no shame in your profession and it is often highly regulated and regimented by guilds or the local government. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to adventures of a different sort.
d8 | Personality Trait |
1 | People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them. |
2 | I enjoy being in control and manipulating people. It's important that they like me so they do what I say. |
3 | I'm not a laser-brain, although I don't open my mouth to prove people wrong. I let them discover the truth after I have what I want. |
4 | I'm better than those who are more prim and proper, and I'm having more fun. |
5 | I don't really care what happens, it's an easy way to get money for my habit. |
6 | There are so many different kinds of people, and I want to meet them all. |
7 | I never thought this was the life for me, perhaps some brave person will rescue me. |
8 | I like what I do and I resent those who want to rescue me. |
d6 | Ideal |
1 | Sacred. My body is a temple I am duty-bound to share. (Lawful) |
2 | Hedonism. I fill my urges when and where I wish. (Chaotic) |
3 | Loving. Everyone needs attention and love. (Light) |
4 | Exploitation. I take pleasure in toying with people, and taking advantage of them. (Dark) |
5 | Consent. I respect other's desires and wishes. (Neutral) |
6 | Freedom. I want to have the independence to enjoy life. (Any) |
d6 | Bond |
1 | I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne. |
2 | If I can only collect enough credits, I'll be able to pay off my debts and be free. |
3 | I have a sick parent to whom I send all my money. |
4 | My independence is the most important thing in my world. |
5 | I bring happiness to the world one person at a time. |
6 | I have a young child who is my world. |
d6 | Flaw |
1 | I have an incurable disease I acquired from a client. |
2 | I am addicted to recreational drugs that dull the pain I feel. |
3 | I no longer practice my old profession, and I fear anyone discovering it. |
4 | I am suspicious of anyone who tries to be nice to me. They only want me to sleep with them. |
5 | Most people are naive children. |
6 | I pretend to be tough, but am broken inside. |
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (10/30) properties. If it already has the thrown property, the range increases by 5/15.
Type: Wristpad Modification
Subtype: Amplifier
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.
You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"Yzk2ZGNlMzY1ZjFi","name":"Cunning Operator","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Ventures
Prerequisite: At least 2 levels in operative
When you take the Evade or Interfere action and fail the contest, you can use the bonus action granted by your Cunning Action to repeat the check against the same target.
","img":""} -{"_id":"Yzk3MGNhODQ1OWI5","name":"Serrated Edge Mark III","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":32,"handout-archived":false}},"sort":320000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Edge
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d8 and add the result to the total.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Your hit point maximum increases by an amount equal to twice your level, and it increases by 2 every time you gain a level.
Type: Operation
Prerequisites: Ship size Medium or larger
Your ship is equipped with a weapon designed to disable enemy ships without damaging them through use of an ion cannon that delivers a powerful electromagnetic burst. A deployed operator can fire the 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 operator’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 their turns, a deployed mechanic 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 undergoes maintenance.
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Level: 4
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.
While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.
You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.
If the beast takes damage, it makes another Wisdom save. On a success, the power ends.
Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.
","img":""} -{"_id":"YzkzMWU4ZGEwOWYx","name":"Living Quarters","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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.
Value/Weight: 200 cr, 8 lb.
Armormech’s tools include all of the necessary components to allow you to work raw materials to craft or repair damage to armor and shields.
LORE
Your expertise lends you additional insight when examining armor and shields.
INVESTIGATION/PERCEPTION
You can spot clues and make deductions that others might overlook when an investigation involves armor and shields.
STEALTH
Your greater understanding of armor you - or your allies - wear allows for more cautious movement.
REPAIR ARMOR
With access to your tools, you can repair a suit of armor or a shield. For any object, you need access to raw materials required to repair it.
Sample Activities
Activity | DC |
---|---|
Repair a suit of armor or a shield | 15 |
Sunder a suit of armor or a shield | 15 |
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
One tool of your choice in which you are proficient is integrated into your chassis.
Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: 10 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Burst
You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to the save DC of force powers you cast when using this weapon as your focus.
Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.
","img":""} -{"_id":"ZDAxYjBlN2JjNDVk","name":"Smugglepack","permission":{"default":2},"folder":"YjIzMWU0ZGUxZjJi","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Value/Weight: 400 cr, 6 lb.
This backpack comes with a main compartment that can store up to 15 lb., not exceeding a volume of 1/2 cubic foot. Additionally, it has a hidden storage compartment that can hold up to 5 lb, not exceeding a volume of 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Despite falling below knee height of other species, your size has less impact on your strength and virility. You gain the following benefits:
","img":""} -{"_id":"ZDE0OTVjN2U5YTQw","name":"Countermeasures","permission":{"default":0},"folder":"NzdmM2U0MTNhY2Nj","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, you can only wield it in two-hands.
Type: Engineering
Prerequisites: —
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 deployed mechanic can use their reaction to add their Intelligence modifier to the roll (minimum of +1).
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 3 property. If it already has the defensive property, its defensive number increases to 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Value/Weight: 500 cr, 6 lb.
Surveyor’s tools include all of the necessary components to draw and store maps.
LORE
You can use your knowledge of maps and locations to unearth more detailed information. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
NATURE
Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
SURVIVAL
Your understand of geography makes it easier to find paths to civilization, to predict reas where towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to gegraphic locations, are familiar to you.
CRAFT A MAP
While traveling, you can draw a map as you go in addition to engaging in other activity.
Sample Activities
Activity | DC |
---|---|
Determine a map’s age and origin | 10 |
Estimate direction and distance to a landmark | 15 |
Discern that a map is fake | 15 |
Fill in a missing part of a map | 20 |
Melee combatant who utilizes rage to increase prowess
Hit Die: 1d12
Primary Ability: Strength
Saves: Strength and Constitution
Force-wielder who focuses on utilizing force powers
Hit Die: 1d6
Primary Ability: Wisdom
Saves: Wisdom and Charisma
Tech caster who enhances items to benefit allies
Hit Die: 1d8
Primary Ability: Intelligence
Saves: Constitution and Intelligence
Versatile combatant who excels at both range and in melee
Hit Die: 1d10
Primary Ability: Strength
Saves: Strength and Constitution
Force-wielder specializing in melee combat
Hit Die: 1d10
Primary Ability: Strength
Saves: Constitution and Charisma
Unarmed combatant who uses focus to fuel abilities
Hit Die: 1d8
Primary Ability: Dexterity
Saves: Strength and Dexterity
Controller who focuses on stealth and techniques
Hit Die: 1d8
Primary Ability: Dexterity
Saves: Dexterity and Intelligence
Academic who uses wits and allies to control the battlefield
Hit Die: 1d8
Primary Ability: Intelligence
Saves: Wisdom and Intelligence
Versatile combatant who blends tech powers with weapons
Hit Die: 1d10
Primary Ability: Dexterity
Saves: Strength and Dexterity
Force-wielder who blends melee combat with the Force
Hit Die: 1d8
Primary Ability: Dexterity
Saves: Dexterity and Charisma
","img":""} -{"_id":"ZDEwMmVkOWI2Nzc1","name":"Truth Serum","permission":{"default":2},"folder":"YWQyYThlMWZmN2Ri","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Level: 2
Casting Period: 1 action
Range: Touch
Duration: 10 minutes
Concentration: —
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.
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.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the light property.
Level: 6
Force Alignment: Light
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Improved Heal
Choose a creature that you can see within range. A surge of positive energy washes through 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.
Force Potency. When you cast this power using a force slot of 7th level or higher, the healing increases by 10 for each slot level above 6th.
","img":""} -{"_id":"ZDFkZTExMzA3ZGQ3","name":"Breath Control","permission":{"default":2},"folder":"NGY4MWY2MjAwMmI2","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: 10 minutes
Concentration: —
Prerequisite: —
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.
For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.
Type: Wristpad Modification
Subtype: Amplifier
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.
You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"ZDFmYzk2YjJkYjYy","name":"Dire Ascendancy Guard","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":35,"handout-archived":false}},"sort":350000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 3 property. If it already has the dire property, its dire number increases to 3.
Type: Starship Ammunition
Cost: 620
Weght: 8 lb
When a bomblet detonates, each ship within 100 feet must make a Dexterity saving throw. A ship takes 3d10 (6d10) energy damage on a failed save, or half as much on a successful one.
Those engineers who choose the Cybertech Engineering discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.
When you choose this discipline at 3rd level, you gain proficiency in cybertech’s tools. additionally, when you engage in crafting with cybertech’s tools, the rate at which you craft doubles.
Also at 3rd level, you learn modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify your wristpad. You must have a wristpad, materials, and cybertech’s tools in order to perform this modification.
Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.
Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.
At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.
Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Prerequisite: 15th level
Prerequisite: Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained.
Prerequisite: 15th level
Prerequisite: Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.
Prerequisite: 15th level
Prerequisite: Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.
Prerequisite: 15th level
Prerequisite: Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.
Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.
You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you’ve activated an explosive, it can’t be activated again until you finish a short or long rest.
You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.
Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.
You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.
You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.
You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.
You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.
You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.
Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.
The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest.
You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.
You can choose this modification twice.
Prerequisite: 7th level
Prerequisite: Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained.
Prerequisite: 7th level
Prerequisite: Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.
Prerequisite: 7th level
Prerequisite: Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature’s speed is reduced by 10 feet until the end of your next turn. If the tech power already reduces the creature’s speed, that amount is instead increased by 5 feet.
Prerequisite: 7th level
Prerequisite: Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success.
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.
Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.
You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and its speed is reduced by 5 until the end of your next turn.
The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.
Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.
While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.
","img":""} -{"_id":"ZDI1ZTNlMmQ4OWZk","name":"Exceptional Collapsible Vicious Stock","permission":{"default":2},"folder":"NjNhNzZhYTg1YjY0","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Value/Weight: 150 cr, 2 lb.
Damage: 1d4 Cold
Weapons: Wrist Launcher
When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
","img":""} -{"_id":"ZDIwMDQwY2FkYjY3","name":"Mirror","permission":{"default":2},"folder":"OWI3ODU2ZTI1Nzc5","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Value/Weight: 50 cr, 1 lb.
A mirror is handy when you want to look around corners, signal friends with reflected lights, make sure that you look good, or examine wounds that you’ve received on hard-to-see parts of your body.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Level: 5
Force Alignment: Universal
Casting Period: 1 action
Range: Self (15-foot radius)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Battle Meditation
You exude an aura out to 15 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.
Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.
Whenever a hostile creature starts enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 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.
","img":""} -{"_id":"ZDJjMGFkMWVkZGY1","name":"Draethos","permission":{"default":2},"folder":"MTUxNjQ0ODQ3OWY2","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Skin Color | Grey, pink, blue, purple, black |
Hair Color | None |
Eye Color | Black, brown, red |
Distinctions | Four fingers, large teeth, telepathy, long life spans |
Height | 5'5\" | +2d12\" |
Weight | 130 lb. | x(2d4) lb. |
Homeworld | Draethos |
Language | Draethos |
Draethos possess large teeth, which grow outside of their mouths. Coupled with their lack of lips, this leads to the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retain an interstitial web between the fingers. Their fingers end in narrow tips which resemble claws. They possess low-light vision, springing from their cave-dwelling ancestors.
Draethos possess a limited telepathy, granting the ability to communicate with any sentient being. The ability is limited to communication; a Draethos can not invade the thoughts of others.
Partly due to their long lives, Draethos society was slow to evolve and relies heavily on tradition. The Draethos’ culture is warrior-based, and those living on the homeworld are expected to demonstrate their martial or hunting prowess. Life on Draethos is harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors are perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Those who make a conscious decision to abandon the way of the warrior are exiled to seek a new life among aliens. Consequently, despite their reputation as fierce combatants, most Draethos encountered offworld are peaceful and intellectual.
Due to their lack of lips, Draethos names typically lack hard consonants. Surnames are familial.
Male Names. Odan, Gyeto, Hurl, Jan, Talon
Female Names. Gillen, Teria, Kat’h, Yul, Aswe
Surnames. Urr, Slyter, Qelu’tlapa, Ayahu, Jek
As a Draethos, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
Age. Draethos reach adulthood around their late teens and live up to 800 years.
Alignment. Draethos tend toward no particular alignment. The best and worst are found among them.
Size. Draethos typically stand between 6 and 7 feet tall and weigh around 190 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.
Way of the Warrior. You have proficiency with light and medium armor as well as vibroblades and vibroswords.
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 Draethos. Draethos is characterized by its flurry of cacophonous sighs and clicks.
Type: Universal
Prerequisites: Tier 4, Advanced Hull
You massively improve your ship’s hull. Your ship’s Constitution score increases by 1. As normal, you can’t increase your ship’s Constitution score above 20 with this system.
Type: Adventuring Gear
Subtype: Body
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +3 bonus to damage rolls with weapons and force powers while you wear this robe.
Designed for those who relish personal combat, and know that power comes to those who take it, these robes masterfully augment offensive capabilities with no hindrance to movement.
","img":""} -{"_id":"ZDM0NDBhNDhkYmMy","name":"Assault cannon","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 500 cr, 24 lb.
\n\t\tDamage: 1d10 Energy
Properties: Ammunition (range 80/320), Burst 4, Reload 8, Strength 11, Two-Handed
\n\t\tType: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
\n Name \n | \n\n Cost \n | \n\n Weight \n | \n\n Source \n | \n
\n\n | \n\n 20 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 100 \n | \n\n 0 \n | \n\n WH \n | \n
\n\n | \n\n 5 \n | \n\n 0 \n | \n\n PHB \n | \n
\n\n | \n\n 1000 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 100 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 1000 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 100 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 10 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 600 \n | \n\n 2 \n | \n\n PHB \n | \n
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
You have studied languages and codes, gaining the following benefits:
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 property. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Your Intelligence score increases by 1, and your maximum for this score increases by 1. One ability score other than Intelligence (chosen by the GM) decreases by 1.
Name | Cost | Weight | Damage | Source |
\n\n | \n\n 1700 \n | \n\n 6 \n | \n\n 1d6 Energy \n | \n\n WH \n | \n
\n\n | \n\n 2100 \n | \n\n 9 \n | \n\n 3d4 Energy \n | \n\n WH \n | \n
\n\n | \n\n 950 \n | \n\n 3 \n | \n\n 1d8 Energy \n | \n\n WH \n | \n
\n\n | \n\n 1400 \n | \n\n 4 \n | \n\n 1d8 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 1250 \n | \n\n 4 \n | \n\n 1d6 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 1400 \n | \n\n 4 \n | \n\n 1d8 Energy \n | \n\n WH \n | \n
\n\n | \n\n 1000 \n | \n\n 4 \n | \n\n 2d6 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 1350 \n | \n\n 3 \n | \n\n 1d4 Energy \n | \n\n WH \n | \n
\n\n | \n\n 500 \n | \n\n 3 \n | \n\n 1d6 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 1800 \n | \n\n 10 \n | \n\n 1d10 Energy \n | \n\n WH \n | \n
\n\n | \n\n 1200 \n | \n\n 2 \n | \n\n 1d4 Energy \n | \n\n WH \n | \n
\n\n | \n\n 500 \n | \n\n 2 \n | \n\n 1d8 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 1900 \n | \n\n 10 \n | \n\n 1d10 Energy \n | \n\n WH \n | \n
\n\n | \n\n 400 \n | \n\n 6 \n | \n\n 1d10 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 300 \n | \n\n 2 \n | \n\n 1d8 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 800 \n | \n\n 8 \n | \n\n 2d4 Energy \n | \n\n WH \n | \n
\n\n | \n\n 450 \n | \n\n 2 \n | \n\n 2d4 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 300 \n | \n\n 2 \n | \n\n 1d4 Energy \n | \n\n PHB \n | \n
\n\n | \n\n 2400 \n | \n\n 3 \n | \n\n 1d8 Energy \n | \n\n WH \n | \n
\n\n | \n\n 7777 \n | \n\n 15 \n | \n\n 1d12 Energy \n | \n\n EC \n | \n
\n\n | \n\n 5500 \n | \n\n 13 \n | \n\n 2d4 Energy \n | \n\n EC \n | \n
\n\n | \n\n 1300 \n | \n\n 2 \n | \n\n 1d8 Energy \n | \n\n EC \n | \n
Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.
The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.
Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.
Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.
THE MIDDLE OF THE ROAD
The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.
SOLITARY ACTION
Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.
While creating your sentinel, consider your personal philosophy in regards 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 an operative 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?
QUICK BUILD
You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the Jedi or Sith background.
THE SENTINEL
Level | Proficiency Bonus | Features | Kinetic Combat Damage Die | Force Powers Known | Force Points | Max Power Level |
1st | 2 | Forcecasting, Kinetic Combat | d4 | 6 | 3 | 1st |
2nd | 2 | Force-Empowered Self, Sentinel Ideals | d4 | 7 | 6 | 1st |
3rd | 2 | Sentinel Calling | d4 | 9 | 9 | 2nd |
4th | 2 | Ability Score Improvement | d4 | 10 | 12 | 2nd |
5th | 3 | Extra Attack | d6 | 11 | 15 | 2nd |
6th | 3 | - | d6 | 13 | 18 | 3rd |
7th | 3 | Calling feature | d6 | 14 | 21 | 3rd |
8th | 3 | Ability Score Improvement | d6 | 15 | 24 | 3rd |
9th | 4 | - | d6 | 17 | 27 | 4th |
10th | 4 | Battle Readiness | d6 | 18 | 30 | 4th |
11th | 4 | - | d8 | 20 | 33 | 5th |
12th | 4 | Ability Score Improvement | d8 | 21 | 36 | 5th |
13th | 5 | Calling feature | d8 | 22 | 39 | 5th |
14th | 5 | - | d8 | 24 | 42 | 6th |
15th | 5 | Enlightened Evasion | d8 | 25 | 45 | 6th |
16th | 5 | Ability Score Improvement | d8 | 26 | 48 | 6th |
17th | 6 | - | d10 | 28 | 51 | 7th |
18th | 6 | Calling feature | d10 | 29 | 54 | 7th |
19th | 6 | Ability Score Improvement | d10 | 30 | 57 | 7th |
20th | 6 | Center of the Force | d10 | 30 | 60 | 7th |
CLASS FEATURES
As a Sentinel, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per Sentinel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st
PROFICIENCIES
Armor: Light armor, light shields
Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip
Tools: Your choice of demolitions kit, security kit, or slicer's kit
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
VARIANT: STARTING WEALTH
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:
1,000 + 3d4 x 100 cr
FORCECASTING
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.
FORCE POWERS KNOWN
You learn 6 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class 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.
FORCE POINTS
You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class 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.
MAX POWER LEVEL
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 class table.
You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.
FORCECASTING ABILITY
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.
Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier
Force attack modifier = your proficiency bonus + your forcecasting ability modifier
KINETIC COMBAT
At 1st level, you are an unrelenting flurry of strikes. When you take the Attack action on your turn, you can make one unarmed strike or melee weapon attack as a bonus action. This attack uses your Kinetic Combat die instead of the weapon’s damage die. This die changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel class table.
Additionally, when you make this bonus action attack, your movement speed increases by 10 feet until the end of your turn.
FORCE-EMPOWERED SELF
Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a target with your Kinetic Combat attack, you can spend 1 force point to use a Force-Empowered Self effect. You start with three such effects: Deflection, Double Strike, and Slow Time. You can only use one effect per turn.
DEFLECTION
You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.
DOUBLE STRIKE
You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.
SLOW TIME
You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.
SENTINEL IDEALS
Also at 2nd level, you adopt an ideal that exemplifies your bond with the Force. You adopt one ideal of your choice, as detailed here: Sentinel Ideals. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.
You can manifest your ideals twice. You gain an additional use at 11th level. You regain all expended uses when you finish a long rest.
SENTINEL CALLING
When you reach 3rd level, you choose a sentinel calling, which is detailed here: List of Sentinel Archetypes. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
BATTLE READINESS
Starting at 10th level, 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 use your Kinetic Combat feature.
ENLIGHTENED EVASION
When you reach 15th level, when you are subjected to a damage-dealing 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 whether the roll succeeds or fails.
CENTER OF THE FORCE
At 20th level, 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.
Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.
","img":""} -{"_id":"ZDMwODZmZDRjZjg3","name":"Goggles of the Tinkerer","permission":{"default":2},"folder":"MGJlNzBjMjc2OWY3","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Head
Rarity: Premium
Prerequisite: At least 1 level in engineer
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your engineer level, rounded up. When you complete a long rest, this item regains all charges. Additionally, whenever you cast a tech power of 1st level or higher, you gain charges equal to the power’s level.
When your Potent Aptitude die is rolled, you can expend any number of charges and add them to the roll. You can’t increase the result of the roll above the maximum value of your Potent Aptitude die.
When you reach 5th level in engineer, you become a valid target of your Potent Aptitude feature. Additionally, you gain 1 additional modification slot.
When you reach 11th level in engineer, when you use your Infuse Item feature, the item grants +2 bonus, instead of +1. Additionally, you gain 1 additional modification slot (2).
When you reach 17th level in engineer, when you use your Infuse Item feature, the item grants +3 bonus, instead of +2. Additionally, you gain 1 additional modification slot (3).
These goggles feature one-way glass lenses. When worn over the eyes, the lenses take whatever appearance the bearer decides.
Type: Universal
Prerequisites: Tier 5, Legendary Hull
Your ship’s hull has reached its maximum potential. Your ship’s Constitution score increases by 2. Your ship’s maximum for this score increases by 2.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 2 property. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Skin Color | Green, red |
Hair Color | Black |
Eye Color | Black, brown |
Distinctions | Ridged skulls, dorsal spine |
Height | 4'7\" | +2d10\" |
Weight | 110 lb. | x(2d4) lb. |
Homeworld | Falleen |
Language | Falleen |
The Falleen are distinguished by their mottled green or red skin, ridged skulls, and their long, black hair which they typically wear in ponytails. The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation make the Falleen often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen exude pheromones which makes them all but irresistible to both sexes.
The Falleen are semi-aquatic, being able to hold their breath underwater for an extended period of time. Fallen are one of few species that are resistant to manipulation by the Force.
Falleen society is of a feudal nature, with noble houses ruling over the lower classes. The upper echelons of Falleen aristocracy are rife with politics and intrigue, though they rarely spill blood over disputes or reduce themselves to open warfare.
As a cold-blooded species, the Falleen respect discipline and control, particularly self-control. They tend to shun public displays of emotion, and are very patient. As a result of this attitude, they tend to look down on the more openly passionate, whom they see as lacking self-control. Indeed, the Falleen as a species have a towering sense of superiority, reflecting on their view of Falleen as the civilized and cultural center of the galaxy, rather than Coruscant.
Falleen favor names with Z and X sounds. They are usually accompanied by a surname, which is familial.
Male Names. Xomit, Xizor, Xist, Zenex, Zurros
Female Names. Xora, Trezza, Mylla, Zule, Annaz
Surnames. Grunseit, Croom, Moz, Xiss, Mythric
As a Falleen, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Falleen reach adulthood in their late teens and live up to 250 years.
Alignment. Falleen societal structure causes them to tend to be lawful balanced, though there are exceptions.
Size. Falleen typically stand between 5 and 6 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Closed Mind. Falleen brains have an unusual composition which make them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.
Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.
Hold Breath. You can hold your breath for up to 1 hour at a time.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Galactic Basic and Falleen. Falleen is characterized by its common use of the Z and X sounds, of which the Falleen are fond.
Level: 5
Force Alignment: Universal
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Animate Weapon
You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.
As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.
\n Size \n | \n\n HP \n | \n\n AC \n | \n\n Attack \n | \n
\n Tiny \n | \n\n 20 \n | \n\n 16 \n | \n\n +6 to hit, 1d4 + 3 damage \n | \n
\n Small \n | \n\n 25 \n | \n\n 15 \n | \n\n +6 to hit, 1d8 + 2 damage \n | \n
\n Medium \n | \n\n 40 \n | \n\n 13 \n | \n\n +5 to hit, 2d6 + 1 damage \n | \n
\n Large \n | \n\n 50 \n | \n\n 10 \n | \n\n +6 to hit, 2d10 + 2 damage \n | \n
\n Huge \n | \n\n 80 \n | \n\n 10 \n | \n\n +8 to hit, 2d12 + 4 damage \n | \n
Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
","img":""} -{"_id":"ZDNkM2QwZjZkODEx","name":"Impervious Lining Mark IV","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":23,"handout-archived":false}},"sort":230000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
\n Name \n | \n\n Size \n | \n\n Type \n | \n\n CR \n | \n\n Alignment \n | \n\n Source \n | \n
\n\n | \n\n Huge \n | \n\n Swarm \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Swarm \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Huge \n | \n\n Swarm \n | \n\n 5 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 2 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 3 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Gargantuan \n | \n\n Swarm \n | \n\n 10 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Large \n | \n\n Swarm \n | \n\n 1 \n | \n\n unaligned \n | \n\n sw5e \n | \n
\n\n | \n\n Medium \n | \n\n Swarm \n | \n\n 1/4 \n | \n\n unaligned \n | \n\n sw5e \n | \n
heavy armor
\n\t\tValue/Weight: 15.000 cr, 65 lb.
\n\t\tDetails: AC 18, Bulky, Impermeable, Strength 17
\n\t\tHeavy exoskeletons are virtually the heaviest armor acquirable during the Galactic War. It is ideal for extreme combat situations that involved direct damage and also offers a very good level of protection in sacrifice of dexterity. Some consider it claustrophobic but that was the trade-off for safety.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 17, their speed is reduced by 10 feet.
Armor with the impermeable property functions as an enviro-suit, flight suit, and water suit.
While wearing armor with the rigid property, you add half your Dexterity modifier (rounded down), instead of your full Dexterity modifier, to Dexterity saving throws you make. If your Dexterity modifier is negative, you instead subtract the full modifier.
GM Notes :
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Prerequisites: Ship size Medium or larger
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 deployed operator. 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.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Armor
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable armor chassis comes with vacant modification slots for overlay, underlay, reinforcement, and armoring modifications, as well as one augment slot. It can house modifications of advanced rarity or lower.
Type: Consumable
Subtype: Adrenal
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to its Strength score. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Ventures
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.
Type: Starship Armor
Cost: 3100
Deflection armor is the most common type of armor aboard ships, and offers no benefit or penalty to armor class or hit points.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Level: 1
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
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.
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.
","img":""} -{"_id":"ZDU0ODI3MTFkOTlj","name":"Avoidant","permission":{"default":2},"folder":"OGY5OGE3NWRmMzAw","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"When wearing armor or wielding a shield with the avoidant property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.
","img":""} -{"_id":"ZDU0OTc4YTVkOTI4","name":"Stasis","permission":{"default":2},"folder":"Y2E0OTk2NjRjNzli","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Level: 5
Force Alignment: Light
Casting Period: 1 action
Range: 90 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Stun
Choose up to 3 creatures that you can see within range. Each target must succeed on a Wisdom saving throw or be paralyzed for the duration. This power has no effect on droids or constructs. At the end of each of its turns, a target can make another Wisdom saving throw. On a success, the power ends on the target.
Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th.
","img":""} -{"_id":"ZDU1Y2IxNGJkNzM2","name":"Danger Sense","permission":{"default":2},"folder":"MjE3YjgwYjMzZGQ0","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Level: 2
Force Alignment: Universal
Casting Period: 1 bonus action
Range: Self
Duration: Instantaneous
Concentration: —
Prerequisite: —
You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:
The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.
If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.
","img":""} -{"_id":"ZDU3NjBhNmU1MDJj","name":"Champion Multispectral Optics","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":31,"handout-archived":false}},"sort":310000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Targeting
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
While looking through this weapon’s scope, you have truesight out to a distance equal to the long range of this weapon and you can see creatures that are lightly or heavily obscured. Additionally, you gain a +2 bonus to attack rolls.
Type: Ventures
Prerequisite: —
When you would make an Intelligence (Technology) check while aboard your ship, you can instead make an Intelligence (Mechanic’s Kit) check.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to attack rolls made with this weapon.
Characters are defined by much more than their species and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and species define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics reflect the character you have in mind.
Your character’s species description includes sample names for members of that species. Put some thought into your name even if you’re just picking one from a list.
You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior.
You don’t need to be confined to binary notions of sex and gender. Some species believe in companionship that doesn’t take into account gender. You could also play a female character who presents herself as a man or a man who feels trapped in a female body. Likewise, your character’s sexual orientation is for you to decide.
You can decide your character’s height and weight, using the information provided in your species description. Think about what your character’s ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and Durable character might be tall or heavy.
You can also roll randomly for your character’s height and weight using that species’s Physical Characteristics table, as shown above. The first dice roll given in the second column determines the character’s extra height (in inches) beyond the base height. That same number multiplied by the second dice roll or quantity given in the second column determines the character’s extra weight (in pounds) beyond the base weight.
For example, as a human, Obi-Wan has a height of 4 feet 8 inches plus 2d10 inches. We roll 2d10 and gets a total of 12, so Obi-Wan stands 5 feet 8 inches tall. Then we use that same roll of 12 and multiplies it by 2d4 pounds. His 2d4 roll is 3, so Obi-Wan weighs an extra 36 pounds (12x3) on top of his base 110 pounds, for a total of 146 pounds.
Human
Height 4'8'' +2d10'' Weight 110 lb. x (2d4) lb.
You choose your character’s age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo.
A typical creature in the galaxy has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality, and is typically defined in terms of the Force: (light, dark, or balanced), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
These brief summaries describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.
You can pick your alignment or roll to determine it randomly. Roll separately for Morality and Society.
d6 | Morality |
---|---|
1-2 | Light: Usually the needs of others outweigh my own, (…) |
3-4 | Dark: Usually my needs outweigh others’, (…) |
5-6 | Balanced: Usually circumstances dictate whose needs are more important, (…) |
d6 | Society |
---|---|
1-2 | Lawful: (…) but the means are as important as the end. |
3-4 | Chaotic: (…) but the ends justify the means. |
5-6 | Neutral: (...) but either the ends or the means may be more important, depending. |
Your species indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
Choose your languages based on the species you commonly interact with. If you have a wookiee sidekick, you might understand-if not speak-Shyriiwook. Alternatively, if you commonly trade with Jawas, you might speak Jawaese.
A list of the most commonly spoken languages of Star Wars can be found below in the Common Languages table.
Common Languages: Bith, Bothese, Cheunh, Durese, Galactic Basic, Huttese, Jawaese, Kel Dor, Mon Cal, Rodese, Sith, Togruti, Dosh, Twi’leki, Shyriiwook, Zabraki
Fleshing out your character’s personality-the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity-will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine.
Each background presented later in this chapter includes suggested characteristics that you can use to spark your imagination. You’re not bound to those options, but they’re a good starting point.
Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self-descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book I can get my hands on” tells you something specific about your character’s interests and disposition.
Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self-attitude or mannerisms, or the influence of his or her ability scores.
A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score.
Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system.
Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?
You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: dark, light, or neutral. The last one has more to do with the particular background than with moral or ethical perspectives.
Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals.
Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession?
Your bonds might be tied to your class, your background, your species, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures.
Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness-in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices?
Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a power that has been laid on you.
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.
You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use.
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a pit fighter or a grizzled soldier. Your consular could have been a student or an envoy. Your operative might have gotten by as a government agent or commanded audiences as an entertainer.
Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.
Each background gives a character proficiency in two skills. Skills are described in chapter 7.
In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5.
If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.
Some backgrounds also allow characters to learn additional languages beyond those given by species. See “Languages” earlier in this chapter.
Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.
Each background gives a character a starting feat. Feats are described in chapter 6.
A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.
You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in chapter 5. (If you spend credits, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.
Type: Armor Modification
Subtype: Underlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the charging 1 property. If it already has the charging property, its charging number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Targeting
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls made with this weapon.
martial blaster
\n\t\tValue/Weight: 200 cr, 3 lb.
\n\t\tDamage: 1d6 Energy
Properties: Ammunition (range 40/160), Reload 16
\n\t\tType: Ventures
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.
Skin Color | Bluish-gray |
Hair Color | None |
Eye Color | Brown |
Distinctions | Advanced olfactory senses, claws, hunting prowess. |
Height | 4'5\" | +2d6\" |
Weight | 115 lb. | x(2d4) lb. |
Homeworld | Honoghr |
Language | Honoghran |
Noghri are a primitive humanoid species hailed from the planet Honoghr with steely gray-blue skin that are renowned assassins. A natural gift for stealth and hand-to-hand combat, Noghri are efficient killing machines with their rending claws and strong olfactory sense that can often determine familial lineage. Their smaller size belies their ruthlessness and potent hunting skills.
Noghri culture relies heavily on honor, with society being clan-based, revolving around the Dukha, a community center in each village. The greatest strength of the Noghri stems from their loyalty and secrecy; when a Noghri takes a job, they always fulfill it, even if it would result in their death. As such, they make exceptional, albeit expensive bodyguards.
Noghri are loathe to fight with weapons larger than small daggers, believing combat to be a personal celebration to be sullied by use of heavier weapons. As such, it is rare (though not impossible) to see a Noghri wielding a weapon larger than their forearm.
Each Noghri clan village centers around the Dukha, with each clan being led by a Dynast. The Dukha is inhabited by the clan’s Maitrakh, who functions as the storyteller, spiritual leader, and lore keep of the clan.
Noghri names vary from short to long, with female names being typically softer. Surnames are clan-based.
Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh
Female Names. Cilnaas, Edvir, Kahr’corvh, Meewalh
Surnames. Bakh’tor, Eikh’mir, Hakh’khar, Khim’bar
As a Noghri, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
Age. Noghri reach adulthood in their late teens and live less than a century.
Alignment. Noghri’s honorable society causes them to tend toward a lawful alignment, though there are exceptions.
Size. Noghri typically stand about 5 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hunter. You are proficient in Survival and Stealth.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can’t use it again until you finish a short or long rest.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
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 Honorghran. Honorghran is characterized by its scratchy, gutteral sounds.
You have the presence of the most affluent of leaders, granting the following benefits:
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
A device used to blow holes in larger constructs, a breaching charge creates a devastating explosion. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.
Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep, or a 5-foot cube of enhanced material. Additionally, each creature within 20 feet of the charge must make a DC 17 Dexterity saving throw. A creature takes 9d6 fire damage and 9d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.
","img":""} -{"_id":"ZDZmYzk5NmNmMTcz","name":"Kolto Reserve","permission":{"default":2},"folder":"N2UxOGMxMjI4NjNh","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Level: 4
Casting Period: 1 action
Range: Touch
Duration: 8 hours
Concentration: —
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.
","img":""} -{"_id":"ZDc0Y2FhZmFjNzE1","name":"Shocking Oscillator Mark VI","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":58,"handout-archived":false}},"sort":580000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the shocking 18 property. If it already has the shocking property, its shocking number increases to 18.
Value/Weight: 70 cr, 5 lb.
All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the kit to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.
Type: Suite
Prerequisites: —
This suite comes equipped with a vault, which has a capacity equal to half your ship’s base cargo capacity, as shown in the 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.
","img":""} -{"_id":"ZDc5MDRiZmZmN2Zk","name":"Fine Weapon Chassis","permission":{"default":2},"folder":"MzQwM2ZhMGExMDhl","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Weapon
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable weapon chassis comes with vacant modification slots determined by its type. It can house modifications of premium rarity or lower.
Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden property.
Level: At-will
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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 its speed is reduced by 10 feet until the start of your next turn.
The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","img":""} -{"_id":"ZDcxNTljNTRkN2M2","name":"Form IX: Tr-kata","permission":{"default":2},"folder":"ZmMyNTVhOTIzYzNh","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Form IX, also known as Deception Form, capitalizes on a lightweapon’s ability to quickly be toggled on and off. Those guardians who focus on Tr�kata Form perform dazzling tricks with their lightweapon, confusing their opponents before dispatching them.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Two-Weapon Fighting, or Versatile Fighting 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.
Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Lastly at 3rd level, you gain the following Channel the Force option.
When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.
Beginning at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).
Starting at 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.
At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your 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:
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
","img":""} -{"_id":"ZDcyN2YxYjE0ODdj","name":"Basic Charisma Augment","permission":{"default":2},"folder":"OTU4ZGNiNzMyYjI2","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
Your Charisma score increases by 1. One ability score other than Charisma (chosen by the GM) decreases by 1.
Type: Armor Modification
Subtype: Shielding
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This shield gains the versatile 3 property. If it already has the versatile property, its versatile number increases to 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the burst property, with a burst number equal to one-fourth its reload number (rounded up). If it already has the burst property, the burst number is reduced to one-eighth its reload number (rounded up), to a minimum of 2.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
","img":""} -{"_id":"ZDg1MWEyYzkzNWZm","name":"Champion Nimble Plating","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":16,"handout-archived":false}},"sort":160000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile property, its agile number increases by 2, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and dire 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 2300 cr, 7 lb.
\n\t\tDamage: Special
Properties: Two-Handed
\n\t\tThe bo-rifle is a lasat weapon most commonly carried by the Honor Guard of Lasan, which has the unique property of functioning as both a rifle and a staff. On your turn, you can use your object interaction to switch between modes, detailed below.
Mode | Damage | Properties |
Rifle | 1d8 Energy | Two-Handed, Ammunition (range 100/400), Reload 6 |
Staff | 1d8 Kinetic | Two-Handed, Double (1d8 kinetic), Shocking 13 |
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and keen 2 properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 3 property. If it already has the dire property, its dire number increases to 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
martial vibroweapon
\n\t\tValue/Weight: 1250 cr, 13 lb.
\n\t\tDamage: 1d12 Kinetic
Properties: Dexterity 15, Reach, Two-Handed
\n\t\tType: Item Modification
Subtype: Augment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Your Constitution score increases by 1, and your maximum for this score increases by 1.
Type: Blaster Modification
Subtype: Attachment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Level: 3
Force Alignment: Universal
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.
Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.
","img":""} -{"_id":"ZDhlMTc0MmI5YTkz","name":"Stealth field generator","permission":{"default":2},"folder":"NmUxZDViYjkxNjRm","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Value/Weight: 8000 cr, 3 lb.
Stealth field generators are special devices typically worn on belts that function as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or cast a force- or tech- power.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
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.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Equilibrium, or Two-Weapon Fighting 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.
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.
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.
Lastly at 3rd level, you gain the following Channel the Force option.
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.
Beginning at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.
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.
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:
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.
","img":""} -{"_id":"ZDk2YjBiOTM5ZmUz","name":"Autotargeting Dire Light Interface","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 and light properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
martial blaster
\n\t\tValue/Weight: 3100 cr, 26 lb.
\n\t\tDamage: 1d12 Energy
Properties: Ammunition (range 60/240), Burst 4, Reload 8, Strength 15, Two-Handed
\n\t\tType: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: Strength property
Attunement: No
Source: WH
This weapon’s strength number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, this modification removes the strength property from it entirely.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces your face.
Your Intelligence score becomes 13. If your Intelligence score is already equal to or greater than 13, it has no effect on you. Additionally, you can add half your proficiency bonus (rounded down) to any Intelligence check you make that doesn’t already include your proficiency bonus.
Side Effect: When you roll a 1 an Intelligence saving throw, the implant stutters, causing any ability checks in which you are proficient you make before the start of your next turn to not include your proficiency bonus.
This facial prosthetic includes a solid state drive, allowing for quick recall.
","img":""} -{"_id":"ZDkwODA4YzhmOTE3","name":"Secondary Transponder Code","permission":{"default":0},"folder":"NzcxNzdhZmY2NWZk","flags":{"R20Converter":{"handout-order":18,"handout-archived":false}},"sort":180000,"entryTime":0,"content":"Type: Operation
Prerequisites: Tier 2
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 deployed operator 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 deployed operator’s bonus to Technology checks). On a success, they determine that your transponder code is a fake.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Legendary
Prerequisite: Strength 15
Attunement: No
Source: WH
Your Strength score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Strength saving throws.
Side Effect: One ability score other than Strength (chosen by the GM) decreases by 1.
This implant drastically increases your physical capacities.
","img":""} -{"_id":"ZDliOTM2OGEyYzhk","name":"Path of Aggression","permission":{"default":2},"folder":"YmQ1NDY4NjMxZjk1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"From the murky depths of the dark side comes seething fury. Those sentinels who follow the Path of Aggression charge their weapon with lightning, culminating in a massive discharge that can ravage their opponents.
Starting when you choose this calling at 3rd level, you learn the lightning charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.
Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and other effects that would reduce your speed only reduce it by 5 feet.
At 7th level, you’ve learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.
By 13th level, you’ve learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).
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.
At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.
","img":""} -{"_id":"ZDljYWEyMWE2ZTVk","name":"Exceptional Collapsible Defensive Frame","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and hidden properties. If it already has the defensive property, its defensive number increases by 2, to a maximum of 3.
martial blaster
\n\t\tValue/Weight: 3500 cr, 42 lb.
\n\t\tDamage: 1d10 Energy
Properties: Ammunition (range 60/240), Auto, Rapid 6, Reload 12, Strength 15, Two-Handed
\n\t\tLevel: At-will
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
Type: Item Modification
Subtype: Augment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
Your Intelligence score increases by 2, and your maximum for this score increases by 1.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 17 Dexterity saving throw, taking 6d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
Type: Weapon
Subtype: Any
Rarity: Standard
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable weapon chassis comes with vacant modification slots determined by its type. It can house modifications of standard rarity.
simple blaster
\n\t\tValue/Weight: 450 cr, 1 lb.
\n\t\tDamage: Special
Properties: Ammunition (range 30/120), Fixed, Reload 1, Special
\n\t\tType: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
When you score a critical hit with this weapon, you deal four additional weapon dice worth of damage.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disguised property.
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
Name | Cost |
290 | |
330 | |
Dungeoneer's pack | 320 |
Entertainer's pack | 420 |
250 | |
Priest's pack | 275 |
Scholar's pack | 290 |
Technologist's pack | 675 |
\n Name \n | \n\n Type \n | \n\n Subtype \n | \n\n Rarity \n | \n\n Prerequisite \n | \n\n Attunement \n | \n\n Set \n | \n\n Source \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Head \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n Jensaarai Regalia \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Hands \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n Mandalorian Vestments \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Legs \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n — \n | \n\n Advanced \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n EC \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n — \n | \n\n Advanced \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Advanced \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Artifact \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Legs \n | \n\n Artifact \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Artifact \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Artifact \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Legendary \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Legendary \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Legs \n | \n\n Legendary \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Legendary \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Legendary \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Legendary \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n Jensaarai Regalia \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Head \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n Mandalorian Vestments \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Feet \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n — \n | \n\n Premium \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Legs \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n — \n | \n\n Premium \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n EC \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n — \n | \n\n Premium \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Hands \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Premium \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Neck \n | \n\n Premium \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Neck \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Legs \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n — \n | \n\n Prototype \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n EC \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n — \n | \n\n Prototype \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Feet \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Waist \n | \n\n Prototype \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Standard \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Legs \n | \n\n Standard \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Body \n | \n\n Standard \n | \n\n No \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Feet \n | \n\n Standard \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Wrist \n | \n\n Standard \n | \n\n No \n | \n\n No \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Feet \n | \n\n Premium \n | \n\n At least 1 level in fighter \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Premium \n | \n\n At least 1 level in scholar \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Head \n | \n\n Premium \n | \n\n At least 1 level in consular \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Premium \n | \n\n At least 1 level in operative \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Hands \n | \n\n Premium \n | \n\n At least 1 level in guardian \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Head \n | \n\n Premium \n | \n\n At least 1 level in engineer \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Premium \n | \n\n At least 1 level in sentinel \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Neck \n | \n\n Premium \n | \n\n At least 1 level in monk \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Shoulders \n | \n\n Premium \n | \n\n At least 1 level in berserker \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
\n\n | \n\n Adventuring Gear \n | \n\n Wrists \n | \n\n Premium \n | \n\n At least 1 level in scout \n | \n\n Yes \n | \n\n — \n | \n\n WH \n | \n
While wearing armor or wielding a shield with the cumbersome property, your speed is reduced by 5.
","img":""} -{"_id":"ZGFlMjEyMTRiY2Fh","name":"Superior Restraining Bolt","permission":{"default":2},"folder":"ZTVmZjNlNzNjOGUx","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: —
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.
Installing a restraining bolt takes 1 minute. The droid must make a DC 17 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.
","img":""} -{"_id":"ZGI0NjAzZDU2Yjk4","name":"Silent Armoring","permission":{"default":2},"folder":"ZjEwOGM0Y2RmZWEz","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Armoring
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor gains the silent property.
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: 1 hour
Concentration: —
Prerequisite: Mind Trick
Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.
This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the agile 1 property. If it already has the agile property, its agile property increases by 1, to a maximum of 3.
Type: Hyperdrive
Cost: 12500
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 1.5 hyperdrive travels at two-thirds the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"ZGI5NDExYmNkNzNl","name":"Grenade, Gas (Deadly)","permission":{"default":2},"folder":"NzBiODE2YzZlOTlk","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Gas grenades are primarily used to flush enemies out of cover and other protected areas, though there are of course other uses. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. The grenade explodes in a 15-foot-radius sphere of yellow-green fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.
When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 19 Constitution saving throw. The creature takes 6d8 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.
","img":""} -{"_id":"ZGI5NDlmMGY5NjE4","name":"Astrotech's tools","permission":{"default":0},"folder":"ODdkZDk4OGMzYjk3","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Value/Weight: 400 cr, 12 lb.
Astrotech’s tools include all of the necessary components to create droid customizations, assemble droids, and modify assembled droids.
INVESTIGATION
Your discerning eye, coupled with your experience with your tools, lets you identify droids that have aftermarket part customizations installed.
LORE
Your expertise lets you determine the product line, model, and class of a droid.
TECHNOLOGY
Your knowledge lets you determine whether a droid has been modified beyond its model specifications, and to what extent.
MODIFY DROID
With access to your tools, and an appropriate droid part, you can replace a part on a droid over the course of a long rest.
Sample Activities
Activity | DC |
---|---|
Identify a droid’s designation | 10 |
Modify a droid’s part | 10 |
Identify a droid’s modification | 15 |
Create a droid part | Varies |
Reverse engineer a droid part | Varies |
Type: Armor Modification
Subtype: Shielding
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
This shield gains the responsive 2 and magnetic 13 properties. If it already has the responsive property, its responsive number increases by 2, to a maximum of 3. If it already has the magnetic property, its magnetic number increases by 1, to a maximum of 18.
martial vibroweapon
\n\t\tValue/Weight: 700 cr, 5 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Double (1d8 kinetic), Finesse, Two-Handed
\n\t\tYou’ve mastered the art of using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
Six abilities provide a quick description of every creature’s physical and mental characteristics:
Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature’s assets as well as weaknesses.
The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9.
Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and villains can have scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
Ability Scores and Modifiers
Score | Modifier | Score | Modifier | Score | Modifier | Score | Modifier | |||
1 | -5 | 8-9 | -1 | 16-17 | +3 | 24-25 | +7 | |||
2-3 | -4 | 10-11 | 0 | 18-19 | +4 | 26-27 | +8 | |||
4-5 | -3 | 12-13 | +1 | 20-21 | +5 | 28-29 | +9 | |||
6-7 | -2 | 14-15 | +2 | 22-23 | +6 | 30 | +10 |
Sometimes a special ability or power tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game, such as the iktotchi’s Precognition trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if an iktotchi has advantage on an ability check and rolls a 1 and a 13, the iktotchi could use the Precognition trait to reroll the 1.
You usually gain advantage or disadvantage through the use of special abilities, actions, or powers. Inspiration (see chapter 4) can also give a character advantage on checks related to the character’s personality, ideals, or bonds. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved. for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the Lore skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (Lore) checks.
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Expertise: Certain features, such as the Expertise class feature or Ace Pilot feat, let you double your proficiency bonus with a given skill or tool proficiency, granting expertise in that skill or tool. As usual, you can only gain expertise in a skill or tool once.
An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the 4 abilities is relevant to the task at hand and the difficulty of the task, represented by Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows common DCs.
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the char-acter or monster makes no progress toward the objective or makes progr-ess combined with a setback determined by the GM.
Contests: Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal-for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
Task Difficulty | DC |
Very Easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very Hard | 25 |
Nearly Impossible | 30 |
Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)
For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.
The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this chapter for examples of how to use a skill associated with an ability.
Sometimes, the GM might ask for an ability check using a specific skill-for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.
For example, if a character attempts to climb up a dangerous cliff. the Dungeon Master might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.
Variant: Skills with Other Abilities: Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check.
So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your trandoshan berserker uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
For example. if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules in chapter 8.
Sometimes two or more characters team up to attempt a task. The character who’s leading the effort, or the one with the highest ability modifier, can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9).
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with security kits, so a character who lacks that proficiency can’t help another character in that task. Moreover. a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.
Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.
Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a vibrosword or doublesword. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’ carrying capacity and the amount it can push. drag, or lift. For a Tiny creature, halve these weights.
VARIANT: ENCUMBERANCE
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Dexterity measures agility, reflexes, and balance.
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.
Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking spaceship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a wallet off another person or slip something out of another person’s pocket.
Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon. such as a blaster rifle or bowcaster. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a vibrodagger or techblade.
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5.
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat, as described in chapter 9.
Hiding
When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that checks total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
You can’t hide from a creature that can see you, and if you make noise (such as shouting a warning or knocking over a vase), you give away your position. An invisible creature can’t be seen, so it can always try to hide. Signs of its passage might still be noticed, however, and it still has to stay quiet.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.
Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.
For example, if a lst-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.
What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8.
Constitution measures health, stamina, and vital force.
The GM might call for a Constitution check when you try to accomplish tasks like the following:
Hit Points
Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.
Intelligence
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Intelligence Checks
An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Investigation, Lore, Nature, Piloting, and Technology skills reflect aptitude in certain kinds of Intelligence checks.
Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient materials in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Lore. Your Intelligence (Lore) check measures your ability to recall information about the Force, artifacts, histories, and religions.
Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Piloting. Your Intelligence (Piloting) check measures your ability to control vehicles, aircraft, and spaceships. Piloting governs your ability to maneuver through tight spaces and debris fields or dogfight with enemy craft.
Technology. Your Intelligence (Technology) checks measure your ability to recall information about droids, vehicles, spaceships, aircraft, and computers, as well as your ability to interface with them.
Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:
Techcasting Ability
Techcasters use Intelligence as their techcasting ability, which helps determine the saving throw DCs of power they cast.
Wisdom
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Wisdom Checks
A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.
Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Survival. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that rancors live nearby, predict the weather, or avoid quicksand and other natural hazards.
Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:
Forcecasting Ability
Forcecasters use Wisdom as their forcecasting ability for their light side and universal powers, which helps determine the saving throw DCs of powers they cast.
Finding a Hidden Object
When your character searches for a hidden object such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.
In most cases, you need to describe where you are looking in order for the GM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer ofa bureau. If you tell the GM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.
Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Charisma Checks
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation. When you attempt to influence someon through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance. acting, storytelling, or some other form of entertainment.
Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a Chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following:
Forcecasting Ability
Forcecasters use Charisma as their forcecasting ability for their dark side and universal powers, which helps determine the saving throw DCs of powers they cast.
A saving throw-also called a save-represents an attempt to resist a power, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Each class gives proficiency in at least two saving throws. The operative, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a power is determined by the caster’s force- or tech-casting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
","img":""} -{"_id":"ZGIyYzJhZTMzMzIw","name":"Breaching Charge (Deadly)","permission":{"default":2},"folder":"NzBiODE2YzZlOTlk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
A device used to blow holes in larger constructs, a breaching charge creates a devastating explosion. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.
Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep, or a 5-foot cube of enhanced material. Additionally, each creature within 20 feet of the charge must make a DC 19 Dexterity saving throw. A creature takes 12d6 fire damage and 12d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.
","img":""} -{"_id":"ZGIzNjI1ZTYyMTFk","name":"Durafiber Combat Suit","permission":{"default":2},"folder":"MDhiYWEzODYwMzUy","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"light armor
\n\t\tValue/Weight: 1.100 cr, 10 lb.
\n\t\tDetails: AC 10 + Dex, Agile 1
\n\t\tCombat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi. The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.
While wearing armor or wielding a shield with the agile property, you gain a bonus to Dexterity checks and Dexterity saving throws equal to the agile number, and you gain a bonus to your speed equal to 5 x the agile number.
GM Notes :
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Subtype: Legs
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as one augment slot. It can house modifications of prototype rarity or lower.
Type: Armor Modification
Subtype: Underlay
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Type: Adventuring Gear
Subtype: Neck
Rarity: Premium
Prerequisite: At least 1 level in monk
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your monk level, rounded up. When you complete a long rest, this item regains all charges. Additionally, whenever you expend focus points, you gain charges equal to the number of points spent.
On your turn, you can spend one or more charges to increase your speed until the end of your turn (no action required). The amount is equal to 10 feet per point spent, to a maximum of 30 feet.
When you reach 5th level in monk, when you use your Slow Fall feature, the amount is increased to ten times your monk level, instead of five.
When you reach 11th level in monk, when you use your Deflect Missiles feature, you can add your Wisdom or Charisma modifier to the roll (your choice, a minimum of +1).
When you reach 17th level in monk, you can add half your Dexerity modifier (rounded down) to your focus save DC.
This simple necklace comprised of a series of tiny gray beads hosts a single pale blue crystal that glows faintly.
Level: 1
Casting Period: 1 action
Range: Self
Duration: 1 hour
Concentration: —
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.
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.
","img":""} -{"_id":"ZGJhZjEyNDlmMDQw","name":"Precision Grip","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":30,"handout-archived":false}},"sort":300000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Grip
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and piercing 2 properties. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Value/Weight: 150 cr, 5 lb.
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
DECEPTION
A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
LORE
A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
INVESTIGATION
When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
QUICK FAKE
As a part of a short rest, you can produce a forged document no more than one page in length. As a part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.
Sample Activities
Activity | DC |
---|---|
Mimic handwriting | 15 |
Duplicate a seal | 20 |
Value/Weight: 650 cr, 3 lb.
Damage: 2d8 Fire
Weapons: Vapor projector
When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren - t being worn or carried.
","img":""} -{"_id":"ZGM0NTgzYjQzY2Ix","name":"Chronometer","permission":{"default":2},"folder":"OWI3ODU2ZTI1Nzc5","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Value/Weight: 100 cr, 1 lb.
A chronometer is a device that measures and keeps linear time.
While wearing armor with the rigid property, you add half your Dexterity modifier (rounded down), instead of your full Dexterity modifier, to Dexterity saving throws you make. If your Dexterity modifier is negative, you instead subtract the full modifier.
","img":""} -{"_id":"ZGM2NDk2YzNmODU4","name":"Trandoshan","permission":{"default":2},"folder":"YThlODlhMTk5MWE4","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"Skin Color | Green, yellow, brown, orange, red |
Hair Color | None |
Eye Color | Yellow, orange |
Distinctions | Reptilian, scaly skin, regenerative properties |
Height | 5'5\" | +2d12\" |
Weight | 130 lb. | x(2d6) lb. |
Homeworld | Trandosha |
Language | Dosh |
Trandoshans are a large, bipedal sentient species, with scaly skin which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual dexterity, making a trandoshan’s finger movements somewhat clumsy and awkward.
Trandoshans worship their goddess, the Scorekeeper, whom they would appease through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-trandoshan standards, overtly aggressive, leading many trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prize wookiee pelts, which consequently play a large part in earning Jagannath points-capturing the pelts of particularly infamous wookiees would give the hunter a large increase in Jagganath points. To be shamed or captured during a hunt would zero one’s Jagganath points-effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.
Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s’s. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain softer sounds.
Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss
Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss
Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot
As a Trandoshan, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.
Alignment. Trandoshans tend toward the dark side, though there are exceptions.
Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Saving Face. Trandoshans are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.
Type: Starship Ammunition
Cost: 700
Weight: 14 lb
When an pulse bomb detonates, each ship within 200 feet must make a Constitution saving throw. A ship takes 2d10 (4d10) pulse damage on a failed save, or half as much on a successful one. Additionally, on a failed save, if the ship is your size or smaller, it is ionized for 1 minute. As an action on each of their turns, a deployed mechanic can repeat the saving throw, ending the effect on a success.
Color Scheme | �� |
Distinctions | �� |
Height | �� | +2d10\" |
Weight | �� | x(2d4) lb. |
Manufacturer | Cybot GalacticaIndustrial Automaton |
Language | Varies based on location |
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.
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.
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.
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.
Occasionally, noteworthy droids will earn monikers based on their accomplishments.
As a Droid, Class I, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom or Charisma score increases by 1.
Age. Droids don’t age, though they require maintenance to retain functionality.
Alignment. Droids tend toward no particular alignment. The best and worst are found among them.
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.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s tools. You must be proficient in armor in order to have it integrated.
Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.
Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Systems. You do not need to eat or drink.
Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.
Knowledge Protocol. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.
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.
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.
Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you can not speak it.
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.
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.
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.
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.
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.
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.
At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.
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.
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 can not be reduced in any way.
","img":""} -{"_id":"ZGM5NGRjOGU3NDNh","name":"Champion Pants Chassis","permission":{"default":2},"folder":"OTY5NWUyMTg3NzZk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: Legs
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as two augment slots. It can house modifications of artifact rarity or lower.
Type: Shield
Subtype: Any
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable shield chassis comes with vacant modification slots for overlay, underlay, reinforcement, and shielding modifications. It can house modifications of premium rarity or lower.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Standard
Prerequisite: Intelligence 11
Attunement: No
Source: WH
Your Intelligence score increases by 1, to a maximum of 20.
Side Effect: One ability score other than Intelligence (chosen by the GM) decreases by 1.
","img":""} -{"_id":"ZGNiYmUxMjY3NzE4","name":"List of Utility Items","permission":{"default":2},"folder":"OWI3ODU2ZTI1Nzc5","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"\n Name \n | \n\n Cost \n | \n\n Weight \n | \n\n Source \n | \n
\n\n | \n\n 145 \n | \n\n 1 \n | \n\n WH \n | \n
\n\n | \n\n 150 \n | \n\n 1 \n | \n\n WH \n | \n
\n\n | \n\n 10 \n | \n\n 7 \n | \n\n PHB \n | \n
\n\n | \n\n 50 \n | \n\n 6 \n | \n\n PHB \n | \n
\n\n | \n\n 5 \n | \n\n 3 \n | \n\n PHB \n | \n
\n\n | \n\n 10 \n | \n\n 3 \n | \n\n PHB \n | \n
\n\n | \n\n 100 \n | \n\n 1 \n | \n\n PHB \n | \n
\n Fibercord cable, 50 ft (rolled) \n | \n\n 20 \n | \n\n 2 \n | \n\n PHB \n | \n
\n Field rations (one day's) \n | \n\n 5 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 170 \n | \n\n 6 \n | \n\n WH \n | \n
\n\n | \n\n 25 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 10 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 50 \n | \n\n 4 \n | \n\n PHB \n | \n
\n\n | \n\n 500 \n | \n\n 3 \n | \n\n WH \n | \n
\n\n | \n\n 400 \n | \n\n 4 \n | \n\n PHB \n | \n
\n\n | \n\n 450 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 10 \n | \n\n 2 \n | \n\n PHB \n | \n
\n\n | \n\n 750 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 20 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 50 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 40 \n | \n\n 35 \n | \n\n PHB \n | \n
\n\n | \n\n 350 \n | \n\n 1 \n | \n\n PHB \n | \n
\n\n | \n\n 7 \n | \n\n 5 \n | \n\n PHB \n | \n
\n\n | \n\n 20 \n | \n\n 5 \n | \n\n PHB \n | \n
Type: Ventures
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.
Type: Focus
Subtype: Force
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable focus generator chassis comes with vacant modification slots for emitter, conductor, energy channel, and cycler modifications. It can house modifications of premium rarity or lower.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 level in operative
Attunement: No
Source: WH
Your Sneak Attack damage die increases from a d6 to a d8.
Type: Operation
Prerequisites: Tier 2, Hyperdrive Slot
This modification improves the hyperdrive on your ship, reducing the time required to engage the hyperdrive by half.
Additionally, you can quick start the hyperdrive. As an action, a deployed operator can quick-start the hyperdrive. A quick-started hyperdrive engages faster than normal, and completes booting up at the start of the operator’s next turn. Once this feature has been used, it can’t be used again until the ship undergoes maintenance.
Level: 1
Casting Period: 1 action
Range: 90 feet
Duration: 1 minute
Concentration: —
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.
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.
","img":""} -{"_id":"ZGQyNDRkN2Q1MTgz","name":"Balosar","permission":{"default":2},"folder":"ZWQ3Nzc5YjhmODRi","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Skin Color | Pale |
Hair Color | Black, blond, orange, brown, white |
Eye Color | Varies |
Distinctions | Antennapalps, resistance to toxins |
Height | 4'8\" | +2d8\" |
Weight | 100 lb. | x(2d4) lb. |
Homeworld | Balosar |
Language | Balosur |
Physically similar to humans, balosars appear to be sickly and gaunt when compared with the galaxy’s most common species due to the heavy pollution of their homeworld. The most striking difference between balosars and humanity is a pair of antennapalps which sprouts from underneath the thick, coarse hair on their skulls. Retractable, these atennapalps allow them to listen into the subsonic range and give the species physical intuition and preternatural reflexes, which members of the Jedi Order sometimes mistook for Force sensitivity. Balosars also possess an acute tolerance for poisonous substances, a byproduct of life on their toxic homeworld.
Early in its history, the balosar homeworld was overrun by galactic megacorporations eager to exploit the world’s lax ecological protection laws. The planet was home to the balo mushroom, a key ingredient in death sticks, one of the galaxy’s most infamous narcotics. After its discovery, Balosar was wrought with corruption, addiction, and pollution from the production and usage of death sticks.
Since there is little opportunity to flourish on their homeworld, balosars often leave in search of fortune elsewhere. Their natural resistance to the lethal, but not the addictive, effects of the drug encourages some to enter the death stick business.
Balosar names have a slight exotic tinge to them, often because Balosar parents name their children while on a death stick high. Their surnames are familial.
Male Names. Barin, Elan, Fantes, Zerba
Female Names. Delaana, Ferrika, Reki, Vetyl
Surnames. Cher’dak, Mer’darro, Sel’Sabagno
As a Balosar, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Balosars reach adulthood in their late teens and live about 70 years naturally, though death stick addiction has lead to a general decline in their lifespan.
Alignment. Balosars are notoriously cynical, selfish, and pragmatic, causing most to be neutral dark side. However, there are exceptions.
Size. Balosar stand at an average height of about 5 feet, and weigh about 115 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Hearing. Your antennapalps give you advantage on Wisdom (Perception) checks based on hearing.
Snap Senses. Through your antennapalps, you can sense incoming danger and react accordingly. When you roll for initiative, you can choose to gain advantage on the roll. Alternatively, if you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Spicer. You are proficient in spicer’s tools.
Toxin Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Languages. You can speak, read, and write Galactic Basic and Balosur. Balosur is known by its throaty rasps and deep vocalizations, and is considered crude as a written language.
Level: 1
Force Alignment: Light
Casting Period: 1 bonus action
Range: 30 feet
Duration: 1 minute
Concentration: —
Prerequisite: —
Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.
If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.
","img":""} -{"_id":"ZGQzYTYxNzIyNTBj","name":"Furious Gunner","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"Type: Ventures
Prerequisite: At least 1 level in berserker
While raging, you add your rage damage bonus to damage rolls from primary ship weapons.
Type: Blaster Modification
Subtype: Targeting
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: None
Subtype: —
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This blueprint contains information regarding the raw and rare materials, tools, and steps required to craft an item of standard rarity. Over the course of 1 hour, which can be done during a short rest, a character can attempt to learn the blueprint. If they do so, they must make a DC 10 Intelligence check with the appropriate tools. On a success, the blueprint for the item is learned. On a failure, the blueprint is not learned, and the character must wait 24 hours before they can try again.
Blueprints contain the secrets of how to craft items of a more complex nature.
","img":""} -{"_id":"ZGU0ODYwZTAwNmFk","name":"Shock","permission":{"default":2},"folder":"ZTRiNzY3NjUzZTA2","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels: This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
","img":""} -{"_id":"ZGU0YWUwYzE5NDM3","name":"Keen Oscillator","permission":{"default":2},"folder":"N2NhMjZlODMyYzMx","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
As part of the action used to cast this power, you must make a ranged attack with a weapon 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.
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.
","img":""} -{"_id":"ZGU1YmI3ZDM4MmM1","name":"Grenade, Flash (Major)","permission":{"default":2},"folder":"NGNlNjMyMWM5Nzlk","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Flash grenades are hand-held explosive devices that release a blinding flash. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 17 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Type: Clothing Modification
Subtype: Weave
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Once per turn per weapon you are wielding, you can gain a +2 bonus to weapon damage rolls while wearing this article of clothing.
Type: Blaster Modification
Subtype: Core
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the disintegrate 15 property. If it already has the disintegrate property, its disintegrate number increases by 3, to a maximum of 18.
The ways of the Force can reveal themselves to a sentinel through intense concentration and, most importantly, focus. Those sentinels who follow the Path of Focus use debilitating bursts of lightsaber strikes and force powers to exhaust their foes, crushing any hopes they had of mounting an effective defense.
Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.
Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.
At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon’s damage die
By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.
At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.
","img":""} -{"_id":"ZGU3NDAyNGQ1NTEy","name":"Bioanalysis kit","permission":{"default":2},"folder":"ODdkZDk4OGMzYjk3","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Value/Weight: 50 cr, 3 lb.
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by bioanalysts to harvest and store plants and herbs. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to harvest, identify, or apply plants and herbs.
INVESTIGATION
When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
MEDICINE
Your mastery of bioanalysis improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
NATURE AND SURVIVAL
When you travel in the wild, your skill in bioanalysis makes it easier to identify plants and spot sources of food that others might overlook.
IDENTIFY PLANTS
You can identify most plants with a quick inspection of their appearance and smell.
Sample Activities
Activity | DC |
---|---|
Find plants | 15 |
Identify poison | 20 |
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d10 and add the result to the total.
Level: 1
Force Alignment: Dark
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: —
Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
A shield with the anchor property can be used to provide cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a heavy shield provides three-quarters cover.
","img":""} -{"_id":"ZGUyNDQxMWZmNWQw","name":"Interrogation Chamber","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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 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.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon’s dexterity number is reduced by two steps (from 19 to 15, 17 to 13, or 15 to 11). If the dexterity number is 13 or lower, this modification removes the dexterity property from it entirely.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and keen 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Level: 6
Casting Period: 1 minute
Range: Self
Duration: Up to 1 day
Concentration: Yes
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.
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.
","img":""} -{"_id":"ZGVkY2Q0NzgxMTEw","name":"Friendly Fire","permission":{"default":2},"folder":"NTdkZmI3N2ZiNDQ1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: 5
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"ZGVmODE4YzhlZWFi","name":"Champion Protective Lining","permission":{"default":2},"folder":"NzNmN2U2ZDJhNzA2","flags":{"R20Converter":{"handout-order":18,"handout-archived":false}},"sort":180000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the insulated 2 property. If it already has the insulated property, its insulated number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Adventuring Gear
Subtype: Legs
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications. It can house modifications of premium rarity or lower.
Level: At-will
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: —
Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.
","img":""} -{"_id":"ZGY3NzBmYWYwMzdh","name":"Deadly Biting Focus","permission":{"default":2},"folder":"Mjk3ZTEwNTYyMDJm","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Targeting
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Type: Blaster Modification
Subtype: Targeting
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to attack rolls made with this weapon.
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield’s strength number is reduced by two steps (from 19 to 15, 17 to 13, or 15 to 11). If the strength number is 13 or lower, this modification removes the strength property from it entirely.
Value/Weight: 2 cr, 0 lb.
Damage: Based on weapon
Weapons: Simple and Martial Blasters that deal Kinetic Damage
Slug cartridges are ammunition for blaster weapons that deal kinetic damage. When you reload a weapon that uses cartridges, you can reload any number of cartridges up to the weapon’s reload number as a part of the same action.
","img":""} -{"_id":"ZGZlY2IxMjFkMzhj","name":"Starship Size Suite Capacity","permission":{"default":2},"folder":"MDBhMjU3ZDc1Zjk2","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Starship Size | Suite Capacity |
Tiny | — |
Small | — |
Medium | 4 |
Large | 400 |
Huge | 4000 |
Gargantuan | 40000 |
Type: Consumable
Subtype: Medpac
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
As an action, you can use this medpac to restore 10d4+20 hit points to a creature within 5 feet.
Type: Weapon
Subtype: Any Lightweapon
Rarity: Prototype
Prerequisite: Double property
Attunement: Yes
Source: WH
You have a +1 bonus to attack and damage rolls made with this enhanced weapon.
As a bonus action, you cause the lightsaber to rapidly spin. When you do so, you lose the +1 bonus to attack and damage rolls made with the weapon, but you gain a +1 bonus to AC and Dexterity saving throws. Additionally, while spinning, you have a 30-foot flying speed. While flying, if you take damage, you must make a concentration check as if concentrating on a power. On a failure, you immediately fall to the ground.
These lightweapons, favored by the Jedi hunters known as Inquisitors, has the unique ability to rapidly spin, granting its wielder a limited flying ability.
","img":""} -{"_id":"ZTA1MDM4NjRlNzYy","name":"Emergency raft","permission":{"default":2},"folder":"NTAzNmNhNzUyZGEy","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Value/Weight: 250 cr, 10 lb.
This raft comes packed in a 2-foot-long tube. When activated, the raft quickly deploys, expanding to full size in six seconds. The raft is 6 feet long and 3 feet wide, and can hold up to four Medium creatures not exceeding 800 lb. It comes with two collapsible oars with which to row. The raft can be collapsed and restored over the course of 1 minute.
Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon.
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You can reload this weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additonally, it gains the burst property, with a burst number equal to its reload number. If it already has the burst property, the burst number is reduced to one-half its reload number (rounded up), to a minimum of 2. Lastly, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Level: 8
Casting Period: 1 hour
Range: 60 feet
Duration: 10 days
Concentration: —
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.
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.
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.
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.
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.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.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.
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Touch
Duration: 1 hour
Concentration: —
Prerequisite: —
You touch a creature. The target’s speed increases by 10 feet until the power ends.
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.
Value/Weight: 10 cr, 7 lb.
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Level: 1
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
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.
","img":""} -{"_id":"ZTBkOGQzNDUxN2Yx","name":"Matrix Armor","permission":{"default":2},"folder":"MGFlYTUzOGFjMGJh","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Armor
Subtype: Any Heavy
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
While wearing this suit of armor, any critical hit against you becomes a normal hit.
This suit of armor has had its protective durasteel components replaced by equivalents made of matrix, a purple metal used to reinforce starships.
","img":""} -{"_id":"ZTBmNTk0OGU1Nzcx","name":"Comfortable Handle","permission":{"default":2},"folder":"NTI2ZjViN2ZkN2Uy","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: Lacks the two-handed property
Attunement: No
Source: WH
This weapon gains the finesse property.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
You’ve harnessed a new level of persistence, granting the following benefits:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (30/90) properties. If it already has the thrown property, the range increases by 15/45.
Level: 2
Casting Period: 1 action
Range: Self
Duration: 1 hour
Concentration: —
For the duration, you see invisible creatures and objects as if they were visible.
Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the fixed property.
martial lightweapon
Value/Weight: 1350 cr, 3 lb.
Damage: 1d4 Energy
Properties: Defensive 1, Finesse, Light, Luminous
Skin Color | Light colors |
Hair Color | Light colors |
Eye Color | Yellow |
Distinctions | Stocky builds, trunklike noses, floppy ears, small mouths, brightly dyed fur |
Height | 2'10\" | +2d4\" |
Weight | 50 lb. | x1 lb. |
Homeworld | Orto |
Language | Ortolan |
Ortolans are squat, heavily-built humanoid bipeds with long, trunklike noses and beady black eyes. They possess floppy ears, which are extremely sensitive to sound waves. They have two hands, each ending in four chubby fingers and a thumb, which is not opposable. A thick, baggy hide covered in fuzz resembling velvet hangs off of the Ortolan body. Ortolans have a keen sense of smell to help them forage for food. In fact, they are handicapped in their business affairs by their attachment to food, sometimes accepting otherwise unfavorable contracts when promised enough to eat. Their twin obsessions are food and music; offworld, many Ortolans find success as chefs or musicians.
Ortolan society is reasonably industrialised, though not as technologically advanced as other species. Despite this, their economy is mostly based on barter, with credits primarily used to trade with offworlders. Education is the responsibility of their parents, though gifted youngsters are often traded to other families to get specialized education.
While most Ortolans appear to have blue skin, Ortolans are actually covered in short velvety fur which they often dyed in bright colors, most often blue and pink. This tradition began when a Devaronian trader tried to sell Ortolans a shipment of food dyes�they considered dyeing their food a waste of time, but found dyed fur to be quite stylish.
Ortolan names are generally short with big sounds. Female names are typically softer. Surnames are familial.
Male names. Donmb, Hegh, Nax, Parm, Teeb
Female names. Bedla, Folfe, Nelni, Phoff, Sallo
Surnames. Bigek, Lubum, Nad, Rojool, Somo
As a Ortolan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Ortolans are considered adults at the age of seven and typically live less than a century.
Alignment. Ortolans’ love of food and music causes them to tend toward chaotic light side, though there are exceptions.
Size. Ortolans stand around 3 to 4 feet tall and weigh about 55 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.
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.
Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Musical. You have proficiency in Performance and one musical instrument 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 and Ortolan. Ortolan is characterized by its grunts and hoots.
Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels: This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","img":""} -{"_id":"ZTI0MzFmNDE4YzUx","name":"Vicious Compensating Attachment","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":78,"handout-archived":false}},"sort":780000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon loses the two-handed property. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and fixed properties. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
martial lightweapon
Value/Weight: 1000 cr, 4 lb.
Damage: 2d6 Energy
Properties: Dexterity 11, Luminous, Two-Handed
Level: 3
Force Alignment: Universal
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Burst of Speed
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.
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..
You master the chakram, light ring, net, saberwhip, vibrobaton, vibrostaff, and vibrowhip. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon’s dexterity number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the dexterity number is 11, this modification removes the dexterity property from it entirely.
Type: Item Modification
Subtype: Augment
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
Your Dexterity score increases by 1, and your maximum for this score increases by 1.
Type: Focus
Subtype: Force
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable focus generator chassis comes with vacant modification slots for emitter, conductor, energy channel, and cycler modifications, as well as one augment slot. It can house modifications of prototype rarity or lower.
Type: Armor Modification
Subtype: Overlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This shield gains the spiked (1d8) property. If it already has the spiked property, the spiked damage increases to d8.
You have the fortitude often attributed to gods, granting the following benefits:
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Value/Weight: 500 cr, 10 lb.
Cybertech’s tools include all of the necessary components to modify and maintain datacrons, gadgets, and wristpads.
LORE
Your knowledge allows you greater insight into the history and origin of datacrons.
INVESTIGATION
Your use of tools allows you to more accurately discern illusions within 5 feet of you for what they are.
TECHNOLOGY
Your expertise grants you greater insight into the enhanced properties of wristpads.
Sample Activities
Activity | DC |
---|---|
Unlock a datacron | Varies |
Disassemble a wristpad | 20 |
Color Scheme | Varies |
Distinctions | Retractible arms, integrated tools, diminutive size |
Height | 2'5\" | +2d8\" |
Weight | 60 lb. | x1 lb. |
Manufacturer | Aratech Repulsor CompanyIndustrial Automaton |
Language | Binary |
Class II droids are typically small, standing between two and four feet. Their form and color scheme vary based on tasks for which they are created, their affiliation, or quirks of their owner.
They are noteworthy for their distinct, function-oriented form.
Class II droids are programmed for engineering and other technical sciences. They differ from class one droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.
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.
Occasionally, noteworthy droids will earn monikers based on their accomplishments.
As a Droid, Class II, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.
Age. Droids don’t age, though they require maintenance to retain functionality.
Alignment. Droids tend toward no particular alignment. The best and worst are found among them.
Size. Class II droids stand 2 to 4 feet tall and weigh about 70 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s tools. You must be proficient in armor in order to have it integrated.
Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.
Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Systems. You do not need to eat or drink.
Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.
Integrated Engineering. You have proficiency in your choice of demolitions kit, security kit, or slicer’s kit. The chosen kit is integrated into your chassis, and can not be removed while you are conscious.
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.
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.
Retractable Arms. You have two retractable arms: one grasper and one manipulator. The manipulator arm can only wield light shield generators and weapons with the light property.
Skill Protocol. You have proficiency in two 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 Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you can not speak it.
You master the theory and practice of technology, gaining the following benefits:
Level: 6
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantenous
Concentration: —
Prerequisite: Plague
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.
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.
","img":""} -{"_id":"ZTMwMjVlNTUzYWY0","name":"Fine Constitution Augment","permission":{"default":2},"folder":"MGRkMjUyMThlM2M0","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Your Constitution score increases by 1.
When a creature is reduced to 0 hit points by a weapon with the disintegrate property, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
","img":""} -{"_id":"ZTMyODNjOTYwOTk4","name":"Sensor Dampener","permission":{"default":0},"folder":"NzcxNzdhZmY2NWZk","flags":{"R20Converter":{"handout-order":19,"handout-archived":false}},"sort":190000,"entryTime":0,"content":"Type: Operation
Prerequisites: —
This modification adds a remote sensor dampener to your ship. As an action, a deployed operator can attempt to dampen the sensors of a ship they can see within 1,000 feet. The target ship must make a Constitution saving throw (DC = 8 + the operator’s proficiency bonus + the ship’s Strength modifier). On a failed save, the ship is blinded for 1 minute. As an action on each of their turns, a deployed mechanic 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 undergoes maintenance.
Type: None
Subtype: Holocron
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This holocron contains a single 9th-level force power, or multiple powers of 1st-8th level with a combined level no greater than 9. After meditating with the holocron for at least 80 hours, a forcecaster with a Max Power Level of 9th or higher can make a DC 30 forcecasting ability check based on the alignment of the power(s) stored within. On a success, they learn the contained force power(s), which does not count against their force powers known and can not be unlearned except through use of a remove curse power. On a failure, the power is not learned and the forcecaster can’t try again for 24 hours.
Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.
","img":""} -{"_id":"ZTNjYTc2M2M4YjI3","name":"Flashlight Guard","permission":{"default":2},"folder":"YzQwNzI4NzhlYWUz","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You affix a targeted light to this weapon. As a bonus action, you can toggle the light on or off. While on, this weapon sheds bright light in a 60-foot cone.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Level: 7
Force Alignment: Light
Casting Period: 10 minutes
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: Revitalize
You return a dead creature you touch to life, provided that it has been dead no longer than 1 hour. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with all its hit points.
This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.
This power closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 1 level in scout
Attunement: No
Source: WH
You can apply the additional damage from your Ranger’s Quarry feature to two hits per round, instead of one.
Level: 5
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Drain Life
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.
Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
","img":""} -{"_id":"ZTQ0MjYwZjJkYTRj","name":"Navcomputer +2","permission":{"default":2},"folder":"YzI3OWZjMWU0ZDMz","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Navcomputer
Cost: 15000
The navcomputer is a specialized computer designed to calculate hyperspace routes. For a starship to have a navcomputer, it must have a vacant navcomputer slot modification.
When a deployed operator makes an Intelligence check to calculate astrogation, if a navcomputer is present and if they are proficient in Technology, they can instead make an Intelligence (Technology) check. A deployed operator can activate the navcomputer as a bonus action.
This navcomputer offers a +2 bonus when calculating astrogation. When you make a check to calculate astrogation, you add this bonus, regardless of whether or not you are proficient in Technology.
","img":""} -{"_id":"ZTQ0Zjk4OTUzZGYz","name":"Storming Gunner","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":41,"handout-archived":false}},"sort":410000,"entryTime":0,"content":"Type: Ventures
Prerequisite: —
When you make an attack roll with a primary ship weapon while on a Medium or smaller ship, you can use your Strength modifier, instead of the ship’s Strength modifier, for the damage rolls.
simple blaster
\n\t\tValue/Weight: 200 cr, 10 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Ammunition (range 100/400), Reload 4, Two-Handed, Special
\n\t\tType: Vibroweapon Modification
Subtype: Grip
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
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.
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.
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.
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.
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.
You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
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.
Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier
Force attack modifier = your proficiency bonus +your forcecasting ability modifier
Also at 3rd level, you can cast the 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.
You can use this feature a 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.
At 6th level, when you use your action to cast an at-will force power, you can use your Martial Arts and Focus features.
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.
If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).
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.
THE AING-TII ORDER
Level | Force Powers Known | Force Points | Max Power Level |
3rd | 4 | 3 | 1st |
4th | 5 | 4 | 1st |
5th | 6 | 5 | 1st |
6th | 7 | 6 | 1st |
7th | 8 | 7 | 2nd |
8th | 9 | 8 | 2nd |
9th | 10 | 9 | 2nd |
10th | 11 | 10 | 2nd |
11th | 12 | 11 | 2nd |
12th | 13 | 12 | 2nd |
13th | 14 | 13 | 3rd |
14th | 15 | 14 | 3rd |
15th | 16 | 15 | 3rd |
16th | 17 | 16 | 3rd |
17th | 18 | 17 | 4th |
18th | 18 | 18 | 4th |
19th | 19 | 19 | 4th |
20th | 19 | 20 | 4th |
Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed and keen 1 properties. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the rapid property, with a rapid number equal to one-half its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
Gas grenades are primarily used to flush enemies out of cover and other protected areas, though there are of course other uses. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. The grenade explodes in a 15-foot-radius sphere of yellow-green fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.
When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.
","img":""} -{"_id":"ZTRiYjUyYTAzYjEx","name":"Engineer Defensive Augment","permission":{"default":2},"folder":"MmFiY2M1ZjdkMzE0","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Item Modification
Subtype: Augment
Rarity: Prototype
Prerequisite: At least 2 levels in engineer
Attunement: No
Source: WH
This item becomes a valid target of the Infuse Item feature if it wasn’t already, granting a bonus appropriate to the item’s type.
Value/Weight: 200 cr, 9 lb.
This kit contains a variety of devices and containers to adequately distill and house liquors and beers. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create or identify alcoholic beverages.
LORE
Proficiency with brewer’s kit gives you additional insight on Intelligence (Lore) checks concerning events that involve alcohol as a significant element.
MEDICINE
This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
PERSUASION
A stiff drink can help soften the hardest heart. Your proficiency with brewer’s kit can help you ply someone with drink, giving them just enough alcohol to mellow their mood .
POTABLE WATER
Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
Sample Activities
Activity | DC |
---|---|
Detect poison or impurities in a drink | 10 |
Identify alcohol | 15 |
Ignore effects of alcohol | 20 |
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Skin Color | Black |
Hair Color | Black |
Eye Color | Yellow |
Distinctions | Diminutive stature, mechanical aptitude, thieving nature |
Height | 2'9\" | +2d4\" |
Weight | 35 lb. | x1 lb. |
Homeworld | Tatooine |
Language | Jawaese |
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.
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 a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.
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
As a Jawa, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Jawas are considered adults when they make their first sale and live less than a century.
Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.
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.
Speed. Your base walking speed is 25 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.
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.
Thieves. You have proficiency in Sleight of Hand.
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.
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 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.
Skin Color | Brown or green |
Hair Color | None |
Eye Color | Yellow |
Distinctions | Bony headcrest, four arms, inflatable wattle |
Height | 6'0\" | +2d12\" |
Weight | 175 lb. | x(2d6) lb. |
Homeworld | Ojom |
Language | Besalisk |
Male Besalisks’ heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.
Because of Ojom’s harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier.
While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Trading and making deals, any violence on these stations is committed by offworlders as Besalisks avoid confrontation.
Besalisk name’s are generally words that embody them, with a surname attached to their commune.
Male Names. Darius, Dexter, Plun, Pong
Female Names. Delia, Mora, Ren, Teen
Surnames. Jettster, Kil, Krell, Ugg
As a Besalisk, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Besalisks reach adulthood in their early teens and generally live to be about 70.
Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.
Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Four-Armed. Besalisks 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).
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Galactic Basic and Besalisk.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
martial blaster
\n\t\tValue/Weight: 2500 cr, 5 lb.
\n\t\tDamage: 1d6 Fire
Properties: Ammunition (range 60/240), Disintegrate, Reload 12, Strength 11
\n\t\tType: Ventures
Prerequisite: At least 1 rank in gunner
Once per turn, when you roll a gambit die, you can roll the die twice and take either result.
Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the rapid property, with a rapid number equal to one-half its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
Type: Adventuring Gear
Subtype: Wrists
Rarity: Premium
Prerequisite: At least 1 level in scout
Attunement: Yes
Source: WH
This item can hold a number of charges equal to half your scout level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you make an attack roll against the target of your Ranger’s Quarry, you gain one charge.
When you cast a tech power of 1st level or higher, you can expend one charge to reduce the tech power’s cost by 1.
When you reach 5th level in scout, when you reduce the target of your Ranger’s Quarry feature to 0 hit points, you can use your reaction to mark a new creature you can see within range without expending a use of your Ranger’s Quarry. Additionally, the reload value of the wrist launcher increases by 1, to 2.
When you reach 11th level in scout, when you are forced to make a concentration check by the target of your Ranger’s Quarry, you have advantage on the check and add your Intelligence modifier to the roll. Additionally, the reload value of the wrist launcher increases by 1, to 3.
When you reach 17th level in scout, when you miss with a tech or weapon attack, the target takes damage equal to the attack’s governing ability modifier. If the target of the attack is the target of your Ranger’s Quarry feature, you can choose to deal your Ranger’s Quarry damage as well. Additionally, the reload value of the wrist launcher increases by 1, to 4.
This pair of matching vambraces are inlaid with the etched visage of an eagle. One contains an integrated wristpad, while the other contains an integrated wrist launcher.
","img":""} -{"_id":"ZTY0NTI1NTJlMzAx","name":"AccuTronics Supreme Mark II","permission":{"default":2},"folder":"ZDIwMzE5YmMzMGU5","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Wristpad Modification
Subtype: Motherboard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the tech save DC of tech powers you cast through this wristpad.
Type: None
Subtype: Datacron
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
This datacron contains a single 9th-level tech power, or multiple powers of 1st-8th level with a combined level no greater than 9. After tinkering with the datacron for at least 80 hours, a techcaster with a Max Power Level of 9th or higher can make a DC 30 techcasting ability check. On a success, they learn the contained tech power(s), which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.
Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.
","img":""} -{"_id":"ZTY2ZGE0OGZjMjA5","name":"Pocket scrambler","permission":{"default":2},"folder":"Y2QwZDkwZGRjOTEy","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Value/Weight: 800 cr, 1 lb.
A pocket scrambler is a simple add-on to any commlink that automatically encodes any messages sent out. The transmitted message can only be read by a device equipped with a matched scrambler.
Type: Armor Modification
Subtype: Underlay
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 2 property. If it already has the avoidant property, its avoidant number increases by 2, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by three steps (from 19 to 13 or 17 to 11). If the dexterity number is 15 or lower, this modification removes the dexterity property from it entirely.
GM Notes :
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 15 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack and damage rolls made with this blight cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the blight cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 19 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn’t poisoned.
Level: 4
Casting Period: 1 action
Range: 90 feet
Duration: Up to 1 minute
Concentration: Yes
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.
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.
","img":""} -{"_id":"ZTc3Y2VhNTIyOTI3","name":"Dual-phase saber","permission":{"default":2},"folder":"MDhjYmMzM2ZkODk1","flags":{"R20Converter":{"handout-order":5,"handout-archived":false}},"sort":50000,"entryTime":0,"content":"martial lightweapon
Value/Weight: 1400 cr, 4 lb.
Damage: 1d8 Energy
Properties: Dexterity 11, Keen 1, Luminous, Versatile (1d10)
Type: Lightweapon Modification
Subtype: Cell
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
When this weapon is levitated by the Force to deal damage through a class feature or force power you use, it deals additional damage equal to two of its weapon damage dice.
Type: Focus Generator Modification
Subtype: Conductor
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to the save DC of force powers you cast through this focus generator.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the finesse property, and its dexterity number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the dexterity number is 11, this modification removes the dexterity property from it entirely.
Level: 3
Force Alignment: Universal
Casting Period: 1 reaction
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
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.
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.
","img":""} -{"_id":"ZTdiMmUwM2UzMzAx","name":"Nightstinger rifle","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":25,"handout-archived":false}},"sort":250000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 1200 cr, 15 lb.
\n\t\tDamage: 1d12 Energy
Properties: Ammunition (range 120/480), Silent, Reload 2, Strength 13, Two-Handed
\n\t\tThose operatives who choose the Gunslinger Practice are the masters of the trick shot. The Gunslinger and his blaster are the perfect team, utilizing knowledge of their enemies vulnerabilities to take advantage of every opportunity.
When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you complete a long rest.
Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.
Some of your trick shots require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.
You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.
You attempt to hobble the enemy’s movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.
Beginning at 9th level you can flourish your weapon in an intimidating or charming manner. As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.
Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).
At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren’t surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
","img":""} -{"_id":"ZTdlOTIxNDJkNjYy","name":"Far Traveler","permission":{"default":2},"folder":"ZTVjYTVmMDE0N2E3","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Almost all of the common people and other folk that one might encounter throughout the galaxy have one thing in common: they live their lives without traveling more than a few miles from where they were born.
You aren’t one of those folk.
You are from a distant place that few of the common folk realize that it exists; chances are good that even if some people have heard of your homeland, they know merely the name and maybe a few outrageous stories.
Although you find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be, to you, new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.
d6 | Why Are You Here? |
---|---|
1 | Emissary |
2 | Exile |
3 | Fugitive |
4 | Pilgrim |
5 | Sightseer |
6 | Wanderer |
Your foreign nature attracts attention, yielding access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Investigator |
3 | Perceptive |
4 | Charmer |
5 | Entertainer |
6 | Linguist |
7 | Athlete |
8 | Practiced |
The distance you've traveled manifests itself in the way you speak and carry yourself.
d6 | Personality Trait |
---|---|
1 | I have different assumptions from those around me concerning personal space, invading others' space in innocence, or reacting to invasion of my own. |
2 | I have my own ideas about food, and I find the eating habits of others fascinating, confusing, or revolting. |
3 | I have a strong code of honor or sense of propriety that others don't comprehend. |
4 | I express affection or contempt in ways that are unfamiliar to others. |
5 | I honor my deities through practices that are foreign to this land. |
6 | I begin or end my day with small traditional rituals that are unfamiliar to those around me. |
d6 | Ideal |
---|---|
1 | Open. I have much to learn from the kindly folk I meet along my way. (Light) |
2 | Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) |
3 | Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic) |
4 | Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Dark) |
5 | Inquisitive. Everything is new, but I have a thirst to learn. (Neutral) |
6 | Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any) |
d6 | Bond |
---|---|
1 | So long as I have this token from my homeland, I can face any adversity in this strange land. |
2 | The gods of my people are a comfort to me so far from home. |
3 | I hold no greater cause than my service to my people. |
4 | My freedom is my most precious possession. I'll never let anyone take it from me again. |
5 | I'm fascinated by the beauty and wonder of this new land. |
6 | Though I had no choice, I lament having to leave my loved one(s) behind. I ho pe to see them again one day. |
d6 | Flaw |
---|---|
1 | I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. |
2 | I pretend not to understand the local language in order to avoid interactions I would rather not have. |
3 | I have a weakness for the new intoxicants and other pleasures of this land. |
4 | I don't take kindly to some of the actions and motivations of folk different from me. |
5 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst. |
6 | I have a weakness for the exotic beauty of the people of these lands. |
You are an experienced farmer, cultivating and harvesting nature for the provision of others. You have spent a lot of time surviving outside population centers, but know how to sell your product either directly or to merchants, legal or otherwise. Because you deal with commodities, either as input or as produce, you know how to get things done and how to live on razor-thin margins. You have survived up to this point by working long, hard, and smart.
d8 | Farming Specialty |
---|---|
1 | Cereal Crops |
2 | Drug Compounds |
3 | Fibrous Plants |
4 | Herbs & Spices |
5 | Insect Products |
6 | Livestock |
7 | Moisture |
8 | Vegetables |
Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Animal Handler |
2 | Naturalist |
3 | Charmer |
4 | Techie |
5 | Entertainer |
6 | Crafter |
7 | Bioanalyst |
8 | Haggler |
A farmer is one of the common people and unusually tied to their home and the land. Most farmers look on their humble origins as a virtue, not a shortcoming, and they are quick to defend their home communities and their values, even if they always longed to leave their rural lives and move to the city.
d8 | Personality Trait |
---|---|
1 | I judge people by their actions, not their words. |
2 | If someone is in trouble, I'm always ready to lend help. |
3 | When I set my mind to something, I follow through no matter what gets in my way. |
4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. |
5 | Thinking is for other people. I prefer action. |
6 | I misuse long words in an attempt to sound smarter. |
7 | I watch over my friends as if they were a litter of newborn pups. |
8 | I have a lesson for every situation, drawn from observing nature. |
d6 | Ideal |
---|---|
1 | Respect. People deserve to be treated with dignity and respect. (Light) |
2 | Honor. My word is my bond. (Lawful) |
3 | Freedom. Tyrants must not be allowed to oppress the people. (Light) |
4 | Greed. I will do whatever it takes to become wealthy. (Dark) |
5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) |
6 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Any) |
d6 | Bond |
---|---|
1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
2 | I worked the land, I love the land, and I will protect the land. |
3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
4 | I wish my childhood sweetheart had come with me to pursue my destiny. |
5 | My family, community, or planet is the most important thing in my life, even when they are far from me. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
3 | I am slow to trust members of other species, planets, and societies. |
4 | The tyrant who rules my land will stop at nothing to see me killed. |
5 | I turn tail and run when things look bad. |
6 | I have a weakness for the vices of the city, especially gambling. |
martial vibroweapon
\n\t\tValue/Weight: 225 cr, 4 lb.
\n\t\tDamage: 2d4 Kinetic
Properties: —
\n\t\tLevel: 3
Force Alignment: Universal
Casting Period: 1 action
Range: 120 feet
Duration: 8 hours
Concentration: —
Prerequisite: Tremor
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
","img":""} -{"_id":"ZTg3ZjVjNDljMmUx","name":"Keen Fighting Guard","permission":{"default":2},"folder":"N2NhMjZlODMyYzMx","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
GM Notes :
Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
A vocoder is an adjustment to a droid’s speech center. The vocoder includes five languages, and grants the droid the ability to speak, read, and write each language. The languages can be changed out while interfaced with a protocol droid or appropriate computer.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.
Additionally, when you make your first attack on your turn, you can alter the properties of this weapon. Until the start of your next turn, the damage type of this weapon is changed to ion. You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"ZTgwNGZkNmM0ZTgz","name":"Surge Protector","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":36,"handout-archived":false}},"sort":360000,"entryTime":0,"content":"Type: Universal
Prerequisites: —
You augment your ship’s preventative measures in order to mitigate damage to its systems. When maintenance is conducted on your ship, its System Damage level is reduced by 2, instead of only 1.
","img":""} -{"_id":"ZTgyNThhNzZjOTY5","name":"Devastating Rylith Core","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":53,"handout-archived":false}},"sort":530000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 and piercing 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Clothing Modification
Subtype: Weave
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Constitution saving throws and a +2 bonus to Strength saving throws while wearing this article of clothing.
Type: Consumable
Subtype: Explosive
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
Thermal detonators are palm-sized, spherical, and extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Thermal detonators have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire and 4d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and dire 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
One common way to spend wealth is to purchase droids. Some droids are built for scouting, while others offer advanced skillsets. Protocol droids help communicate with foreign bodies, and combat droids can help supplement a budding force. The Droids table offers some choices for purchase.
Droid Designation | Cost |
---|---|
3PO Series Protocol Droid | 5.500 |
B1 Battle Droid | 1.300 |
B1-X Battle Droid | 2.600 |
Destroyer Droid | 84.000 |
DUM Series Pit Droid | 650 |
ID9 Seeker Droid | 150 |
IG-86 Assassin Droid | 22.400 |
HK Series Assassin Droid | 212.000 |
R2 Series Astromech Droid | 2.800 |
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additonally, it gains the burst property, with a burst number equal to its reload number. If it already has the burst property, the burst number is reduced to one-half its reload number (rounded up), to a minimum of 2. Lastly, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Skin Color | White |
Hair Color | None |
Eye Color | Black |
Distinctions | Force-sensitivity, unique technology, six green tongues |
Height | 5'7\" | +2d10\" |
Weight | 145 lb. | x(2d4) lb. |
Homeworld | Aing-Tii homeworld in the Kathol Rift |
Language | Non-verbal communication via taste, smell, and touch |
The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.
The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do, commonly called aing-tii warrior monks, are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive “an answer” from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.
While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.
Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.
Male Names. Ben’Sur, Looshen’Fel, Tadar’Ro
Female Names. Kulan’Pa, Laman’So, Te’Nuriel
As a Aing-Tii, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Aing-tii reach adulthood in their late teens and live more than a century.
Alignment. Aing-tii’s foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.
Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Armored Plates. You have thick armored plates. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.
Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.
Force Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.
Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.
Wisdom of the Elders. You are proficient in the Lore skill.
Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.
heavy armor
\n\t\tValue/Weight: 8.000 cr, 60 lb.
\n\t\tDetails: AC 17, Bulky, Cumbersome, Obscured, Strength 15
\n\t\tAssault armor improved on battle armor, with the benefit of micro-hydraulics that boost the efficacy of the operator. It offers better protection, but increased weight.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
While wearing armor or wielding a shield with the cumbersome property, your speed is reduced by 5.
While wearing armor with the obscured property, electronic sensors and cameras have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks against you that rely on sight.
GM Notes :
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Subtype: Reinforcement
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the charging 3 property. If it already has the charging property, its charging number increases to 3.
Type: Weapon
Subtype: Any
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable weapon chassis comes with vacant modification slots determined by its type, as well as two augment slots. It can house modifications of legendary rarity or lower.
Type: Armor
Subtype: Any
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You have a +3 bonus to AC while wearing this armor.
Type: Ventures
Prerequisite: At least 3 ranks in mechanic
When you succed on an Intelligence (Mechanic’s Kit) check as a part of a Patch action you take, you have advantage on the next Intelligence (Mechanic’s Kit) check you take as a part Patch action you take before the end of your next turn.
Type: Blaster Modification
Subtype: Core
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the disintegrate and vicious 1 properties. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Level: 2
Force Alignment: Universal
Casting Period: 1 bonus action
Range: 60 feet
Duration: 1 minute
Concentration: —
Prerequisite: Force Disarm
You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.
While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.
An enemy can attempt to gain control of the weapon by making a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.
Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.
","img":""} -{"_id":"ZTkyNGUzOGZiYzEy","name":"Vibrobuster","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":23,"handout-archived":false}},"sort":230000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 7777 cr, 15 lb.
\n\t\tDamage: 1d12 Kinetic
Properties: Dexterity 19, Heavy, Keen 1, Reach, Two-Handed, Vicious 1
\n\t\tType: Clothing Modification
Subtype: Inlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Dexterity saving throws and a +2 bonus to Intelligence saving throws while wearing this article of clothing.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to damage rolls made with this weapon.
Type: Clothing Modification
Subtype: Weave
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Twice per turn per weapon you are wielding, you can gain a +1 bonus to weapon damage rolls while wearing this article of clothing.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the absorptive 1 property. If it already has the absorptive property, its absorptive property increases by 1, to a maximum of 3. Additionally, when taking energy damage from a lightweapon, this armor or shield’s absorptive number is doubled, to a maximum of 6.
Monks of the Crimson Order are unyielding in their resolve. They pledge themselves to a singular entity or belief, and uphold their service with solemnity and diligence.
Beginning when you choose this order at 3rd level, you’ve learned to perform your martial arts while armored. You gain proficiency in all armor, and you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor but not wielding a shield.
Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.
Also at 3rd level, you can use your reaction to divert an attack when you or a friendly creature within 5 feet of you are hit 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.
At 6th level, you’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.
At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.
Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your 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.
At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat, tapping into a degree of the force. As a bonus action, you can gain the following effects for 1 minute.
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.
","img":""} -{"_id":"ZWE0ODliOTZlN2Jl","name":"Enhanced Reconstructor","permission":{"default":2},"folder":"NjQ1ZTMyNmI4Y2Nk","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Droid Customization
Subtype: Protocol
Rarity: Premium
Prerequisite: Class IV Droid
Attunement: No
Source: WH
Whenever you roll a Hit Die to recover hit points, you add your Intelligence modifier to the roll (minimum of +1).
martial vibroweapon
\n\t\tValue/Weight: 650 cr, 3 lb.
\n\t\tDamage: 1d4 Kinetic
Properties: Finesse, Light, Shocking 13
\n\t\tLevel: 1
Force Alignment: Light
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
Prerequisite: —
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.
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.
","img":""} -{"_id":"ZWE2Y2QzNWU5ODEx","name":"Reinforced Armoring","permission":{"default":2},"folder":"YzljMWE1N2EzMzk5","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Armoring
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This armor gains the reinforced property.
Among the galaxy you may find the various infiltrators and agents who make ample use of holographic technology to get themselves in and out of danger. Followers of the Illusionist Technique make use of this holographic technology to give themselves an illusory edge in combat.
When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy’s space. Both your decoy and the target of your tech power must be within your line of sight.
You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.
Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.
A creature that uses its action to examine your decoy 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.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Also at 3rd level, the target of your Ranger’s Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger’s Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature’s dimensions fall within the power’s capacity restrictions.
Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).
Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.
At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.
","img":""} -{"_id":"ZWEyYTk0OGFiOTQy","name":"Carbine rifle","permission":{"default":2},"folder":"NjI4YzcyZjVmZDU5","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"martial blaster
\n\t\tValue/Weight: 800 cr, 10 lb.
\n\t\tDamage: 1d8 Energy
Properties: Ammunition (range 80/320), Auto, Rapid 3, Reload 12, Two-Handed
\n\t\tType: Consumable
Subtype: Substance
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: Expanded Content
A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next 10 minutes, the creature experiences a high that allows them to roll an additional d10 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 19 Wisdom saving throw or experience a low that lasts 4 hours, during which they must roll a d10 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 19 Constitution saving throw to resist addiction.
","img":""} -{"_id":"ZWFkNmU1MDMzYzQ3","name":"Piercing Ascendancy Scope","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":66,"handout-archived":false}},"sort":660000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 3 property. If it already has the piercing property, its piercing number increases to 3.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
","img":""} -{"_id":"ZWFmYzJmZDZiNThj","name":"Crippling Agrinium Grip Mark III","permission":{"default":2},"folder":"NWY4ZjU1MmE0Nzcy","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Grip
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the disarming property.
Level: 4
Casting Period: 1 action
Range: Touch
Duration: Up to 1 minute
Concentration: Yes
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.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 8d6 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and disarming properties. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the rapid property, with a rapid number equal to one-eighth its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-sixteenth its reload number (rounded up), to a minimum of 2.
Type: Armor Modification
Subtype: Overlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the agile 1 property. If it already has the agile property, its agile number increases by 1, to a maximum of 3.
Type: Adventuring Gear
Subtype: Shoulders
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications, as well as one augment slot. It can house modifications of advanced rarity or lower.
Level: 2
Casting Period: 1 action
Range: 150 feet
Duration: Up to 1 hour
Concentration: Yes
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.
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.
Type: Clothing Modification
Subtype: Pattern
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to Wisdom and Charisma saving throws while wearing this article of clothing.
Name | Source |
PHB | |
EC | |
EC | |
PHB | |
EC | |
EC | |
EC | |
PHB | |
EC |
While wearing armor or wielding a shield with the steadfast property, you have advantage on Strength checks and Strength saving throws to avoid being moved.
","img":""} -{"_id":"ZWM3MmExZTMyNmNh","name":"Autotargeting Dire Rapid Interface","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":7,"handout-archived":false}},"sort":70000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3. Lastly, it gains the rapid property, with a rapid number equal to one-half its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-fourth its reload number (rounded up), to a minimum of 2.
Level: 1
Casting Period: 1 action
Range: 30 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"ZWMwNTc2NDViYzIy","name":"Glitterstim","permission":{"default":0},"folder":"YjU4OTNiZWEzM2Jh","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.
There are various grades of Glitterstim, listed in the table below.
Glitterstim | Rarity |
Premium | |
Prototype | |
Advanced | |
Legendary | |
Artifact |
Type: Universal
Prerequisites: Tier 5, Legendary Central Computer
You ship’s central computer has reached their maximum potential. Your artificial intelligence’s Intelligence score increases to 22, and its proficiency bonus increases to 6. Additionally, it gains expertise in your choice of mechanic’s kits, Piloting, or Technology.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Focus
Subtype: Force
Rarity: Prototype
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +2 bonus to the force attack rolls for force powers you cast through this focus generator.
As a Half-Human, you have the following special traits.
\nRace\n | \n\nTraits\n | \n
\n\n | \n\n Armored Plates \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision - Prehensile Tail \n | \n
\n\n | \n\n Darkvision - Prehensile Tail \n | \n
\n\n | \n\n Powerful Build \n | \n
\n\n | \n\n Detail Oriented \n | \n
\n\n | \n\n Naturally Stealth \n | \n
\n\n | \n\n Feline Agility \n | \n
\n\n | \n\n Keen Mind \n | \n
\n\n | \n\n Second Heart \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Keen Hearing \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Unsettling Visage \n | \n
\n\n | \n\n Keen Hearing \n | \n
\n\n | \n\n Force Contention \n | \n
\n\n | \n\n Hidden Step \n | \n
\n\n | \n\n Two Livered \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Fury of the Small \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Combative Culture \n | \n
\n\n | \n\n Mask of the Wild \n | \n
\n\n | \n\n Closed Mind \n | \n
\n\n | \n\n Savage Attacks \n | \n
\n\n | \n\n Lungless \n | \n
\n\n | \n\n Geonosian Weaponry \n | \n
\n\n | \n\n Vacuum Sealed \n | \n
\n\n | \n\n Natural Empathy \n | \n
\n\n | \n\n Keen Sight \n | \n
\n\n | \n\n Martial Proficiency \n | \n
\n\n | \n\n Venomous Fangs \n | \n
\n\n | \n\n Toughness \n | \n
\n\n | \n\n Precognition \n | \n
\n\n | \n\n Hold Breath \n | \n
\n\n | \n\n Grovel, Cower, and Beg \n | \n
\n\n | \n\n Superior Darkvision \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Geneticist - Ultraviolet Sight \n | \n
\n\n | \n\n Aggressive \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Carapace \n | \n
\n\n | \n\n Wisdom of the Elders \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Grovel, Cower, and Beg \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Force Attunement \n | \n
\n\n | \n\n Powerful Build \n | \n
\n\n | \n\n Force Sight \n | \n
\n\n | \n\n Spiritual \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision Hide \n | \n
\n\n | \n\n Second Heart \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Keen Smell \n | \n
\n\n | \n\n Grovel, Cower, and Beg \n | \n
\n\n | \n\n Keen Hearing \n | \n
\n\n | \n\n Hold Breath Snout \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Mercantile Notorious Slavers \n | \n
\n\n | \n\n Surprise Attack \n | \n
\n\n | \n\n Keen Hearing and Sight \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Venomous Claws \n | \n
\n\n | \n\n Darkvision Forced March \n | \n
\n\n | \n\n Keen Smell - Sunlight Sensitivity - Tooth and Nail \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Keen Smell \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Prehensile Tail \n | \n
\n\n | \n\n Toughness \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Closed Mind \n | \n
\n\n | \n\n Saving Face \n | \n
\n\n | \n\n Aggressive \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision Bite \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Hardened Carapace \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Aggressive \n | \n
\n\n | \n\n Darkvision \n | \n
\n\n | \n\n Two Livered \n | \n
\n\n | \n\n Darkvision \n | \n
Level: 1
Force Alignment: Universal
Casting Period: 1 reaction, which you take when you take cold, energy, fire, ion, lightning, or sonic damage
Range: Self
Duration: 1 round
Concentration: —
Prerequisite: Saber Ward
This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the piercing 1 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Weapon
Subtype: Heavy Pistol
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
The first time you hit a creature with a ranged weapon attack from this weapon each round, the creature takes an additional 1d4 damage from the attack.
Flashy is an SSK heavy pistol owned by the mercenary Corso Riggs during the Galactic Cold War.
","img":""} -{"_id":"ZWQ4MWRmMWM5MzE2","name":"Devastating Cruel Grip","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Grip
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Name | Cost | Weight | Source |
Chance cubes | 1 | 0 | PHB |
Djerik set | 300 | 8 | PHB |
Holochess set | 300 | 8 | PHB |
Pazaak deck | 100 | 0 | PHB |
Sabacc deck | 150 | 0 | PHB |
A gaming set has all the pieces needed to play a specific game or type of game, such as pazaak or sabaac.
LORE
Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
INSIGHT
Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
SLEIGHT OF HAND
Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Sample Activities
Activity | DC |
---|---|
Catch a player cheating | 15 |
Gain insight into an opponent’s personality | 15 |
martial blaster
\n\t\tValue/Weight: 7200 cr, 12 lb.
\n\t\tDamage: Special
Properties: Special, Strength 13, Two-Handed
\n\t\tThe IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.
Mode | Damage | Properties |
Antiarmor | Special | Ammunition (range 60/240), Reload 1, Special |
Blaster | 1d8 Energy | Ammunition (range 80/320), Reload 12 |
Sniper | 1d12 Energy | Ammunition (range 120/480), Reload 4 |
Antiarmor. While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.
Blaster. While in this mode, the weapon uses traditional power cells.
Sniper. While in this mode, the weapon uses traditional power cells.
Type: Ventures
Prerequisite: At least 2 levels in guardian
Once per turn, while deployed as a gunner, 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.
Preparation, preparation, preparation. Some scouts are serious students of battle and any creatures they might encounter. Followers of the Mastermind Technique focus on being prepared for any eventuality, and using their breadth of knowledge to gain insights into their enemies.
When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.
Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger’s Quarry.
Additionally, once per round, when you hit the target of your Ranger’s Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger’s Quarry damage die of the same type as the tech power’s damage.
Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.
Starting at 11th level, you’ve learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.
Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.
A creature can have only one Emergency Planning die at a time.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.
At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger’s Quarry makes against an effect you control before the end of your next turn. Once you’ve done so, you must complete a short or long rest before you can do so again.
","img":""} -{"_id":"ZWQyOTIyZmE1Yjdl","name":"Dire Fiber-Alloy Guard","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":36,"handout-archived":false}},"sort":360000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Type: Wristpad Modification
Subtype: Processor
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the tech attack rolls for tech powers you cast through this wristpad.
Level: 1
Casting Period: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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.
","img":""} -{"_id":"ZWRiMmU0ODFkYWY4","name":"Magneresponsive Shielding Mark II","permission":{"default":2},"folder":"NDc3ZmFlZjc1OTVi","flags":{"R20Converter":{"handout-order":17,"handout-archived":false}},"sort":170000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Shielding
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 14 and responsive 1 properties. If it already has the magnetic property, its magnetic number increases by 2, to a maximum of 18. If it already has the responsive property, its responsive number increases by 1, to a maximum of 3.
Level: At-will
Casting Period: 1 action
Range: Varies
Duration: Instantaneous
Concentration: —
As part of the action used to cast this power, you must make a ranged attack with a weapon 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.
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.
","img":""} -{"_id":"ZWRlYTIxNTZhZmIw","name":"Resourceful Boost","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":31,"handout-archived":false}},"sort":310000,"entryTime":0,"content":"Type: Ventures
Prerequisite: At least 1 rank in mechanic
When you use your System Boost feature, you can roll the die twice and take either result.
Skin Color | Gold to yellow-brown with dark stripes |
Hair Color | Brown, black, or grey |
Eye Color | Yellow or brown |
Distinctions | Lion-like features |
Height | 4'9\" | +2d12\" |
Weight | 130 lb. | x(2d4) lb. |
Homeworld | Cathar |
Language | Catharese |
The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists.
The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.
On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the “Blood Hunt,” in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.
Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.
Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr
Female Names. Cuwin, Jyvohr, Mulahr, Solyri,
Surnames. Jin, Ki, Mak, Rhir, Ta
As a Cathar, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Cathar reach adulthood in their late teens and live less than a century.
Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.
Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a cat’s keen senses, especially in the dark. 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.
Leonin Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Cat’s Claws. You have a climbing speed of 20 feet. Additionally, 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.
Cat’s Talent. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Galactic Basic and Catharese.
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.
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.
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.
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).
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:
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.
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.
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.
","img":""} -{"_id":"ZWU2NzFlMjY5ODM2","name":"Form VI: Niman","permission":{"default":2},"folder":"ZmMyNTVhOTIzYzNh","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Form VI, also known as Moderation Form, strikes a balance between bladework and force powers. Those guardians who focus on Niman Form weave Force manipulation with their melee weapon strikes, pushing their opponents off-balance to create an opening.
When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Equilibrium, Two-Weapon Fighting, or Versatile Fighting 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.
Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack.
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.
Lastly at 3rd level, you gain the following Channel the Force option.
When you deal damage with an at-will force power, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power’s damage.
Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.
Starting at 15th level, when you would be affected by a force power that requires a Dexterity saving throw or attack roll and would effect only you, you may redirect that power to another target within 30 feet. If the power required an attack roll, make an appropriate attack roll against the new target. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your force save DC.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
At 20th level, the Force flows in perfect concert with your weapon attacks. Your 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:
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.
","img":""} -{"_id":"ZWU2Y2JhNGRjNzk0","name":"Vibrorapier","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":30,"handout-archived":false}},"sort":300000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 250 cr, 2 lb.
\n\t\tDamage: 1d8 Kinetic
Properties: Finesse
\n\t\tType: Focus
Subtype: Force
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +1 bonus to the force attack rolls for force powers you cast through this focus generator.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 property. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
GM Notes :
heavy armor
\n\t\tValue/Weight: 750 cr, 55 lb.
\n\t\tDetails: AC 16, Bulky, Strength 13
\n\t\tBattle armor is an armor that reduced weight, but restricts movement. The armor is commonly used by mercenaries, bounty hunters, soldiers, and civilians that live in dangerous areas.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
GM Notes :
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\n\t\tValue/Weight: 1.000 cr, 25 lb.
\n\t\tDetails: AC 14 + Dex (max 2)
\n\t\tWeave armor was constructed from a mesh of metal or composite plates and a padded jumpsuit. Variants of the armor included less plates and more padding for a lighter, though less protect-ive armor, and heavier plating with molded pieces to fit the wearer. Though the armor was available unmodified, most users personalized their armor.
GM Notes :
{\"name\":\"Weave Armor\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"medium armor\",\"AC\":\"14\",\"Weight\":\"25\",\"Requires Attunement\":\"No\"},\"content\":\"Weave armor was constructed from a mesh of metal or composite plates and a padded jumpsuit. Variants of the armor included less plates and more padding for a lighter, though less protect-ive armor, and heavier plating with molded pieces to fit the wearer. Though the armor was available unmodified, most users personalized their armor.\",\"htmlcontent\":\"Weave armor was constructed from a mesh of metal or composite plates and a padded jumpsuit. Variants of the armor included less plates and more padding for a lighter, though less protect-ive armor, and heavier plating with molded pieces to fit the wearer. Though the armor was available unmodified, most users personalized their armor.\"}Value/Weight: 450 cr, 16 lb.
A tripod is a device used to mount a two-handed blaster weapon to offer increased stability. Over the course of 1 minute, you can deploy or collapse the tripod. While deployed, you ignore the Strength requirement on ranged weapons with the strength property, and your speed is reduced to 0.
Type: Consumable
Subtype: Barrier
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
A shimmering barrier springs into resistance around you that lasts 8 hours. The barrier has 100 hit points. Whenever you take damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by the GM when the item is created), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
light armor
\n\t\tValue/Weight: 100 cr, 10 lb.
\n\t\tDetails: AC 11 + Dex
\n\t\tCombat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi. The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.
GM Notes :
{\"name\":\"Combat Suit\",\"data\":{\"Category\":\"Items\",\"Item Type\":\"light armor\",\"AC\":\"11\",\"Weight\":\"10\",\"Requires Attunement\":\"No\"},\"content\":\"Combat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi. The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.\",\"htmlcontent\":\"Combat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi. The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.\"}Type: Cybernetic Customization
Subtype: Replacement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This augmentation replaces your face.
This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.
Side Effect: You can not use portable personal devices used for communication or jamming, such as a commlink or holotrace device, due to interference with this implant.
This augmentation appears as a crescent around one eye paired with two small dots above the eyebrow.
","img":""} -{"_id":"ZWYxZThiMjQ1ODU3","name":"Oscillation calibrator","permission":{"default":2},"folder":"NzhkYjg3ZDVjM2Nk","flags":{"R20Converter":{"handout-order":10,"handout-archived":false}},"sort":100000,"entryTime":0,"content":"Value/Weight: 170 cr, 1 lb.
Damage: +1
Weapons: Simple and Martial Vibroweapons
As an action, you can apply this calibrator to one vibroweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
","img":""} -{"_id":"ZWYyZGEyOThlZTNh","name":"Integrated Subdermal Armor","permission":{"default":2},"folder":"YWI0YTZhMzA4M2Rh","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
When you aren’t wearing armor, your AC becomes 13 + your Dexterity modifier.
Side Effect: Each time you take damage while you aren’t wearing armor, your speed decreases by 5 feet until the start of your next turn.
This implant reinforces your skin with an ablative woven alloy, making you difficult to damage.
","img":""} -{"_id":"ZWYzYWYwYzczNjRj","name":"Conditions","permission":{"default":2},"folder":"N2EyMGNlMWY0NDIw","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a power, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.
If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.
The following definitions specify what happens to a creature while it is subjected to a condition.
Some special abilities and environmental hazards, such as and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Level | Effect |
---|---|
1 | Disadvantage on ability checks |
2 | Speed halved |
3 | Disadvantage on attack rolls and saving throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Death |
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
Type: Blaster Modification
Subtype: Attachment
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 and silent properties. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon ignores resistance to kinetic damage.
Value/Weight: 250 cr, 1 lb.
Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
Type: Weapon
Subtype: Bolas
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 14 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 10 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.
Due to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
","img":""} -{"_id":"ZWZmY2ViOGNkZGZj","name":"Improved Restraining Bolt","permission":{"default":2},"folder":"ZWQ4YzljOTVhYjA5","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Adventuring Gear
Subtype: —
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.
Installing a restraining bolt takes 1 minute. The droid must make a DC 15 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.
","img":""} -{"_id":"ZjA2NjFhZTVhNTA5","name":"Collapsible Piercing Frame","permission":{"default":2},"folder":"YTQ0OGRlZjY1YTg0","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and piercing 1 properties. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Clothing Modification
Subtype: Pattern
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls with force powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Costs 670 credits. Includes a backpack, chronometer, respirator, datapad, holocomm, commlink, bedroll, canteen, and 5 days of field rations.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 3 property. If it already has the vicious property, its vicious number increases to 3.
Level: 6
Casting Period: 1 action
Range: Self (10-foot radius)
Duration: Up to 1 minute
Concentration: Yes
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
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.
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.
","img":""} -{"_id":"ZjA5NzhmZmFmYmY2","name":"Four-Armed Combatant","permission":{"default":2},"folder":"MTk2NDg0ZTc3MDk1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Droid Customization
Subtype: Part
Rarity: Standard
Prerequisite: Class IV Droid
Attunement: No
Source: WH
You install two additional arms which you can use independently of one another. Your 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 your are benefiting from (no action required).
While you have at least 3 arms free, you have a climbing speed equal to your walking speed.
","img":""} -{"_id":"ZjAwM2U0Zjc4M2Y2","name":"Impervious Plating","permission":{"default":2},"folder":"N2U5YzBhMTY0MTBm","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the absorptive property, its absorptive number increases by 1, to a maximum of 3.
You hammer down your fifth bottle of the night, do your last bit of snuff, and bid farewell to the seedy cantina barman. You stagger onto the streets and find a nearby alley in which you empty the night's contents. To many, the next morning's hangovers would be hell. To you, they're a ritual.
Skill Proficiencies: Choose two from Deception, Performance, Persuasion, Sleight of Hand
Tool Proficiencies: Your choice of any gaming set, brewer's kit, or spicer’s kit
Languages: One of your choice
Equipment: A chance cube set, a sabaac deck, 2 days of field rations, a flask or belt pouch containing your addiction, a set of common clothes, a bedroll, and a belt pouch containing 25 cr
PICK YOUR POISON
While most addicts are willing to try everything once, they typically have a drug of choice. You can determine what the source of your addiction or determine it randomly below.
\n d16 \n | \n\n Substance \n | \n\n | \n\n d16 \n | \n\n Substance \n | \n
\n 1 \n | \n\n Deuterium-pyro \n | \n\n | \n\n 9 \n | \n\n Andris \n | \n
\n 2 \n | \n\n Mummergy \n | \n\n | \n\n 10 \n | \n\n Giggledust \n | \n
\n 3 \n | \n\n Novanian grog \n | \n\n | \n\n 11 \n | \n\n Glitterstim \n | \n
\n 4 \n | \n\n Raava \n | \n\n | \n\n 12 \n | \n\n Karrak \n | \n
\n 5 \n | \n\n Spicebrew \n | \n\n | \n\n 13 \n | \n\n Muon gold \n | \n
\n 6 \n | \n\n Tihaar \n | \n\n | \n\n 14 \n | \n\n Neutron pixie \n | \n
\n 7 \n | \n\n Tsiraki \n | \n\n | \n\n 15 \n | \n\n Yaladai \n | \n
\n 8 \n | \n\n Vayerbok \n | \n\n | \n\n 16 \n | \n\n Yarrack \n | \n
FEATURE: ADDICTED
You've been abusing substances for a long time. You always know who to talk to and where to find substances, and you can often identify them in their raw form.
BACKGROUND FEAT
As a further embodiment of the experience andtraining of your background, you can choose from the following feats:
d8 | Feat |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | [Slythmonger] |
8 |
SUGGESTED CHARACTERISTICS
Addicts can be rude and uncouth, wearing their addiction visibly, or they might hide that addiction and appear to function normally. Importantly, and varying with every addict, why are you addicted? To forget the past? To drown your sarraws? Or are you simply chasing the dragon?
d8 | Personality Trait |
1 | I am guaranteed to fight someone if I'm drunk/high enough. |
2 | Life is pain. All I want is to drink/smoke myself into nothingness. |
3 | I have a simple rule: life's a party, so grab the deathsticks! |
4 | The only thing keeping me from burning down this village is the fact that you make some damn good spice. |
5 | I'm quite reserved until the moment I fulfill my addictive needs. |
6 | This stuff is a bit weak, do you have anything higher than 60% in the back? |
7 | I take pride in my addiction and am often snobbish when talking about it. |
8 | I blow up at the slightest insult. |
d6 | Ideal |
1 | Hope. I hope to one day be free of my addiction. (Light) |
2 | Carelessness. I don't care what I have to do, just let me feed my addiction. (Dark) |
3 | Isolation. Just let me deal with my demons in peace. (Neutral) |
4 | Caution. I will never bet my addiction harm others. (Lawful) |
5 | Independence. Addiction frees me. (Chaotic) |
6 | Comradery. Hey, some of my favorite people are addicts! (Any) |
d6 | Bond |
1 | I use my addiction as a tool to wash away my past sins. |
2 | My family never wanted to be forgotten. I take drugs in the hopes they will be. |
3 | I hope to start a drug business myself and give people the same happiness I've found. |
4 | Everything I do is in the hopes of getting my hands on my drug. |
5 | I traded my former self to my addiction. Now I need to find a way to get him back. |
6 | To be addicted is to be truly alive. |
d6 | Flaw |
1 | This could be rough, let's take something before we go. |
2 | Hopefully this will be the one to end it. |
3 | The mission can wait. we should find some dealers first. |
4 | What? I don’t have a problem. You're the one with the problem! |
5 | It looks like my drug, so it should be safe to take right? |
6 | I'm never myself when I'm on it. |
GM Notes :
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 and keen 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 2 property. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Value/Weight: 300 cr, 10 lb.
Repulsor packs are used to slow descent from a high elevation. Activating or deactivating the repulsor pack requires a bonus action and, while active, your rate of descent slow to 60 feet per round, and you ignore the effects of wind of less than moderate speed (no more than 10 mph). The repulsor pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
Type: Armor Modification
Subtype: Reinforcement
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the absorptive 3 property. If it already has the absorptive property, its absorptive number increases to 3.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the returning and thrown (20/60) properties. If it already has the thrown property, the range increases by 10/30.
Level: 5
Casting Period: 1 action
Range: 120 feet
Duration: Up to 10 minutes
Concentration: Yes
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.
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.
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.
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.
","img":""} -{"_id":"ZjBlOGFmMjNmMjcy","name":"Penetrating Core","permission":{"default":2},"folder":"Mjk3ZTEwNTYyMDJm","flags":{"R20Converter":{"handout-order":27,"handout-archived":false}},"sort":270000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the fixed property.
Type: Vibroweapon Modification
Subtype: Edge
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
When you deal damage with this weapon, you can roll a d4 and add the result to the total.
Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 3 property. If it already has the piercing property, its piercing number increases to 3.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You have a +2 bonus to attack and damage rolls made with this disruptor cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the disruptor cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 17 Constitution saving throw, taking 1d6 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 17 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
You have the wisdom associated with the most renowned masters of the Force, granting the following benefits:
While wearing armor or wielding a shield with the agile property, you gain a bonus to Dexterity checks and Dexterity saving throws equal to the agile number, and you gain a bonus to your speed equal to 5 x the agile number.
","img":""} -{"_id":"ZjE5OGZmNGIzMzhm","name":"Forceful Vigor","permission":{"default":2},"folder":"NjM1NDA1NDNkY2Nh","flags":{"R20Converter":{"handout-order":8,"handout-archived":false}},"sort":80000,"entryTime":0,"content":"Your strength and virility rarely go unnoticed, often to the point of distraction. You gain the following benefits:
Type: Adventuring Gear
Subtype: Head
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Set: Jensaarai Regalia
Source: WH
While you are wearing this headgear, kinetic and energy damage that you take from unenhanced weapons is reduced by an amount equal to your proficiency bonus.
Jensaarai Regalia. While wearing and attuned to this armor and Jensaarai Armor, this headgear no longer count towards your maximum attunement. While wearing and attuned to this headgear, Jensaarai Armor, and Jensaarai Cloak, fire, cold, and force damage you take is reduced by an amount equal to your proficiency bonus.
Most Jensaarai craft a mask or helmet bearing the visage of an animal that best personifies their desires or goals.
","img":""} -{"_id":"ZjExZjdhZGExODM2","name":"Devastating Precision Focus","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":52,"handout-archived":false}},"sort":520000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Targeting
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
You gain a +3 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Skin Color | Orange, pink, purple, or red |
Hair Color | None |
Eye Color | Blue or green |
Distinctions | Four tentacles that protrude from their jaws, finned or suction-cup tipped fingers, able to spit out clouds of ink in defense |
Height | 4'9\" | +2d10\" |
Weight | 105 lb. | x(2d4) lb. |
Homeworld | Mon Cala |
Language | Quarrenese |
The Quarren are squid-like with four facial tentacles which protrude from their lower jaw. They have a pair of deep, turquoise eyes and finned hands with suction-tipped fingers. As an amphibious species, they are strong swimmers. They are also bipedal beings that can walk and sit upright. In the two long protrusions that extended from either side of their faces, Quarren have gill-like structures that are actually hearing organs. The Quarren are also capable of spitting out clouds of ink as a defensive measure.
Quarren are a very self-centered and proud species, almost to the point of being xenophobic, would coincides with their isolationist behavior. Quarren find Humans to be very crude beings and think Galactic Basic to be very cumbersome and unsuitable for speech. The Quarren instead speak their native language more frequently.
The Quarren are conservative and practical in their thinking, yet they reminisce more than they look to the future. The Quarren are isolationist, preferring to stay in the depths of the oceans of their homeworld. However, some Quarren make their living in the galaxy as business managers and accountants. The Quarren diligently mine metal ore from the deepest parts of the ocean, where they live deep beneath the waves. Their cities stretch far below the surface.
Quarren names are typically harsh. Male and female names do not significantly deviate. Surnames are familial.
Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz
Surnames. Chobnek, Geeckol, Nukranx, Tsastanx
As a Quarren, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Quarren reach adulthood in their late teens and live less than a century.
Alignment. Quarren desire for equal rights causes them to tend toward balanced, though there are exceptions.
Size. Quarren typically stand between 5 and 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.
Amphibious. You can breathe air and water.
Climb. You have a climbing speed of 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.
Ink Cloud. You can use your action to expel ink in a 10-foot cone. When you do so, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Quarrenese. The Quarrenese language is characterized by its garbled nature that evokes an image of speaking underwater.
Level: 4
Force Alignment: Dark
Casting Period: 1 action
Range: 120 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Hallucination
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
","img":""} -{"_id":"ZjFhZmQxYmNiNmQw","name":"Simple Vibroweapons","permission":{"default":2},"folder":"YmY3YWEwNjg2Yjkw","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Name | Cost | Weight | Damage | Source |
50 | 0 | Special | WH | |
50 | 0 | Special | WH | |
75 | 2 | 1d6 Kinetic | PHB | |
600 | 2 | 1d4 Kinetic | WH | |
300 | 5 | 1d6 Kinetic | WH | |
50 | 1 | 1d4 Kinetic | PHB | |
5 | 1 | 1d4 Kinetic | PHB | |
60 | 2 | 1d6 Kinetic | PHB | |
80 | 12 | 1d8 Kinetic | PHB | |
120 | 3 | 1d6 Kinetic | PHB | |
100 | 4 | 1d6 Kinetic | PHB |
Type: Suite
Prerequisites: —
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 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 Starship Size Suite Capacity table.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 2d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls made with this weapon. Additionally, you gain a +1 bonus to attack rolls you make with force powers when using this weapon as your focus.
\n Name \n | \n\n\n Cost \n | \n\n Weight \n | \n\n AC \n | \n\n Stealth \n | \n\n Source \n | \n
\n\n | \n\n\n 100 \n | \n\n 10 \n | \n\n 11 + Dex modifier \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n\n 1100 \n | \n\n 10 \n | \n\n 10 + Dex modifier \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n\n 1450 \n | \n\n 13 \n | \n\n 11 + Dex modifier \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n\n 450 \n | \n\n 13 \n | \n\n 12 + Dex modifier \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n\n 1450 \n | \n\n 13 \n | \n\n 12 + Dex modifier \n | \n\n - \n | \n\n WH \n | \n
\nName\n | \n\n\nCost\n | \n\nWeight\n | \n\nAC\n | \n\nStealth\n | \n\nSource\n | \n
\n\n | \n\n\n 100 \n | \n\n 10 \n | \n\n 11 + Dex modifier \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n\n 1100 \n | \n\n 10 \n | \n\n 10 + Dex modifier \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n\n 1450 \n | \n\n 13 \n | \n\n 11 + Dex modifier \n | \n\n - \n | \n\n WH \n | \n
\n\n | \n\n\n 450 \n | \n\n 13 \n | \n\n 12 + Dex modifier \n | \n\n - \n | \n\n PHB \n | \n
\n\n | \n\n\n 1450 \n | \n\n 13 \n | \n\n 12 + Dex modifier \n | \n\n - \n | \n\n WH \n | \n
Level: 2
Force Alignment: Dark
Casting Period: 1 bonus action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.
If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.
Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).
","img":""} -{"_id":"ZjIxMDIzODA3ZmZh","name":"Piercing Core","permission":{"default":2},"folder":"NTQyNTI2Y2JjOGEy","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 17 Dexterity saving throw, taking 6d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Type: Consumable
Subtype: Medpac
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
As an action, you can use this medpac to restore 4d4+4 hit points to a creature within 5 feet.
Type: Adventuring Gear
Subtype: Waist
Rarity: Advanced
Prerequisite: No
Attunement: Yes
Source: WH
While wearing this belt, your Strength score becomes 23. If your Strength is already equal to or greater than 23, it has no effect on you.
Type: Clothing Modification
Subtype: Weave
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to Constitution saving throws and a +2 bonus to Strength saving throws while wearing this article of clothing. Additionally, once per turn per weapon you are wielding, you can gain a +1 bonus to weapon damage rolls while wearing this article of clothing.
The shriek of blaster fire flying overhead. The clash of a gamorrean’s axe striking against a composite shield. The crackle of lightning emenating from a Sith lord’s hands. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling.
This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Game Master. The Game Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and force- or tech-casting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
A band of adventurers sneaks up on a Mandalorian camp, springing from cover to attack them. Kath hounds patrol down a hallway, leasher to their handler, unnoticed by the adventurers until the hound smells one of them. In these situations, one side of the battle gains surprise over the other.
The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.
If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed-sometimes called your walking speed-is noted on your character sheet.
The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.
The “Movement and Position” section later in this chapter gives the rules for your move.
You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”
Various class features, powers, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows an operative to take a bonus action. You can take a bonus action only when a special ability, power, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some enhanced items and other special objects always require an action to use, as stated in their descriptions.
The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
Lastly, your turn can include a variety of flourishes that require neither your action nor your move.
You can communicate however you are able, through brief utterances and gestures, as you take your turn.
Interacting with Objects Around You: Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
Certain special abilities, powers, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.
When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
The \"Special Types of Movement’’ section in Chapter 8 gives the particulars for jumping, climbing, and swimming.
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.
For example, if you have a flying speed of 30 and a walking speed of 40 because a Jedi cast the burst of speed power on you, you could walk 20 feet, then fly 10 feet, and then land to walk 10 feet more.
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain.
Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.
To move while prone, you must crawl or use powers that teleport. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.
Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.
If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter.
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover.
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
Size | Space |
Tiny | 2 1/2 by 2 1/2 ft. |
Small | 5 by 5 ft. |
Medium | 5 by 5 ft. |
Large | 10 by 10 ft. |
Huge | 15 by 15 ft. |
Gargantuan | 20 by 20 ft. or larger |
A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium gamorrean stands in a 5-foot-wide doorway, other creatures can’t get through unless the gamorrean lets them.
A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.
Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
VARIANT: PLAYING ON A GRID
If you play out a combat using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
If you use a grid often, consider writing your speed in squares on your character sheet.
Entering a Square. To enter a square, you must have at least 1 square of movement left, unless the square is diagonally adjacent to the square you’re in (discussed below).
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid between two things-whether creatures or objects-start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Diagonals. When measuring range or moving diagonally, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For instance, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many creatures have action options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
The most common action to take in combat is the Attack action, whether you are swinging a vibrosword, firing a blaster rifle, or brawling with your fists.
With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Force- and tech-casters such as consulars and engineers, as well as many creatures, have access to powers and can use them to great effect in combat. Each power has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the power. Casting a power is, therefore, not necessarily an action. Most powers do have a casting time of 1 action, so a force- or tech-caster often uses his or her action in combat to cast such a power. See chapter 10 for the rules on force- and tech-casting.
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.
IMPROVISING AN ACTION
Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character’s ability scores. See the descriptions of the ability scores in chapter 7 for inspiration as you improvise.
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the soldier steps on the trapdoor, I’ll pull the lever that opens it,” and “If the gamorrean steps next to me, I move away.”
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a power, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a power must have a casting time of 1 action, and holding onto the power’s effect requires concentration (explained in chapter 10). If your concentration is broken, the power dissipates without taking effect. For example, if you are concentrating on the knight speed power and ready shock, your knight speed power ends, and if you take damage before you release shock with your reaction, your concentration might be broken.
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
You normally interact with an object while doing something else, such as when you draw a vibrosword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a power, an attack has a simple structure.
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a creature is in its stat block
When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a creature makes an attack roll, it uses whatever modifier is provided in its stat block.
Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.
Some powers also require an attack roll. The ability modifier used for a power attack depends on the force- or tech-casting ability of the force- or tech-caster, as explained in chapter 10.
Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a power.
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.
If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter.
If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.
Combatants often try to escape their foes’ notice by hiding, casting the force camouflage power, or lurking in darkness.
When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.
When a creature can’t see you, you have advantage on attack rolls against it.
If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses.
Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a vibrosword, a lightsaber, or a vibrowhip. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few powers also involve making a melee attack.
Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.
When you are unarmed, you can fight in melee by making an unarmed strike. You are proficient in your unarmed strikes and, unless otherwise indicated, they do 1 + your Strength modifier kinetic damage.
In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature’s movement, occurring right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
CONTESTS IN COMBAT
Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
When you make a ranged attack, you fire a blaster rifle or pistol, hurl a vibrodagger, or otherwise send projectiles to strike a foe at a distance. A creature might have a natural ranged weapon. Many powers also involve making a ranged attack.
You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a power, has a single range, you can’t attack a target beyond this range. Some ranged attacks, such as those made with a blaster rifle or assault cannon, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range.
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a power, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
When you take the Attack action and attack with a light weapon that you’re holding in one hand (or a double weapon), you can use a bonus action to attack with a different light weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If a weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
A target with one-quarter cover has a +1 bonus to AC and Dexterity saving throws. A target has one-quarter cover if an obstacle blocks at least one-fourth of its body, such as a thin pillar.
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body, such as a low wall, a large piece of furniture, or another creature.
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarter cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
A target with total cover can’t be targeted directly by an attack or a power, although some powers can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a vibrosword, a well-placed blaster shot, or a shock of lightning from a shock power all have the potential to damage, or even kill, the hardiest of creatures.
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.
A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes as a creature takes damage or receives healing.
Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.
Each weapon, power, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Modified weapons, special abilities, and other factors can grant a bonus to damage.
When attacking with a weapon, you add your ability modifier-the same modifier used for the attack roll-to the damage. A power tells you which dice to roll for damage and whether to add any modifiers.
If a power or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a consular casts lightning or an engineer casts explosion, the power’s damage is rolled once for all creatures caught in the blast.
When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a vibrodagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the operative’s Sneak Attack feature, you roll those dice twice as well.
Different attacks, damaging powers, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a GM assign a damage type to a new effect.
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to kinetic damage and is hit by an attack that deals 25 kinetic damage. The creature is also within an aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to lightning damage as well as resistance to all nonforce-power damage, the damage of a nonforce-power lightning is reduced by half against the creature, not reduced by three-quarters.
Unless it results in death, damage isn’t permanent. Even death is reversible through certain powers. Rest can restore a creature’s hit points (as explained in chapter 8), and special methods such as a benevolence force power or a stimpack can remove damage in an instant.
When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a consular grants an operative 8 hit points of healing. If the operative has 14 current hit points and has a hit point maximum of 20, the operative regains 6 hit points from the consular, not 8.
A creature that has died can’t regain hit points until a power such as revitalize has restored it to life.
Resting (explained in chapter 8), as well as certain special traits such as the trandoshan’s Regenerative, consume Hit Dice to restore hit points. Whenever a creature rolls a Hit Die to restore hit points, they add their Constitution modifier to the roll.
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
Describing the Effects of Damage
Game Masters describe hit point loss in different ways. When your current hit point total is half or more
of your hit point maximum, you typically show no signs of injury. When you drop below half your hit
point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0
hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you
unconscious.
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
For example, a consular with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the consular dies.
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points.
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by powers and features that improve your chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points (for example, by catching fire because your limbs were all chopped off next to a pit of lava), you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee weapon attack or blaster weapon that deals ion or energy damage, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Some powers and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.
Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a power grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.
A trooper charging into battle on a dewback, an engineer casting powers from the seat of a speeder, or a consular soaring through the sky on shuttle all enjoy the benefits of speed and mobility that a mount can provide.
An appropriately sized vehicle or a willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
Once during your move, you can mount or dismount a vehicle creature that is within 5 feet of you. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a dewback. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
While you’re mounted , you have two options. You can either control the mount or allow it to act independently. Intelligent creatures act independently.
You can control a mount only if it has been trained to accept a rider. Domesticated animals, such as dewbacks or kaadu, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
When adventurers pursue karkarodons back to their undersea domain, fight off gungans in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by a power) has disadvantage on the attack roll unless the weapon is a vibrodagger or vibrospear.
A ranged weapon attack automatically misses a target beyond the weapon’s normal range, but functions normally against a target within normal range.
Creatures and objects that are fully immersed in water have resistance to fire damage.
","img":""} -{"_id":"ZjJkMTJhYzFjYTcy","name":"Lawyer","permission":{"default":2},"folder":"NTI1YzlkOTZlYzhi","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Your duty is to uphold the law. Before becoming an adventurer you resided over a court or tribunal, managing proceedings and sentencing criminals to punishments fit for their crimes. Your job required a deep understanding of the law which you used to resolve conflicts both clear-cut and morally grey.
The legal system on the planet where you worked has a large effect on how you view the law. Was it a court system with a jury making the final verdict, or did you have absolute authority over determining guilt and sentencing? Was it a fair legal system with plenty of integrity, or was it rife with abuse and corruption? Did you work on criminal cases, civil law, or something even more specific? Perhaps instead of working for a government you were a judge in an internal tribunal for a temple or military organization.
Consider what compelled you to leave your old occupation behind and begin adventuring. Perhaps you seek to bring someone beyond the scope of law to justice, or maybe you have lost faith in the legal system altogether and have turned to a vigilante approach.
You are familiar with the letter of the law and workings of courts, at least on the planet that you were a judge in. If you are in a foreign place where you are not familiar with their exact laws, you often will be able to track down the resources you need to learn them.
If you or your party gets into legal trouble, your experience may help you get out of it. If you can prove your credentials, you might be able to represent your party in a court of law without admonishment. You may know of legal loopholes that will help your case. If you are in the region where you originally worked, you might have past connections with many legal professionals there.
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Empathic |
2 | Investigator |
3 | Performer |
4 | Charmer |
5 | Linguist |
6 | Actor |
7 | Observant |
8 | Keen Mind |
A lawyer's career is centered on issues of right, wrong, and punishment, so they will approach adventuring through a similar lens. They are used to being respected and in control, leading many of them to struggle with wild, Any situations.
d8 | Personality Trait |
---|---|
1 | I quote the law like a religious fanatic quotes scripture. |
2 | I bang my weapon like a gavel whenever I want a rowdy group's attention. |
3 | I remain impartial when making decisions, even when I should have biases and loyalties. |
4 | Evidence is necessary to back up any claim. |
5 | I insist on settling all party disagreements through fake court proceedings. |
6 | I have to hear all sides of a story, but I secretly hate listening to people whine about how unfairly they're treated. |
7 | I am happy to make sacrifices for the sake of fairness. |
8 | I will not attack a person unless someone can prove they are doing something wrong. |
d6 | Ideal |
---|---|
1 | Law. I will follow the letter of the law always, no matter what I believe. (Lawful) |
2 | Justice. My duty is to fight for the disenfranchised underdog. (Light) |
3 | Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic) |
4 | Punishment. I will punish all those who have committed great Darks. (Lawful) |
5 | Control. I enforce the law only where it benefits myself. (Dark) |
6 | Stability. The purpose of the law is to keep civilization from collapsing. That spirit of that goal is more important than the letter of the law. (Neutral) |
d6 | Bond |
---|---|
1 | A dangerous criminal is on the loose, and I plan to hunt them down. |
2 | All those who strive to uphold the law are my allies. |
3 | I have sentenced an innocent man to a horrible punishment, and the guilt still haunts me. |
4 | There is an ethical cause that I would give my life for. |
5 | I dream of memorizing the laws of every civilization. |
6 | I am enamored with the legal system of my own culture, and want to spread its tenets everywhere. |
d6 | Flaw |
---|---|
1 | Mercy is a foreign concept to me. |
2 | I am unwilling to admit when I am wrong. |
3 | I become unreasonably enraged at even the slightest injustice. |
4 | I expect others to adhere to the law, but I act like i am above it. |
5 | If there isn't a law in the books to handle a moral dilemma, I can't make a decision. |
6 | The punishments I deal are cruel and unusual. |
martial lightweapon
Value/Weight: 450 cr, 2 lb.
Damage: 2d4 Energy
Properties: Luminous
Level: 4
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.
Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.
","img":""} -{"_id":"ZjM0YWQwOTY0ODgw","name":"Heat generator","permission":{"default":2},"folder":"OWI3ODU2ZTI1Nzc5","flags":{"R20Converter":{"handout-order":15,"handout-archived":false}},"sort":150000,"entryTime":0,"content":"Value/Weight: 400 cr, 4 lb.
Heat generators are special devices typically worn on belts that function as a portable, personal heat supply. Activating or deactivating the generator requires a bonus action and, while active, you are adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.
Type: Consumable
Subtype: Adrenal
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a +2 bonus to attack and damage rolls with weapons. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.
Type: Universal
Prerequisites: Ship size Large or larger
You install a slave circuit in your ship to improve automation. You reduce the minimum crew requirement by half.
","img":""} -{"_id":"ZjMwOWY3MDBkNmVk","name":"Harpoon Reel Attachment","permission":{"default":2},"folder":"MzAzNDE5NzY5YTYw","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Attachment
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a DC 15 Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.
While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.
","img":""} -{"_id":"ZjMzNDhlOWFmYWJh","name":"Autotargeting Disintegration Interface","permission":{"default":2},"folder":"MzAzNDE5NzY5YTYw","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the disintegrate property.
Level: 3
Force Alignment: Light
Casting Period: 1 action
Range: 30 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Give Life
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
","img":""} -{"_id":"ZjNiODMwZjQxMjg5","name":"Journeyman Vibration Lens","permission":{"default":2},"folder":"MzVhNzRjYjg0ZGRl","flags":{"R20Converter":{"handout-order":29,"handout-archived":false}},"sort":290000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Lens
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the vicious 1 property. If it already has the vicious property, its vicious number increases by 1, to a maximum of 3.
Skin Color | Gray, white |
Hair Color | Gray, pale yellow, white |
Eye Color | Green, pink, red, yellow |
Distinctions | Athleticism, pale skin, piercing eyes |
Height | 4'9\" | +2d10\" |
Weight | 95 lb. | x(2d4) lb. |
Homeworld | Quarzite |
Language | Galactic Basic |
The kage are a pale-skinned sentient species native to the caverns in the planet of Quarzite. The kage have a long-time conflict with the belugans, consistently at odds with them. During the Clone Wars, Otua Blank ordered the capture of Pluma Sodi to marry her, she was later given back to the Kage Warriors by Asajj Ventress.
The kage are a dedicated people of physical excellence; they train tireless and elite fighter-monks known as Kage warriors. They tend to use weapons with electric or disruptive properties, but they are also great fighters in unarmed combat. Kage warriors are respected in Kage society as the greatest calling a kage might follow.
Kage also share an affinity with animals, most notably the native multi-legged milodon, developing a symbiotic relationship. They use the milodon as transport; they can keep pace with the subtram transports that supply belugan strongholds, and launch raids that often catch the belugan security forces off-guard.
Kage names are generally multisyllable with melodic intonations. Surnames are familial.
Male Names. Baalin, Forta, Krismo, Rafa, Timko
Female Names. Chena, Fari, Moora, Ooni, Pluma
Surnames. Buno, Keeli, Nima, Sodi, Tani
As a Kage, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Kage reach adulthood in their late teens and live less than a century.
Alignment. Kages’ rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.
Size. Kage typically stand between 5 and 6 feet tall, and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Animal Handler. You are proficient in Animal Handling.
Athletic. You have proficiency in the Athletics skill.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
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.
Superior Darkvision. You’ve lived most of your life without direct sunlight. 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.
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.
Weapon Training. Kage are adept warriors. You are proficient with the electroprod and electrostaff.
Languages. You can speak, read, and write Galactic Basic and one language of your choice.
Level: 4
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
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.
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.
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.
Type: Armor Modification
Subtype: Shielding
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 15 and responsive 1 properties. If it already has the magnetic property, its magnetic number increases by 3, to a maximum of 18. If it already has the responsive property, its responsive number increases by 1, to a maximum of 3.
Value/Weight: 70 cr, 8 lb.
This kit includes all of the necessary implements to prepare and serve food to up to six people. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify food. Also, proficiency with this kit is required to create field rations.
LORE
Your knowledge of cooking techniques allow you to assess the social patterns involved in a culture’s eating habits.
MEDICINE
When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
SURVIVAL
When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
PREPARE MEALS
As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your chef’s kit and sufficient food.
Sample Activities
Activity | DC |
---|---|
Create a typical meal | 10 |
Spot poison or impurities in food | 15 |
Create a gourmet meal | 15 |
You are adept at harvesting and harnessing the useful properties of herbs and other plants. You gain the following benefits:
Value/Weight: 275 cr, 1 lb.
Damage: 1d8 Fire
Weapons: Simple and Martial Blasters that deal Acid, Energy, Fire, Ion, or Sonic Damage
A plasma cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
","img":""} -{"_id":"ZjQ5OWIwZDJlNDc0","name":"Weapon Slave Array","permission":{"default":0},"folder":"Mjc0YzhkMzFlOWYz","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Weapon
Prerequisites: Ship size Medium or larger
A weapon slave array is attached to a hardpoint and used to fire the weapon from the cockpit rather than the gunner station. Primary and secondary ship attack rolls are made at disadvantage, and tertiary weapon saving throws are made with advantage, when slaved weapons are fired from the cockpit.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 1 property. If it already has the defensive property, its defensive number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
You’ve developed a new fluidity to your training and practice, granting the following benefits:
Type: Focus Generator Modification
Subtype: Conductor
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to the save DC of force powers you cast through this focus generator.
Type: Vibroweapon Modification
Subtype: Grip
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon. Additionally, it gains the dire 1 property. If it already has the dire property, its dire number increases by 1, to a maximum of 3.
Type: Cybernetic Customization
Subtype: Enhancement
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
This implant includes a small hidden blaster that is completely shielded and hidden from unenhanced investigation. You cannot use this hidden blaster until it is revealed. As a bonus action, you can reveal this weapon and make a single ranged weapon attack with it. You have proficiency with this weapon for this attack. It deals 1d4 energy damage on a hit, has a range of 20/60, and the light and reload 4 properties.
Side Effect: Reloading this weapon takes longer than usual. You can reload and re-conceal this weapon over one hour, which can be done during a short rest. This hidden compartment can only fit the specific blaster with which it is paired.
This augmentation hides a weapon in its wearer’s forearm that is almost completely undetectable by modern sensors.
","img":""} -{"_id":"ZjU2N2M1ODJjYWY3","name":"Basic Reinforced Underlay","permission":{"default":2},"folder":"YzljMWE1N2EzMzk5","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Armor Modification
Subtype: Underlay
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing this armor or wielding this shield.
Value/Weight: 500 cr, 1 lb.
A shock glove is a type of armored glove that is coated with a webbed lacing. When used for an attack, this webbing carries a charge that deals 1d4 lightning damage to any objects that the glove come in contact with. If you are engaged in combat with the target of the attack, you must make a grapple check instead of an attack roll, using a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
Level: At-will
Force Alignment: Dark
Casting Period: 1 action
Range: 30 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.
You possess keen insight into how other people think and feel. You gain the following benefits:
Skin Color | Pale to dark brown, red, orange and yellow |
Hair Color | Black, blonde, brown, red, or purple |
Eye Color | Yellow, green, orange, brown, blue, red, or purple |
Distinctions | Horns, two hearts, facial tattoos |
Height | 5'1\" | +2d12\" |
Weight | 120 lb. | x(2d4) lb. |
Homeworld | Iridonia or Dathomir |
Language | Zabraki |
Zabrak are near-human, but have a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these are a series of vestigial horns that crown the heads of both males and females. These horns grow at puberty in varying patterns and signified that their rite of passage is drawing near.
In addition to their horns, another of the traits that make zabrak instantly recognizable are their facial tattoos, which are made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities.
Lastly, zabraks possess a second heart.
Zabrak are often seen by most other species as being single-minded, an observation that is not terribly incorrect. This single-minded determination comes from the fact that they are a species with a strong sense of self-assuredness, confident that they are able to accomplish any task that they set out to do. However, this does not lead a zabrak to develop a sense of prideful superiority towards others. Though it is not uncommon to see competition between colonies, this is not seen as a negative. The zabraks believe that the various experiences of the different colonies only serve to add to the species’ overall value throughout the galaxy.
Zabrak names are usually derived from the animals living on their planet. Zabraks don’t use surnames.
Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra
Female Names. Blostopa, Mega, Novrar, Rebroke
As a Zabrak, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Zabraks reach adulthood in their late teens and live less than a century.
Alignment. Zabraks tend toward no particular alignment. The best and worst are found among them.
Size. Zabraks stand anywhere from 5 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Coercive. You have proficiency with Persuasion or Intimidation (your choice).
Crafters. You have proficiency with with one artisan’s tool of your choice.
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.
Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
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 Zabraki.
You’ve honed your skills to fine edge, granting the following benefits:
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: —
Prerequisite: —
You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
","img":""} -{"_id":"ZjVhZDNkZGQzNTI2","name":"Exceptional Collapsible Vicious Frame","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the hidden and vicious 2 properties. If it already has the vicious property, its vicious number increases by 2, to a maximum of 3.
Level: 3
Force Alignment: Light
Casting Period: 1 action
Range: Self (30-foot radius)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: Valor
Envigorating energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) deals an extra 1d4 damage with weapon attacks.
","img":""} -{"_id":"ZjVjZWE4NGY3ODY5","name":"Hyperdrive, class 2.0","permission":{"default":2},"folder":"ZTNiNzI4NDI3YWNk","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Type: Hyperdrive
Cost: 10000
The hyperdrive is a propulsion system that allows a starship to reach lightspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.
The hyperdrive functions by sending hypermatter particles to hurl a ship into hyperspace while preserving the vessel’s mass/energy profile, and requires a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into normal space - realspace - at its destination.
A deployed operator can engage the hyperdrive as an action, after which it takes 1 minute to boot up. During that time, if the ship takes damage, it must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On a failed save, the hyperdrive fails to boot. If the ship takes damage from multiple sources, it makes a separate saving throw for each source of damage.
A hyperdrive’s only function is to keep a vessel in hyperspace, and should a hyperdrive be forcibly deactivated or destroyed during transit, the ship will be violently pulled back into realspace.
Tiny ships never have a hyperdrive, while Small ships occasionally do. Medium and larger ships typically have a hyperdrive.
Hyperdrives are rated by a class: the lower the class, the faster the hyperdrive. A class 2.0 hyperdrive travels at half the speed of light.
A ship can have multiple hyperdrives. Larger ships typically have a back-up in case of failure. Only one hyperdrive can be activated at a time. Your ship must have a hyperdrive slot for each hyperdrive.
","img":""} -{"_id":"ZjVmNTdkNTY4NGJj","name":"Droid Storage","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
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 Starship Size Suite Capacity table.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.
Level: At-will
Force Alignment: Universal
Casting Period: 1 reaction, which you take in response to being hit by a ranged attack
Range: Self
Duration: Instantaneous
Concentration: —
Prerequisite: —
In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.
At Higher Levels: The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","img":""} -{"_id":"ZjY0ZThjYTBlYTc5","name":"Proximity mine","permission":{"default":2},"folder":"NmEwYTU2ODE3ZTY0","flags":{"R20Converter":{"handout-order":6,"handout-archived":false}},"sort":60000,"entryTime":0,"content":"Type: Starship Ammunition
Cost: 650
Weight: 9 lb
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 feet must make a Dexterity saving throw. A ship takes 2d10 (4d10) thermite damage on a failed save, or half as much on a successful one.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and keen 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the rapid property, with a rapid number equal to one-fourth its reload number (rounded up). If it already has the rapid property, the rapid number is reduced to one-eighth its reload number (rounded up), to a minimum of 2.
Skin Color | Brown, red, or tan scales |
Hair Color | None |
Eye Color | Solid black |
Distinctions | Reptilian, tails, scent-tongues |
Height | 5'7\" | +2d12\" |
Weight | 200 lb. | x(2d6) lb. |
Homeworld | Lwhekk |
Language | Ssi-ruuvi |
Ssi-ruuk are a predatory, warm-blooded saurian species gifted with ferocious strength, remarkable speed, and sharp fangs and claws, traits that serve them well in the volcanic jungles of their homeworld of Lwhekk. Their muscular forms combined with their powerful tails make them very agile hunters, and their colorfully-scaled hides have been proven to be resistant even to blaster bolts. From their nostrils, two scent-tongues protrude that grant them enhanced olfactory senses, compensating for the poor vision afforded them by their dark, three-lidded eyes. No Ssi-ruu has ever been known to be Force-sensitive.
The citizens of the Ssi-ruuvi Imperium follow a rigid caste system in which their station in society is determined by the color of the scales they are born with. Among these, the brown-scaled outcasts are regarded as the lowest of the low, and have no place in the Imperium beyond menial labor or death at birth. Deeply xenophobic and religious, the Ssi-ruuk view the rest of the galaxy as populated by lesser beings whose worlds rightfully belong to the Imperium. Despite their fierce nature, most ssi-ruuk are afraid of dying on a world unconsecrated by their priest caste, as they believe their souls would be doomed, so they harvest and “entech” the life-energy of other species to power droids that fight for them. The entechment process is torturous and painful to its victims, and is the main power source of Ssi-ruuvi technology.
Ssi-ruuvi names are difficult to pronounce and gender neutral. Many ssi-ruuk adopt nicknames to make the lives of their associates easier. Ssi-ruuk do not have surnames.
Names. Firwirrung, Ivpikkis, Sh’tk’ith, Th’twirirl, Yifaii
As a Ssi-Ruu, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Ssi-ruuk reach adulthood in their early teens and live to between 100 and 120 years.
Alignment. Ssi-ruuk’s cultural drive to enslave and entech others cause them to tend toward the dark side, though there are exceptions.
Size. Ssi-ruuk typically stand between 6 or 7 feet tall and weigh over 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Type. Your creature type is both beast and humanoid.
Force Insensitive. While Ssi-ruuk can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.
Hunter. You are proficient in Survival.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Natural Empathy. Ssi-ruuk have scent-tongues that let them read the emotions of individuals. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.
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.
Thick Skin. You have tough, scaly skin and prefer not to wear clothes. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.
Languages. You can speak, read, and write Galactic Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical whistles, honks and clicks, and is nigh impossible for humans and similar species to speak.
Type: Consumable
Subtype: Ammunition
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
You have a +1 bonus to attack rolls made with this wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 2d6 kinetic damage on a failed save or half as much on a successful one.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack and damage rolls made with this plasma cell. This bonus is in addition to any bonuses granted by the weapon. Once the plasma cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Type: Armor Modification
Subtype: Armoring
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
This armor gets a jetpack built in. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Level: 5
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic 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,” “Run over there,” or “Fetch that object.” If the creature 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 creature 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.
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 power has no effect on droids or constructs.
Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.
","img":""} -{"_id":"ZjZmZTkwNzUxZDI4","name":"Exceptional Disguised Dire Frame","permission":{"default":2},"folder":"OTBlMzNjZDdiYzdl","flags":{"R20Converter":{"handout-order":13,"handout-archived":false}},"sort":130000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and disguised properties. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Type: Consumable
Subtype: Explosive
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
Gas grenades are primarily used to flush enemies out of cover and other protected areas, though there are of course other uses. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. The grenade explodes in a 15-foot-radius sphere of yellow-green fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.
When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 17 Constitution saving throw. The creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.
","img":""} -{"_id":"ZjczYWNkYjVhMDJi","name":"Champion Splitter Core","permission":{"default":2},"folder":"OGI3NGRkZmZhOWJm","flags":{"R20Converter":{"handout-order":37,"handout-archived":false}},"sort":370000,"entryTime":0,"content":"Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 and vicious 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Type: Operation
Prerequisites: —
This modification adds a tractor beam to a ship, which can be used to grasp and guide vessels and debris. A deployed operator can activate the tractor beam as an action, 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 + the operator’s proficiency bonus + the ship’s Strength modifier). On a failed save, a ship is tractored for 1 minute and immediately gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation. At the start of each of a tractored ship’s pilot’s turns, a tractored ship gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation, and then repeats the saving throw, ending the effect on a success.
If a ship is tractored by a ship two or more sizes larger than them, it has disadvantage on the saving throw. If tractored by a ship two or more sizes smaller, it instead has advantage.
If you are attempting to tractor a ship larger than you, and the ship succeeds on the saving throw, you can instead use the tractor beam to tractor yourself to the ship, gaining the tractored condition.
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 undergoes maintenance.
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additonally, it gains the burst property, with a burst number equal to its reload number. If it already has the burst property, the burst number is reduced to one-half its reload number (rounded up), to a minimum of 2. Lastly, it gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Blaster Modification
Subtype: Attachment
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the dire 2 property. If it already has the dire property, its dire number increases by 2, to a maximum of 3.
Type: None
Subtype: Holocron
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
This holocron contains a single 1st-level force power. After meditating with the holocron for at least 4 hours, a forcecaster with a Max Power Level of 1st or higher can make a DC 14 forcecasting ability check based on the alignment of the power stored within. On a success, they learn the contained force power, which does not count against their force powers known and can not be unlearned except through use of a remove curse power. On a failure, the power is not learned and the forcecaster can’t try again for 24 hours.
Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.
","img":""} -{"_id":"Zjg1YjdjNDJiMGZh","name":"Goring Ascendancy Guard","permission":{"default":2},"folder":"ODhlZjA1ZGE4ZTU1","flags":{"R20Converter":{"handout-order":37,"handout-archived":false}},"sort":370000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 and vicious 2 properties. If it already has either of these properties, that property’s value increases by 1 or 2, respectively, to a maximum of 3.
The Force binds us, creating an intangible bridge connecting all living things. Those consulars who follow the Way of Confluence master this power, manipulating those connections to both sustain and torment.
Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).
At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn’t already include that modifier.
Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.
At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.
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.
Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.
","img":""} -{"_id":"Zjg3MDc2YmRhMzJm","name":"Acidic Strike","permission":{"default":2},"folder":"YWJiZTQzNjQzMjY1","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Level: At-will
Casting Period: 1 action
Range: Varies
Duration: 1 round
Concentration: —
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 sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.
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.
Level: 1
Force Alignment: Dark
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
Prerequisite: Feedback
You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
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.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Premium
Prerequisite: No
Attunement: No
Source: WH
While activated, this weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Additionally, when you make your first attack on your turn, you can alter the properties of this weapon. Until the start of your next turn, the damage type of this weapon is changed to fire. You can use this feature twice. You regain all expended uses when you complete a short or long rest.
","img":""} -{"_id":"ZjhhNzlkMDljMDY3","name":"Lightglaive","permission":{"default":2},"folder":"MDhjYmMzM2ZkODk1","flags":{"R20Converter":{"handout-order":12,"handout-archived":false}},"sort":120000,"entryTime":0,"content":"martial lightweapon
Value/Weight: 1900 cr, 10 lb.
Damage: 1d10 Energy
Properties: Dexterity 13, Heavy, Luminous, Reach, Two-Handed
Type: Blaster Modification
Subtype: Core
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 3 property. If it already has the piercing property, its piercing number increases to 3.
Value/Weight: 10 cr, 1 lb.
Damage: Based on weapon
Weapons: Simple and Martial Blasters that deal Energy, Ion or Lightning Damage
Power cells fuel blaster weapons that deal energy, ion or lightning damage. Additionally, power cells are used to energize certain tools.
","img":""} -{"_id":"Zjk4ZGVjMzFkZjUw","name":"Evasive Plating Mark III","permission":{"default":2},"folder":"YjU5NjA0ZjdlOTNh","flags":{"R20Converter":{"handout-order":3,"handout-archived":false}},"sort":30000,"entryTime":0,"content":"Type: Armor Modification
Subtype: Overlay
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: EC
You gain a +2 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains the avoidant 1 property. If it already has the avoidant property, its avoidant number increases by 1, to a maximum of 3.
Type: Item Modification
Subtype: Augment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: WH
Your Charisma score increases by 2, and your maximum for this score increases by 2.
“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.
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.
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.
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.
Rank | Feature |
---|---|
1st | Venture, System Disruption |
2nd | Improved Interference, Disrupted Defenses |
3rd | Versatile Operator, Threat Assessment |
4th | Masterful Interference, Haywire |
5th | Paragon Operator, Overload Systems |
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).
Also at 1st 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, as long as you understand how they function. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Perception) or Wisdom (Survival) 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 d4, 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 2nd, 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 d6 at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.
At 2nd rank, when you use take the Interfere action, you have advantage on the Intelligence (Technology) check. If you already have advantage, you can instead reroll one of the dice once.
Also at 2nd 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.
Starting at 3rd rank, when you would expend a System Disruption die, you can use a d4 instead of expending a die. You can only use this feature once per round.
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:
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.
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 Technology 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.
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your System Disruption feature when you finish a short or long rest.
Additionally, when you would make a Technology 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.
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 Technology 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 melee or ranged 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.
Type: Focus
Subtype: Force
Rarity: Artifact
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable focus generator chassis comes with vacant modification slots for emitter, conductor, energy channel, and cycler modifications, as well as two augment slots. It can house modifications of artifact rarity or lower.
Your first step in playing an adventurer in the Dungeons and Dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a species (such as human or twi’lek) and a class (such as sentinel or scout). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Star Wars galaxy.
Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking scoundrel, a fervent consular, or a cruel guardian. Or you might be more interested in an unconventional character, such as a brawny scoundrel who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like non-Human species like Twi’leks or Wookiees? Try building a character of one of those species. Do you want your character to be the toughest adventurer at the table? Consider the fighter class. If you don’t know where else to begin, take a look at the illustrations in any Star Wars book to see what catches your interest.
Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play.
Throughout this section, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet (like the one at the end of these rules), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.
Building Han Solo
Each step of character creation includes an example of that step, with a player building the iconic character Han Solo, as he is portrayed during the events of Episode IV.
Every character belongs to a species, one of the many intelligent humanoid species in the Star Wars worlds. The most common species in the galaxy is human, but there are a myriad of near-Human species available for play, including the four-armed Besalisks, the cunning Trandoshans, the dexterous Twi’leks, and the utilitarian droid. The Species chapter provides more information about these species.
The species you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s species grants particular special traits, such as special senses, proficiency with certain weapons or tools, proficiency in one tools, proficiency in one or more skills, or the ability to use minor powers.
These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the special traits of Lanniks make them exceptional consulars, and Jawas tend to be powerful engineers. Sometimes playing against type can be fun, too. Ugnaught soldiers and Wookiee sentinels, for example, can be unusual but memorable characters.
Your species also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.
Record the traits granted by your species on your character sheet. Be sure to note your starting languages and your base speed as well.
Building Han Solo, Step 1
Since Han Solo is a human, we record all the special traits of humans on our character, including his speed of 30 feet and the languages he knows: Galactic Basic and Shyriiwook.
Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a city, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes chapter.
Your character receives a number of benefits from your choice of class. Many of these benefits are class features - capabilities (including force- or tech-casting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.
On your character sheet, record all the features that your class gives you at 1st level.
Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.
Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing D&D campaign, your GM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.
Quick Build
Each class description in the Classes section includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting powers.
Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “Beyond 1st Level” later in this section).
Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).
At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your hit point maximum.
Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in the Adventuring section). Whenever you roll a Hit Die to regain hit points, you add your Constitution modifier to the roll.
The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in “Using Ability Scores”, tools in “Equipment.”) Your background gives you additional skill and tool proficiencies, and some species give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.
Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally,
your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.
Building Han Solo, Step 2
Han Solo is best depicted as an operative, so we make a note of the operative’s proficiencies and 1st-level class features on the character sheet.
As a 1st-level operative, Han has 1 Hit Die-a d8-and starts with hit points equal to 8 + his Constitution modifier. Make a note of this; we will record the final number after we determine Han’s Constitution score (see step 3). Also make note of the proficiency bonus for a 1st-level character, which is +2.
Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in the Using Ability Scores chapter. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what species increases which abilities, and what classes consider each ability particularly important.
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your species choice.
After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
Building Han Solo, Step 3
We will use the standard set of scores (15, 14, 13, 12, 10, 8) for Han’s abilities. Han is talented and nimble, so we’ll put his highest score, 15, in Dexterity. His next-highest, 14, goes in Charisma. He then applies the 13 to Intelligence, the 12 to Constitution, the 10 to Wisdom and the 8 to Strength. After applying his special benefits (increasing Han’s Dexterity by 2, and his Intelligence and Charisma by 1), Han’s ability scores and modifiers look like this: Strength 8 (-1), Dexterity 17 (+3), Constitution 12 (+1), Intelligence 14 (+2), Wisdom 10 (+0), Charisma 15 (+2).
We then fill in Han’s final hit points: 8 + his Constitution modifier of +1, for a total of 9 hit points.
At your Game Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.
You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying special increases. You can’t have a score lower than 8.
This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
Score | Cost |
---|---|
8 | 0 |
9 | 1 |
10 | 2 |
11 | 3 |
12 | 4 |
13 | 5 |
14 | 7 |
15 | 9 |
Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.
Using the information in the Personality and Background chapter, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. The Personality and Background chapter also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.
Your character’s background describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Your GM might offer additional backgrounds beyond the ones included in the Personality and Background section, and might be willing to work with you to craft a background that’s a more precise fit for your character concept.
A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.
Score | Modifier |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20-21 | +5 |
22-23 | +6 |
24-25 | +7 |
26-27 | +8 |
28-29 | +9 |
30 | +10 |
Building Han Solo, Step 4
We then fill in some of Han’s basic details: his name, his sex (male), his height and weight, and his alignment (chaotic light). His high Dexterity and Charisma represent his capability and power of presence, and his low Strength represent an unexceptional burliness.
Han is a notorious scoundrel, so we choose the scoundrel background. Make a note of the proficiencies and special feature this background gives. We choose the Silver-Tongued feat for Han’s background feat, adding the bonus to Han’s Charisma, bring the total to 16, and the modifier to +3.
We know that Han is both daring and rash, and has a propensity to gamble, so we choose the fourth and sixth personality traits. We choose the ideal of independence from the list in the background, noting that Han recognizes no one as his master.
Han’s bond is his flight from Jabba the Hutt, so we choose the first option. His flaw is that he often chooses himself and his ship over others, so we choose the sixth option.
Take your character’s ability scores and species into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.
For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.
A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.
A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.
A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.
A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.
Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in the Equipment section.
Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of credits (cr) to spend based on your class, as shown in the Equipment section. Extensive lists of equipment, with prices, also appear in that section.
Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. “Using Ability Scores” has more information on carrying capacity.
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.
Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your character sheet.
Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in the Equipment section.
Some powers and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.
For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.
When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.
Building Han Solo, Step 5
We now write down the starting equipment from the operative class and the scoundrel background. His starting equipment includes a combat suit, giving him an Armor Class of 14.
For Han’s weapons, we choose a vibrodagger and a light pistol. His light pistol is a ranged weapon, and the vibrodagger has the finesse property, so Han uses his Dexterity modifier for his attacks and damage. His attack bonus is his Dexterity modifier (+3) plus his proficiency bonus (+2), for a total of +5. The light pistol deals 1d4 energy damage, and Han adds his Dexterity modifier to the damage when he hits, for a total of 1d4+3 energy damage. The vibrodagger deals the same amount of damage, but is kinetic instead of energy.
Most Star Wars characters don’t work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the worlds of Star Wars. Talk to your fellow players and your GM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake.
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.
When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
Experience Points | Level | Proficiency Bonus |
---|---|---|
0 | 1 | +2 |
300 | 2 | +2 |
900 | 3 | +2 |
2,700 | 4 | +2 |
6,500 | 5 | +3 |
14,000 | 6 | +3 |
23,000 | 7 | +3 |
34,000 | 8 | +3 |
48,000 | 9 | +4 |
64,000 | 10 | +4 |
85,000 | 11 | +4 |
100,000 | 12 | +4 |
120,000 | 13 | +5 |
140,000 | 14 | +5 |
165,000 | 15 | +5 |
195,000 | 16 | +5 |
225,000 | 17 | +6 |
265,000 | 18 | +6 |
305,000 | 19 | +6 |
355,000 | 20 | +6 |
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level soldier has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.
","img":""} -{"_id":"ZjlkMmJjZDM4NzMy","name":"Fine Net","permission":{"default":2},"folder":"MzQwM2ZhMGExMDhl","flags":{"R20Converter":{"handout-order":1,"handout-archived":false}},"sort":10000,"entryTime":0,"content":"Type: Weapon
Subtype: Net
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 10 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.
Type: Consumable
Subtype: Ammunition
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
You have a +3 bonus to attack rolls made with this rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 19 Dexterity saving throw, taking 8d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
You’ve mastered using your weight to your advantage, easily wrangling targets around. You gain the following benefits:
Type: Suite
Prerequisites: Ship size Large or larger
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 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.
","img":""} -{"_id":"ZmE1NGIxMDBiMjhm","name":"Chadra-Fan","permission":{"default":2},"folder":"MjU5ZDcyZGNjODEz","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Skin Color | Black, brown, or grey |
Hair Color | Black, brown, or grey |
Eye Color | Dark |
Distinctions | Large ears, flat noses with four nostrils |
Height | 2'8\" | +2d8\" |
Weight | 35 lb. | x1 lb. |
Homeworld | Chad |
Language | Chadra-Fan |
Chadra-Fan are covered from head to foot in fur. Their species evolved from small, arboreal rodents. The two different sexes of Chadra-Fan are indistinguishable to other species, though the Chadra-Fan could readily tell the difference using their powerful sense of smell. Chadra-Fan also have involuntary pheromones that conveyed information about their family line and created an aura of attractiveness. Other voluntary pheromones often conveyed a Chadra-Fan’s state of emotion-anger, fear, or joy. Chadra-Fan even create more complex messages using their pheromones, though the pheromones when mixed sometimes caused confusion. They are unique in the fact that they had clear blood.
The society of Chadra-Fan is divided into a clan structure in which every member is responsible for parenting the clan’s children; a fact of life is that every household is open at any time. Leadership within the clan is a temporary role that is passed from one individual to another as the situation calls for a particular expertise. Children are the centerpiece of a Chadra-Fan community, and only leave when wed. However the new Chadra-Fan couple remain with the smaller clan so it was possible that a Chadra-Fan never leaves his or her home.
Chadra-Fan left by themselves suffer depression, so they regularly seek the company of others; thus, Chadra-Fan are not very picky when it came to friends and prefer complete strangers to loneliness
Chadra-Fan names do not vary significantly based on sex. Surnames are clan based.
First Names. Dubi, Kattar, Naska, T’yabah, O’yasha
Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit
As a Chadra-Fan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Chadra-Fan reach adulthood by 15 and live an average of 40 years.
Alignment. Chadra-Fan’s open, clan-based culture cause them to tend toward the light side, though there are exceptions.
Size. Chadra-Fan stand 3-4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Climb. You have a climbing speed of 25 feet.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
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, emit an onerous smell for 1 minute. 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.
Trance. Chadra-Fan 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.
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 Chadra-Fan. The Chadra-Fan language is characterized as being nasally and squeaky.
Type: Blaster Modification
Subtype: Attachment
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You affix a targeted light to this weapon. As a bonus action, you can toggle the light on or off. While on, this weapon sheds bright light in a 60-foot cone.
Level: 2
Casting Period: 1 action
Range: 120 feet
Duration: Instantaneous
Concentration: —
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 2d6 ion damage.
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.
","img":""} -{"_id":"ZmEwZjEwZWM2ZmRj","name":"Secondary Crew Slot","permission":{"default":0},"folder":"ZTQ4ZjYwZjRmNDJi","flags":{"R20Converter":{"handout-order":34,"handout-archived":false}},"sort":340000,"entryTime":0,"content":"Type: Universal
Prerequisites: Ship size Small
You integrate an additional seating arrangement in your ship. Your ship’s maximum crew capacity increases by 1, to 2.
Type: Lightweapon Modification
Subtype: Crystal
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to damage rolls and a -1 penalty to attack rolls made with this weapon.
Type: Adventuring Gear
Subtype: Body
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and pattern modifications. It can house modifications of premium rarity or lower.
Level: 2
Force Alignment: Light
Casting Period: 1 action
Range: Touch
Duration: Instantaneous
Concentration: —
Prerequisite: —
You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
","img":""} -{"_id":"ZmFiZjUzNWUxOGJi","name":"Projector Canister, Carbonite (Major)","permission":{"default":2},"folder":"NGNlNjMyMWM5Nzlk","flags":{"R20Converter":{"handout-order":33,"handout-archived":false}},"sort":330000,"entryTime":0,"content":"Type: Consumable
Subtype: Ammunition
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 17 Constitution saving throw. On a failed save, a creature takes 3d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Choose one ability score. You gain the following benefits:
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the defensive 2 and piercing 1 properties. If it already has either of these properties, that property’s value increases by 2 or 1, respectively, to a maximum of 3.
Value/Weight: 100 cr, 0 lb.
The credit chip is a small, flat card that features a security codeout and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 20 Intelligence (slicer’s kit) check.
Type: Blaster Modification
Subtype: Targeting
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +1 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
martial lightweapon
Value/Weight: 7777 cr, 15 lb.
Damage: 1d12 Energy
Properties: Dexterity 19, Heavy, Keen 1, Luminous, Reach, Two-Handed, Vicious 1
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 property. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
GM Notes :
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 16, which it uses instead of your Dexterity modifier when making attack and damage rolls with it. Additionally, it gains the light property.
Type: Vibroweapon Modification
Subtype: Guard
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the vicious 3 property. If it already has the vicious property, its vicious number increases to 3.
Value/Weight: 20 cr, 1 lb.
This box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Type: Item Modification
Subtype: Augment
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
Your Wisdom score increases by 2, and your maximum for this score increases by 2.
Type: Blaster Modification
Subtype: Targeting
Rarity: Legendary
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to attack rolls made with this weapon. Additionally, it gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3.
Level: 3
Casting Period: 1 action
Range: 150 feet
Duration: Instantaneous
Concentration: —
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.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
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.
","img":""} -{"_id":"ZmM4YjRkNzcwMTNl","name":"Perceptive Techie","permission":{"default":2},"folder":"NDAxODM0MzU2Yzg1","flags":{"R20Converter":{"handout-order":24,"handout-archived":false}},"sort":240000,"entryTime":0,"content":"Type: Ventures
Prerequisite: —
When you make an Intelligence (Technology) check while aboard your ship, you may use your Wisdom modifier instead of your Intelligence modifier.
Level: 6
Force Alignment: Dark
Casting Period: 1 action
Range: Self
Duration: Up to 10 minutes
Concentration: Yes
Prerequisite: —
You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:
Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
","img":""} -{"_id":"ZmMxOTJiMTA0MjI5","name":"Burning Cell","permission":{"default":2},"folder":"NWY4MDBlMTBmOGJl","flags":{"R20Converter":{"handout-order":2,"handout-archived":false}},"sort":20000,"entryTime":0,"content":"Type: Lightweapon Modification
Subtype: Cell
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
When you score a critical hit with this weapon, you have advantage on the next attack roll you make against that creature before the end of your next turn.
Any campaign benefits when characters have time between adventures to engage in other activities. Allowing days, weeks, or months to pass between adventures stretches the campaign over a longer period of time and helps to manage the characters’ level progression, preventing them from gaining too much power too quickly.
Allowing characters to pursue side interests between adventures also encourages players to become more invested in the campaign world(s). When a character owns a cantina in a city or spends time carousing with the locals, the character’s player becomes more likely to respond to threats to the city and its inhabitants.
As your campaign progressions, your players’ characters will not only become more powerful, but also more influential and invested in the world. They might be inclined to undertake projects that require more time between adventures, such as building and maintaining a stronghold. As the party gains levels, you can add more downtime between adventures to give characters the time they need to pursue such interests. Whereas days or weeks might pass between low-level adventures, the amount of downtime between higher-level adventures might be measured in months or years.
Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating enhanced items, criminal activities, general carousing, or simply working a job. A character selects a downtime activity from among those available, and you, as GM, then follow the rules for the activity to resolve it, informing the player of the results and any complications that ensue.
RESOURCES
Each activity has a resource requirement, typically comprised of money and time, though some may have greater requirements. The required amount of money and time to perform an activity varies, as described in the activity’s resource description.
RESOLUTION
The Resolution portion of each activity’s description tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the steps in the activity, and determine the results.
Most downtime activities require at least a workweek (5 days) to complete. Some activities require days, weeks (7 days), or even months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity’s completion.
For many downtime activities, the days of an activity don’t need to be consecutive; you can spread them over a longer period of time than is required for the activity. But that period should be no more than twice as long as the required time, otherwise you risk introducing additional complications (see below), and possibly double the activity’s costs to represent the inefficiency of the character’s progress.
COMPLICATIONS
The description of each activity includes a discussion of complications you can throw at the characters. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give characters headaches and advantages in any number of other ways. One of the most common - and recurring - types of complications is the introduction of rivals.
Each of these sections has a table that offers possible complications. You can use a complication from the table, or invent your own complication.
UPTIME
While most downtime activities aren’t suitable for enacting during a session due to the requisite time requirements, others are. For those activities suitable for engaging in during a session, uptime exists. Uptime rules cover what actions need to be taken. Uptime rules often use their own resources, Resolution, and complications.
Rivals are NPCs who oppose the characters and make their presence felt whenever the characters are engaging in downtime. A rival might be a villain you have featured in past adventures or plan to use in the future. Rivals can include more than just malicious entities - they might be unaligned folk who are at odds with the characters, whether because they have opposing goals or they simply dislike one another. A rival might be a third party the players inadvertently snubbed throughout their adventures, or simply a vindictive bystander who is convinced that the party is up to no good.
A rival’s agenda changes over time. Though the characters engage in downtime only between adventures, their rivals rarely rest, continuing to spin plots and work against the characters even when the characters are off doing something else.
CREATING A RIVAL
It’s possible for the characters to have one or more rivals at a time, each with a separate agenda. At least one should be a villain, while the others might not be nefarious characters; conflicts with those rivals might be social or political, rather than manifesting as direct attacks.
The best rivals have a connection with their adversaries on a personal level. Find links in the characters’ backstories or the events of recent adventures that explain what sparked the rival’s actions. The best trouble to put the characters in is trouble they created for themselves. You can find sample rival ties in the Example Rivals table to the right.
To add the right amount of detail to a rival you want to create, give some thought to what the NPC is trying to accomplish and what resources and methods the rival can bring to bear against the characters.
GOALS
An effective rival has a clear reason for interfering with the characters’ lives. Think about what the rival wants, how and why the characters stand in the way, and how the conflict could be resolved. Ideally, a rival’s goal directly involves the characters or something they care about.
PLANS
The foundation of a rival’s presence in the campaign is the actions the rival takes or the events that occur as a result of that character’s goals. Each time you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and introduce it into play.
Think about how a rival might operate in order to bring specific plans to fruition, and jot down three or four kinds of actions the rival might undertake. Some of these might be versions of the downtime activities described in the --- chapter, but these are more often efforts specific to that rival. These actions might be a direct attack, such as an assassination attempt, that you can play out during a session, or it might be a background activity that you describe as altering the campaign in some way. For instance, if the characters pursue a specific artifact, the rival might learn of the plans and attempt to retrieve it first.
Example Rivals
d20 | Rival |
---|---|
1 | Tax collector who is convinced the characters are dodging fees. |
2 | Politician who is concerned the characters are causing more trouble than they solve. |
3 | Faction leader who worries the characters are diminishing their faction’s prestige. |
4 | Affluent individual who blames the characters for some recent troubles. |
5 | Rival adventuring party. |
6 | Individual who loves a scandal enough to spark one. |
7 | Childhood rival or member of a rival clan or faction. |
8 | Scorned sibling or parent. |
9 | Merchant who blames the characters for any business woes. |
10 | Newcomer out to make a mark on the world. |
11 | Sibling or ally of a defeated enemy. |
12 | Official seeking to restore a tarnished reputation. |
13 | Deadly foe disguised as a social rival. |
14 | Nefarious character seeking to subvert the party. |
15 | Spurned romantic interest. |
16 | Political opportunist seeking a scapegoat. |
17 | Traitorous noble looking to foment a revolution. |
18 | Would-be tyrant who brooks no opposition. |
19 | Exiled noble looking for revenge. |
20 | Corrupt official worried that recent misdeeds will be revealed. |
Some elements of a rivals plans might involve events in the world that aren’t under the rival’s control. Whether such an event can be easily anticipated or not, the rival’s plans might include contigencies for taking advantage of such happenings.
ASSETS
Think about the resources the rival can marshal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, factions, or other groups? Make a list of the rival’s assets and how they can be used.
EXAMPLE RIVAL: BROGG CHAK
The Chak clan is a small but powerful family of geonosians traders in the city, but years ago, they pulled up stakes and left overnight. Brogg Chak, the youngest scion, has now returned to restore his family’s prestige.
In truth, the family fled because its members had been evading the city’s requisite taxes. A corrupt official who was an ally informed the family that a raid on their business was going to be conducted, so they fled the city and began operating as smugglers. After climbing the ranks of their smuggling ring, Brogg - along with a small army of followers - has returned to claim his place among the elite of his former home city. He vows that he will succeed, or leave the city in ruins.
GOALS
Brogg wants to become the most respected and most important merchant in town - someone to whom even the governing body must yield.
PLANS
Brogg plans to discredit and ruin other merchants. His allies spy on his opponents, disrupting their trade routes, stealing their wares, and causing minor chaos. Brogg disrupts his own warehouses to avoid suspicion.
If Brogg’s plan fails, he intends to use his forces to assassinate as much of the ruling body as possible, as well as his merchant peers.
Brogg’s Plans
Element | Description |
---|---|
Event | Renegade droids become a noticeable problem in the city. Folk demand that action be taken. |
Action | Supply raids become more common, and common folk talk of gathering a militia. Brogg contributes to the effort. |
Action | Warehouses are burned down, ruining tens of thousands of credits worth of goods. Brogg blames the city for lax response times. |
Event | An electrical storm strikes the city, overriding and destroying many droids and constructs. |
Action | Brogg spreads rumors that the characters or other rivals in town are responsible for the increased crime. |
ASSETS
Brogg has a small fortune, some noteworthy skills in espionage, and a substantial following that is dedicated to him.
One of the galaxy’s oldest professions, bounty hunting is a lucrative - but dangerous - activity that is held in great esteem by adventurers.
RESOURCES
Bounty hunting requires one workweek and at least 500 cr spent on materials, bribes, gifts, and other expenses. Spending more money increases your chance of successfully collecting your bounty, as shown in Resolution.
RESOLUTION
After one workweek, the character makes a Wisdom (Survival) check, with a +1 bonus per 500 cr spent beyond the initial 500 cr, up to a maximum bonus of +5. The character then consults the Bounty Hunting Roll Modifier table below.
Bounty Hunting Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Bounty Hunting Results table, which is discussed below.
Once the player has determined their bounty hunting roll modifier, they then roll percentile dice and consult the Bounty Hunting Results table below.
Bounty Hunting Results
d100 | Result |
---|---|
40 or lower | You fail to catch your target |
41-70 | You fail to catch your target, but stumble across a lesser bounty, earning 500 cr |
71-100 | You catch your target, resulting in a 1,000 cr bounty |
101-110 | You catch a high-value target, resulting in a 2,500 cr bounty |
111 or higher | You catch a kingpin, resulting in a 10,000 cr bounty and a nickname |
COMPLICATIONS
Bounty hunting is a dangerous profession that involves interaction with many seedy and nefarious characters, and targets rarely go willingly. Consequently, each workweek spent bounty hunting brings a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Bounty Hunting Complications
d6 | Complication |
---|---|
1 | Your quarry swears up-and-down that you’ve got the wrong person. |
2 | Your target manages to escape after you’ve collected your bounty, and they are coming for you. |
3 | Your target was very valuable to a crime boss, and they’ve sworn to take revenge on you. |
4 | Your target had connections with an esteemed noble family, and they’re publicly besmirching you. |
5 | Your target was a high-ranking member of a guild. You’ve earned their ire. |
6 | Another bounty hunter was also on the hunt. You just barely beat them, and they’re not happy. |
UPTIME
Bounty hunting is another activity that many characters will find attractive, but it is better executed using the three pillars of adventuring. The GM can determine that complications arise, as appropriate.
Purchasing an enhanced item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.
A character looking to purchase a standard, premium, prototype, advanced, or possibly legendary enhanced item can spend downtime searching for a seller. The downtime activity can be performed only in a city or another location where one can find individuals interested in parting with enhanced items. Artifact enhanced items can’t be purchased during downtime. Finding such an item can be the substance of an adventure in and of itself.
RESOURCES
Finding enhanced items to purchase requires at least five days of effort and 1,000 cr in expenses. Spending more time and money increases your chance of finding a high-quality item, as shown in Resolution.
RESOLUTION
A character seeking to buy an enhanced item makes an Intelligence (Investigation) check to determine the rarity of the item found. The character gains a +1 bonus on the check for every five days beyond the first that are spent seeking a seller, and a +1 bonus for every additional 1,000 cr spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impresses potential business partners.
If the characters seek a specific enhanced item, have them make the check twice. If both checks succeed, they find a seller with the specific enhanced item. Otherwise, use the lower of the two rolls to determine what rarity item they find for sale.
The result of the check determines the rarity of the item for sale, as shown below in the Purchasable Enhanced Item table.
Purchasable Enhanced Items
Rarity | DC to Find Seller | d100 Roll Modifier |
---|---|---|
Standard | 10 | +10 |
Premium | 15 | +0 |
Prototype | 20 | -10 |
Advanced | 25 | -20 |
Legendary | 30 | -30 |
The d100 Roll Modifier is added to the percentile dice rolled for the Buying an Enhanced Item table, which is discussed below.
Once a seller is found, the player rolls percentile dice and consults the Buying an Enhanced Item table below, applying a modifier based on the item’s rarity, as shown in the Purchaseable Enhanced Items table.
You determine a seller’s identity. Seller sometimes move prototype, advanced, and legendary items through proxies to ensure that their identities remain unknown.
As a further option to reflect the availability of enhanced items in your campaign, you can apply up to a -10 penalty for a scarce setting, or up to a +10 bonus for a setting where enhanced items are more common, when resolving the d100 roll for buying enhanced items, as appropriate.
Buying an Enhanced Item
d100 | Result |
---|---|
40 or lower | A seller asking five times the item’s value, or a shady seller asking two and a half times the item’s value. |
41-70 | A seller asking twice the item’s value, or a shady seller asking the full item’s value. |
71-100 | A seller asking the full item’s value. |
101-110 | A shady seller asking half the item’s value, no questions asked. |
111 or higher | A seller asking half the item’s value, and a favor. |
COMPLICATIONS
The buying and selling of enhanced items is fraught with peril. The large sums of money involved and the power offered by enhanced items attract thieves, con artists, and other villains. If the characters encounter a shady seller, they have a 50 percent chance of triggering a complication. Otherwise, they have a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Buying Complications
d6 | Complication |
---|---|
1 | The item is a fake. |
2 | The item is stolen after purchase. |
3 | The item is a relic cursed by a dark entity. |
4 | The item’s original owner will kill to reclaim it; the party’s enemies spread news of the transaction. |
5 | The other party is murdered before the transaction is completed. |
6 | A third party enters the transaction, doubling the price. |
UPTIME
The GM can determine whether or not buying enhanced items can be performed during uptime.
Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a cantina?
RESOURCES
Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class people. Carousing with the lower-, middle-, or upper-class costs 100, 500, or 2,500 cr for the workweek, respectively.
A character with an appropriate background, such as noble, can easily mingle with the upper class, but other characters can only do so if you judge that character has made sufficient contacts. Alternatively, a character might use a disguise kit to pass as a noble visiting from a distant city.
If the player elects to disguise themselves, they must make a Charisma (Deception) check instead of a Charisma (Persuasion) check during Resolution.
RESOLUTION
After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check, and consults the Carousing Roll Modifier table below:
Carousing Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Carousing Results table, which is discussed below.
Once the player has determined their carousing roll modifier, they then roll percentile dice and consult the Carousing Results table below.
Carousing Results
d100 | Result |
---|---|
40 or lower | You make a hostile contact. |
41-70 | You make no new contacts. |
71-100 | You make an allied contact. |
101-110 | You make two allied contacts. |
111 or higher | You make three allied contacts. |
Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to hold a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or violent act, possibly even developing into a rival. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.
Lower-class contacts include criminals, laborers, mercenaries, a guardsman, or any other folk who normally frequent the chepeast cantina in town.
Middle-class contacts include guild members, town officials, merchants, and other folk who frequent well-kept establishments.
Upper-class contacts are the nobles, elite, and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.
Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC’s good graces. A contact provides help only once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn’t come with a guarantee of help.
You can assign specific NPCs as contacts. You might decide that the barkeep in some wretched hovel and a guard stationed at a city gate are the character’s allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn’t come into play.
Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the same area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.
Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.
The same process can apply to hostile contacts. You can give the character’s a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.
At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward this limit - only ones that can be used at any time to declare an NPC as a contact.
COMPLICATIONS
Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. Every workweek spent carousing brings a 10 percent chance of a triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
UPTIME
Players can actively engage in carousing using the following rules.
RESOURCES
Carousing covers fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class people. Carousing with the lower-, middle-, or upper-class costs 20, 100, or 500 cr, respectively.
A character with an appropriate background, such as noble, can easily mingle with the upper class, but other characters can only do so if you judge that character has made sufficient contacts. Alternatively, a character might use a disguise kit to pass as a noble visiting from a distant city.
If the player elects to disguise themselves, they must make Charisma (Deception) or Charisma (disguise kit) checks instead of Charisma (Persuasion) checks during Resolution.
RESOLUTION
The character then makes five DC 20 Charisma (Persuasion) checks. Once you’ve resolved all five checks, consult the Carousing Results (Uptime) table below.
Carousing Results (Uptime)
Successes | Result |
---|---|
0 successes | You are ejected from the establishment, making two or more hostile contacts. |
1 success | You make a hostile contact. |
2 successes | You make no new contacts. |
3 successes | You make an allied contact. |
4 successes | You make two allied contacts. |
5 successes | You make three allied contacts. |
COMPLICATIONS
Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. For each failure during Resolution, you have a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Lower-Class Carousing Complications
d8 | Complication |
---|---|
1 | A pickpocket lifts 1d10 x 50 cr from you. |
2 | A bar brawl leaves you with a scar. |
3 | You have fuzzy memories of doing something very, very illegal, but you can’t remember exactly what. |
4 | You are banned from a cantina for some obnoxious behavior. |
5 | After a few drinks, you swore in a public place to pursue a dangerous quest. |
6 | Surprise! You’re married. |
7 | Streaking naked through the streets seemed like a great idea at the time. |
8 | Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why. |
Middle-Class Carousing Complications
d8 | Complication |
---|---|
1 | You accidentally insulted a guild master, and only a public apology will let you do business with the guild again. |
2 | You swore to complete some quest on behalf of a guild. |
3 | A particularly obnoxious person has taken an intense romantic interest in you. |
4 | A social gaffe has made you the talk of the town. |
5 | You have made a foe out of a local bounty hunter. |
6 | You have been recruited to help run a local festival, play, or similar event. |
7 | You made a drunken toast that scandalized the locals. |
8 | You spent an additional 1,000 cr trying to impress people. |
Upper-Class Carousing Complications
d8 | Complication |
---|---|
1 | A pushy noble family wants to marry off one of their scions to you. |
2 | You tripped and fell during a dance, and people can’t stop talking about it. |
3 | You have agreed to take on a noble’s debts. |
4 | You have been challenged to a duel by an embarrassed nobleman. |
5 | You have made a foe out of a local noble. |
6 | A boring noble insists you visit each day and listen to long, tedious expositions on lineage. |
7 | You have become the target of a variety of embarrassing rumors. |
8 | You spent an additional 5,000 cr trying to impress people. |
A character who has the time, money, and necessary tools can use downtime to craft all sorts of equipment.
RESOURCES
Unlike other downtime activities, crafting takes a varying amount of time based on the value of the item being crafted. Crafting requires the tools appropriate to the item being crafted, as shown in the Item Specific Tools table on page ---. The character also needs raw materials equal to half of the item’s value. To determine how many days it takes to create an item, divide its value by 250. More experienced craftsmen can craft at a faster rate. A character can complete multiple items at a time if the items’ combined value no greater than twice the craftsman’s crafting rate. Items that cost more than 500 cr can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A tiny item, like a hold-out, might allow only one or two workers, whereas a large, complex item, like a speeder, might allow four or more workers.
CRAFTING ENHANCED ITEMS
Creating an enhanced item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the knowledge needed to create the item. To start with, a character needs a blueprint for an enhanced item in order to create it. The blueprint is like a recipe; it lists the materials needed and steps required to make an item.
An item invariably requires a rare material to complete it. This material can range from a specific resource found only in the swamps of Dagobah, or the pearl of a krayt dragon. Finding the material should take place as part of an adventure.
The Enhanced Item Ingredients table below suggests the challenge rating of a creature the character needs to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that character needs access to.
Enhanced Item Ingredients
Rarity | CR Range | d100 Roll Modifier |
---|---|---|
Standard | 1-3 | +10 |
Premium | 4-7 | +0 |
Prototype | 8-11 | -10 |
Advanced | 12-14 | -20 |
Legendary | 15-18 | -30 |
Artifact | 19+ | -40 |
The d100 Roll Modifier is added to the percentile dice rolled for the Crafting Results table, which is discussed below.
In addition to facing a specific creature, creating an item comes with a credit cost covering other materials, tools, and so on, equal to half the item’s value. If all the above requirements are met, the character can attempt to craft the object.
RESOLUTION
After collecting all the necessary resources and spending the requisite amount of time, a character potentially crafts the item(s). For each item being crafted, the character makes an Intelligence check with the appropriate artisan’s tools, and consults the Crafting Roll Modifier table below. If multiple craftsmen worked on the item, use the ability scores and relevant proficiencies for the most skilled amongst them.
Crafting Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Crafting Results table, which is discussed below.
For each item being crafted, the player rolls percentile dice and consults the Crafting Results table below, applying a modifier based on the item’s rarity, as shown in the Enhanced Item Ingredients table above.
Crafting Results
d100 | Result |
---|---|
40 or lower | You inefficiently craft the item, expending twice the requisite raw materials. |
41-70 | You inefficiently craft the item, expending one and a half times the requisite raw materials. |
71-100 | You craft the item with no significant issue. |
101-110 | You efficiently craft the item, using only half the requisite materials (if the item required a rare material, you also used a reduced amount of that material.). |
111 or higher | You expertly craft the item, using only one-quarter the requisite materials (if the item required a rare material, you also used a reduced amount of that material.). |
CRAFTING COMPLICATIONS
Most of the complications involved in creating something, especially an enhanced item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on an enhanced item. Every workweek spent crafting brings a 10 percent chance of a triggering a complication.
Crafting Complications
d6 | Complication |
---|---|
1 | Rumors swirl that what you’re working on is unstable and a threat to the community. |
2 | Your tools are stolen, forcing you to buy new ones. |
3 | An affluent craftsman shows keen interest in your work and insists on observing you. |
4 | A powerful wealthy individual offers a heft price for your work and is not interested in hearing no for an answer. |
5 | A noteworthy craftsman accuses you of stealing its secret knowledge to fuel your work. |
6 | A competitor spreads rumors that your work is shoddy and prone to failure. |
This is another great opportunity to create a rival to the party, or involve a previous rival.
UPTIME
Due to the required time involved in crafting, it is best suited to downtime. However, characters can work on items in small increments, such as during a short rest, provided they have their tools and their work readily available and unspoiled.
EXPERIMENTING
If a character has resources and wants to experiment in crafting an item, using tools with which they are proficient, they can attempt to participate in this variant of this downtime activity.
RESOURCES
The character should first choose a rarity for which they want to experiment. If experimenting with enhanced items, they should have an appropriate rare material. The character needs raw materials equal to half the maximum value of that item’s rarity, as shown in the Enhanced Item Value by Rarity table. If experimenting with artifact quality, the value should be assumed to be 1,000,000 cr. For instance, if experimenting with a premium quality item, the value should be treated as 5,000 cr.
RESOLUTION
Once experimenting is completed, the character should make an Intelligence check with the appropriate artisan’s tools with disadvantage, and consult the Crafting Roll Modifier table. If the player fails to meet a DC, no item is crafted, but all materials are expended. The player should then roll percentile dice twice, taking the lesser value, and adding the appropriate modifier
from the Enhanced Item Ingredients table, and then consult the Crafting Results table. At the end of resolution, unless the character fails to meet a DC, they learn a blueprint for an item and craft the item. The GM can choose an item, or determine it randomly.
COMPLICATIONS
Complications occur as normal during crafting.
LEARNING BLUEPRINTS
Throughout their adventures, characters might discover blueprints that teach them the recipes to make specific items. If the character has the appropriate tools, they can spend 10 minutes studying the blueprint. If they do so, they must make an Intelligence check with those tools to attempt to learn the blueprint. The DC for the check is determined by the rarity of the item the blueprint is for, as shown below in the Blueprint Learning DC by Rarity table.
Blueprint Learning DC by Rarity
Rarity | Blueprint Learning DC |
---|---|
Standard | 10 |
Premium | 14 |
Prototype | 18 |
Advanced | 22 |
Legendary | 26 |
Artifact | 30 |
On a success, the blueprint is learned. On a failure, the blueprint is not learned, and you must wait 24 hours before you can try again.
REVERSE ENGINEERING
Many tools have the option to reverse engineer a crafted item to learn how to make it themselves. Over the course of 1 hour, which can be done during a short rest, a character can carefully disassemble an enhanced item. If they do so, they must make an Intelligence check with the appropriate tools. The DC for the check is determined by the rarity of the item being reverse engineered, as shown below in the Reverse Engineering DC by Rarity table.
Reverse Engineer DC by Rarity
Rarity | Reverse Engineer DC |
---|---|
Standard | 15 |
Premium | 19 |
Prototype | 23 |
Advanced | 27 |
Legendary | 31 |
Artifact | 35 |
On a success, the item is broken down to half of its raw materials (any rare components are destroyed), and the blueprint for the item is learned. On a failure, the item is destroyed with no recoverable components, and the blueprint is not learned.
Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.
RESOURCES
A character must spend one workweek and at least 250 cr gathering information on potential targets before committing the intended crime.
RESOLUTION
The character must make at least one, but up to three checks, and then consult the Crime Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make a Dexterity (Sleight of Hand), Dexterity (Stealth), Intelligence (security kit), or Intelligence (slicer’s kit) check, as appropriate to the crime they attempt. Each check can only be made once.
Crime Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Crime Results table, which is discussed below.
For instance, if the character makes a Dexterity (Stealth) check, and the result is 23, they can elect to keep that check, resulting in +15 crime roll modifier. If the character makes an Intelligence (security kit) check, and the result is a 6, however, they can choose to then make a Dexterity (Sleight of Hand) check. If the result of that check is a 19, and the character elects to keep it, they receive a +5 crime roll modifier, since the DC for each tier increased by 5 after the first check. If the character elects to make three checks, with the results being 8, 9, and 17, however, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, since they failed to meet a DC, they are caught and jailed.
Once the player has determined their crime roll modifier, they then roll percentile dice and consult the Crime Results table below.
Crime Results
d100 | Result |
---|---|
40 or lower | The robbery fails, but you escape. |
41-70 | You earn 500 cr by robbing a struggling merchant. |
71-100 | You earn 1,000 cr by robbing a prosperous figure. |
101-110 | You earn 2,500 cr by robbing a noble. |
111 or higher | You earn 10,000 cr by robbing one of the richest figures in town. |
COMPLICATIONS
A life of crime is filled with complications. A character committing a crime has a 10 percent chance of triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Crime Complications
d8 | Complication |
---|---|
1 | A bounty equal to your earnings is offered for information about your crime. |
2 | An unknown person contacts you, threatening to reveal your crime if you don’t render a service. |
3 | Your victim is financially ruined by your crime. |
4 | Someone who knows of your crime has been arrested on an unrelated matter. |
5 | Your loot is a single, easily identifiable item that you can’t fence in this region. |
6 | You robbed someone under the protection of a local crime lord, who now wants revenge. |
7 | Your victim calls in a favor from a guard, doubling the efforts to solve the case. |
8 | Your victim asks one of your adventuring companions to solve the crime. |
UPTIME
While crime is a very fun and engaging activity for a character to participate in, it is better executed using the three pillars of adventuring. The GM can determine that complications arise, as appropriate.
The galaxy is a vast place with many secrets to be uncovered. Between missions, many adventurers may want to spend their downtime engaging in espionage, uncovering the galaxies secrets.
RESOURCES
Espionage requires one workweek finding leads, bribing guards, and infiltrating clandestine locations. A character can attempt to spy on lower-, middle-, or upper-class people. Spying on lower-, middle-, or upper-class costs 100, 500, or 2,500 cr for the workweek, respectively.
RESOLUTION
The character must make at least one, but up to three checks, and then consult the Espionage Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make a Charisma (Deception), Dexterity (Stealth), or Intelligence (slicer’s kit) check. Each check can only be made once.
Espionage Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Espionage Results table, which is discussed below.
For instance, if the character makes a Dexterity (Stealth) check, and the result is 21, they can elect to keep that check, resulting in +15 crime roll modifier. If the character makes an Intelligence (slicer’s kit) check, and the result is a 3, however, they can choose to then make a Charisma (Deception) check. If the result of that check is a 17, and the character elects to keep it, they receive a +5 crime roll modifier, since the DC for each tier increased by 5 after the first check. If the character elects to make three checks, with the results being 4, 7, and 13, however, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, since they failed to meet a DC, they are caught and jailed.
Once the player has determined their espionage roll modifier, they then roll percentile dice and consult the Espionage Results table below.
Espionage Results
d100 | Result |
---|---|
40 or lower | You fail to find any useful information with which to blackmail, and your face is clearly identified. |
41-70 | You find no useful information. |
71-100 | You find information with which to blackmail one person. |
101-110 | You find information with which to blackmail two people. |
111 or higher | You find information with which to blackmail three people. |
Blackmail is information that can be used to coerce an activity from an NPC. Blackmail can come in a variety of forms, and the value of the blackmail varies depending on how important the subject of the information is and to whom it has value.
Lower-class blackmail includes the secrets of criminals, laborers, mercenaries, guardsmen; anyone you might find a cheap cantina.
Middle-class blackmail includes the secrets of faction members, town officials, merchants, and people who frequent well-kept establishments.
Upper-class blackmail covers the secrets of the nobles and elite.
COMPLICATIONS
Espionage is fraught with peril. A character who engages in espionage has a 10 percent chance of triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Espionage Complications
d8 | Complication |
---|---|
1 | A bounty equal to the credits spent is offered for information about your crime. |
2 | An unknown person contacts you, threatening to reveal your activities if you don’t render a service. |
3 | Your victim asks one of your adventuring companions to solve the crime. |
4 | Someone who knows of your activities has been arrested on an unrelated matter. |
5 | Your victim calls in a favor from a guard, doubling the efforts to solve the case. |
6 | You blackmailed someone under the protection of a local crime lord, who now wants revenge. |
UPTIME
While spying is a very fun and engaging activity for a character to participate in, it is better executed using the three pillars of adventuring. The GM can determine that complications arise, as appropriate.
Games of chance are a great way to make a fortune, and a better way to lose one.
RESOURCES
This activity requires one workweek of effort, plus a stake of at least 100 cr to a maximum of 10,000 cr, or more as you see fit. Alternatively, you could allow characters to bet with things other than money.
RESOLUTION
The character must make at least one, but up to three checks, and then consult the Gambling Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make a Charisma (Deception), Intelligence check with the appropriate gaming set, or Wisdom (Insight) check. If the character is not proficient in the gaming set, they can not make a Charisma (Deception) or Wisdom (Insight) check. Each check can only be made once.
Gambling Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Gambling Results table, which is discussed below.
For instance, if the character makes an Intelligence (sabaac deck) check, and the result is an 18, they can elect to keep that check, resulting in a +10 gambling roll modifier. If the result of the check was only 4, however, they can choose to then make a Charisma (Deception) check. If the result of that check is a 22, and the character elects to keep it, they receive a +10 gambling roll modifier, since the DC for each tier increased by 5 after the first check. If the character makes an Intelligence (sabaac deck) check with a result of 8, a Charisma (Deception) check with a result of 13, and finally a Wisdom (Insight) check, with a result of 11, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, they lose their entire stake, and accrue a debt equal to that amount. This debt can be paid immediately if the character has the requisite funds after losing their stake.
Once the player has determined their gambling roll modifier, they then roll percentile dice and consult the Gambling Results table below.
Gambling Results
d100 | Result |
---|---|
40 or lower | You lose your entire stake. |
41-70 | You lose half your stake. |
71-100 | You break even. Not bad. |
101-110 | You win an amount equal to your stake. |
111 or higher | You win an amount equal to three times your stake. |
COMPLICATIONS
Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Gambling Complications
d6 | Complication |
---|---|
1 | You are accused of cheating. You decide whether you did cheat or were framed. |
2 | The town guards raid the gambling hall and throw you in jail. |
3 | A noble in town loses badly to you and loudly vows to get revenge. |
4 | You won a sum from a low-ranking member of a nefarious guild, and the guild wants it money back. |
5 | A local crime boss insists you start frequenting their gambling parlor, and no others. |
6 | A high-stakes gambler comes to town and insists that you take part in a game. |
VARIANT: GAMBLING SPECTATOR
Occasionally, rather than participate themselves, your characters might want to gamble on a game or event in which someone else is involved. In that case, the character can instead make a Wisdom (Insight) check. If they do so, they do not have the opportunity to make subsequent checks.
UPTIME
Players can actively engage in gambling using the following rules.
RESOURCES
This activity requires a stake of at least 20 cr to a maximum of 2,000 cr, or more as you see fit. Alternatively, you could allow characters to bet with things other than money.
RESOLUTION
The character must make five checks.
If playing against the house, the player makes a DC 20 Intelligence check with the appropriate gaming set. Once you’ve resolved all five checks, consult the Gambling Results (Uptime) table below.
If playing against an opponent, the player can choose to make a Charisma (Deception), Intelligence check with the appropriate gaming set, or Wisdom (Insight) check contested by the opponent. If there are multiple opponents, use the ability scores and relevant proficiencies for the most skilled amongst them. For each check the character makes, the opponent also makes a check, with an additional effect based on what choices were made.
This advantage and disadvantage occurs for both the character and the opponent. For instance, if the character chooses to make a Charisma (Deception) check, and the opponent choose to make an Intelligence (gaming set) check, the character has advantage on their check, while the opponent has disadvantage on theirs. In the event of a tie, the character and opponent should reroll the contest. If the character is not proficient in the gaming set, they can not make a Charisma (Deception) or Wisdom (Insight) check. Once you’ve resolved all five checks, consult the Gambling Results (Uptime) table below.
When determining what action the opponent takes, the GM can choose or determine the choice randomly.
Gambling Results (Uptime)
Successes | Result |
---|---|
0 successes | You lose your entire stake, and accrue a debt equal to that amount. |
1 success | You lose your entire stake. |
2 successes | You lose half your stake. |
3 successes | You break even. Not bad. |
4 successes | You win an amount equal to your stake. |
5 successes | You win an amount equal to three times your stake. |
COMPLICATIONS
Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. For each success during Resolution, you have a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Gambling Complications (Uptime)
d6 | Complication |
---|---|
1 | You are accused of cheating. You decide whether you did cheat or were framed. |
2 | The town guards raid the gambling hall. |
3 | A noble in town loses badly to you and loudly vows to get revenge. |
4 | You won a sum from a low-ranking member of a nefarious guild, and the guild wants it money back. |
5 | A local crime boss insists you start frequenting their gambling parlor, and no others. |
6 | A high-stakes gambler insists that you take part in a game. |
VARIANT: GAMBLING SPECTATOR
Occasionally, rather than participate themselves, your characters might want to gamble on a game or event in which someone else is involved. In that case, the character can instead make five Wisdom (Insight) check.
Often, traditional work doesn’t appeal to adventurers, who crave a little more excitement, even during their offweeks. Those characters might prefer to engage in mercenary work.
RESOURCES
Working as a mercenary requires one week of downtime, as well as 100 credits to seek out an available job.
RESOLUTION
The character must make at least one, but up to three ability checks as appropriate to the contract they take. The GM might call for a Charisma (Intimidation) check if the character as working as an enforcer, a Strength (Athletics) check if working as a guard, or an Intelligence (Investigation) check if the character is working as a detective. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5.
Mercenary Contracting Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Mercenary Contracting Results table, which is discussed below.
For instance, if the character makes a Charisma (Intimidation) check, and the result is 20, they can elect to keep that check, resulting in +15 mercenary contracting roll modifier. If the character makes an Intelligence (Investigation) check, and the result is a 4, however, they can choose to repeat the check. If the result of that check is a 16, and the character elects to keep it, they receive a +5 mercenary contracting roll modifier, since the DC for each tier increased by 5 after the first check. If the character elects to make three checks, with the results being 9, 10, and 18, however, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, since they failed to meet a DC, they fail to find a job.
Once the player has determined their mercenary contracting roll modifier, they then roll percentile dice and consult the Mercenary Contract Results table below.
Mercenary Contracting Results
d100 | Result |
---|---|
40 or lower | The character finds a job, but fails to complete it successfully and goes unpaid. |
41-70 | You complete a relatively simple job, earning 250 cr. |
71-100 | You complete a moderately difficult job, earning 500 cr. |
101-110 | You complete an exceptionally difficult task, earning 1,250 cr. |
111 or higher | You complete an insanely difficult task, earning 5,000 cr and a favor from your employer. |
COMPLICATIONS
Mercenary work varies drastically in how eventful it can be. A character spending a week mercenary contracting has a 10 percent chance of triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Mercenary Contracting Complications
d6 | Complication |
---|---|
1 | You manage to offend a bystander with an innocuous comment, and it turns out they’re important. |
2 | You have a run-in with the law. |
3 | You beat out another individual who wanted your job, earning their ire. |
4 | Your boss works for a local criminal organization, and insists you perform further work for them. |
5 | Another person offers to pay you to fail in your task. |
6 | You are forced into a physical altercation, resulting in a scar. |
UPTIME
While mercenary contracting is a common endeavor in any campaign, it is better executed using the three pillars of adventuring. The GM can determine that complications arise, as appropriate.
Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply, rather than downtime.
RESOURCES
Engaging in this activity requires one workweek of effort from a character.
RESOLUTION
The character must make at least one, but up to three checks, and then consult the Pit Fighting Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make a Dexterity (Acrobatics) or Strength (Athletics) check. Alternatively, the character can instead make an attack roll using one of the character’s weapons. Each check can only be made once.
Pit Fighting Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Gambling Results table, which is discussed below.
For instance, if the character makes a Dexterity (Acrobatics) check, and the result is an 27, they can elect to keep that check, resulting in a +20 pit fighting roll modifier. If the result of the check was only 9, however, they can choose to then make an attack roll with one of their weapons. If the result of that attack roll is a 24, and the character elects to keep it, they receive a +10 pit fighting roll modifier, since the DC for each tier increased by 5 after the first check. If the character makes an Strength (Athletics) check with a result of 11, a Dexterity (Acrobatics) check with a result of 14, and finally an attack roll with one of their weapons, with a result of 18, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, they lose all of their bouts, and suffer one level of exhaustion.
Once the player has determined their pit fighting roll modifier, they then roll percentile dice and consult the Pit Fighting Results table below.
Pit Fighting Results
d100 | You Find… |
---|---|
40 or lower | You lose all of your bouts. |
41-70 | You win some of your bouts, earning 250 cr. |
71-100 | You win half of your bouts, earning 500 cr. |
101-110 | You win most of your bouts, earning 1,500 cr. |
111 or higher | You go undefeated, earning 5,000 cr and a title recognized by the people of this town. |
COMPLICATIONS
Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches’ promoters. Every workweek spent pit fighting brings a 10 percent chance per success of triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Pit Fighting Complications
d6 | Complication |
---|---|
1 | An opponent swears to take revenge on you. |
2 | A crime boss approaches you and offers to pay you to intentionally lose a few matches. |
3 | You defeat a popular local champion, drawing the crowd’s ire. |
4 | You defeat a noble’s servant, drawing the wrath of the noble’s house. |
5 | You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished. |
6 | You accidentally deliver a near fatal wound to an opponent. |
UPTIME
While pit fighting is a very fun and engaging activity for a character to participate in, it should be executed using the normal rules of combat. For each round victory, a character should receive winning determined by the GM. The GM can also determine that complications arise, as appropriate.
On my worlds, racing is a popular local pastime. For the accomplished pilot, racing is a great way to make credits and a name for yourself. However, racing is not for the faint of heart.
RESOURCES
This activity requires one workweek of effort and a 250 cr entry fee. If the character does not own an appropriate vehicle, they can rent one for 1,000 cr.
RESOLUTION
The character must make at least one, but up to three checks, and then consult the Racing Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make an Intelligence (mechanic’s kit), Intelligence (Piloting), or Intelligence (Technology) check. If the character is not proficient in Piloting, they can not make an Intelligence (mechanic’s kit) or Intelligence (Technology) check. Each check can only be made once.
Racing Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Racing Results table, which is discussed below.
For instance, if the character makes an Intelligence (Piloting) check, and the result is a 17, they can elect to keep that check, resulting in a +10 racing roll modifier. If the result of the check was only 7, however, they can choose to then make a Intelligence (mechanic’s kit) check. If the result of that check is a 24, and the character elects to keep it, they receive a +10 racing roll modifier, since the DC for each tier increased by 5 after the first check. If the character makes an Intelligence (Technology) check with a result of 9, an Intelligence (Piloting) check with a result of 9, and finally a Intelligence (mechanic’s kit) check, with a result of 9, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, they lose all of their races and crash their vehicle, requiring at least 1,000 cr in repairs to fix.
Once the player has determined their racing roll modifier, they then roll percentile dice and consult the Racing Results table below.
Racing Results
d100 | Result |
---|---|
40 or lower | You lose all of your races. |
41-70 | You win some of your races, earning 500 cr. |
71-100 | You win half of your races, earning 1,000 cr. |
101-110 | You win most of your races, earning 2,500 cr. |
111 or higher | You go undefeated, earning 10,000 cr and a title recognized by the people of this town. |
COMPLICATIONS
Racing attracts many different kinds of individuals: from arrogant racers to manipulative managers, adoring fans to obsessive critics. The potential complications can vary from vehicular trouble to perceived slights. Every workweek spent racing brings a 10 percent chance of a triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Racing Complications
d6 | Complication |
---|---|
1 | You side-swipe another racer, earning their ire. |
2 | A crime boss approaches you and offers to pay you to intentionally lose a few races. |
3 | You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished. |
4 | You beat a low-ranking member of a nefarious guild, and the guild isn’t happy. |
5 | A local crime boss insists you start racing for them, and no others. |
6 | A renowned racer comes to town and insists on a race. |
VARIANT: ANIMAL RACING
You may encounter an arena in which they race animals instead of vehicles. In this instance, you’ll want to substitute Intelligence (Nature), Wisdom (Animal Handling), and Wisdom (Survival) for Intelligence (mechanic’s kit), Intelligence (Piloting), and Intelligence (Technology), respectively.
UPTIME
Players can actively engage in racing using the following rules.
RESOURCES
This activity requires a 50 cr entry fee. If the character does not own an appropriate vehicle, they can rent one for 200 cr.
RESOLUTION
The character must make five checks.
If racing against a time, the player makes a DC 20 Intelligence (Piloting) check. Once you’ve resolved all five checks, consult the Racing Results (Uptime) table below.
If racing against an opponent, the player can choose to make an Intelligence (mechanic’s kit), Intelligence (Piloting), or Intelligence (Technology) check contested by the opponent. If there are multiple opponents, use the ability scores and relevant proficiencies for the most skilled amongst them. For each check the character makes, the opponent also makes a check, with an additional effect based on what choices were made.
If the character chooses to make an Intelligence (mechanic’s kit) check, they have advantage on the check if the opponent makes an Intelligence (Piloting) check, and disadvantage on the check if the opponent makes an Intelligence (Technology) check. If the opponent also makes an Intelligence (mechanic’s kit) check, both checks are made normally.
If the character chooses to make an Intelligence (Piloting) check, they have advantage on the check if the opponent makes an Intelligence (Technology) check, and disadvantage on the check if the opponent makes an Intelligence (mechanic’s kit) check. If the opponent also makes an Intelligence (Piloting) check, both checks are made normally.
If the character chooses to make an Intelligence (Technology) check, they have advantage on the check if the opponent makes an Intelligence (mechanic’s kit) check, and disadvantage on the check if the opponent makes an Intelligence (Piloting) check. If the opponent also makes an Intelligence (Technology) check, both checks are made normally.
This advantage and disadvantage occurs for both the character and the opponent. For instance, if the character chooses to make an Intelligence (mechanic’s kit) check, and the opponent choose to make an Intelligence (Piloting) check, the character has advantage on their check, while the opponent has disadvantage on theirs. In the event of a tie, the character and opponent should reroll the contest. If the character is not proficient Piloting, they can not make an Intelligence (mechanic’s kit) or Intelligence (Technology) check. Once you’ve resolved all five checks, consult the Racing Results (Uptime) table below.
When determining what action the opponent takes, the GM can choose or determine the choice randomly.
Racing Results (Uptime)
Successes | Result |
---|---|
0 successes | You lose your race and crash your vehicle, requiring at least 1,000 cr in repairs to fix. |
1 successes | You lose your race. |
2 successes | You just fail to place, but manage to earn 100 cr. |
3 successes | You take 3rd place, earning 200 cr. |
4 successes | You take 2nd place, earning 500 cr. |
5 successes | You take 1st place, earning 2,000 cr. |
COMPLICATIONS
Racing attracts many different kinds of individuals: from arrogant racers to manipulative managers, adoring fans to obsessive critics. The potential complications can vary from vehicular trouble to perceived slights. For each success during Resolution, you have a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Racing Complications (Uptime)
d6 | Complication |
---|---|
1 | You side-swipe another racer, earning their ire. |
2 | A crime boss approaches you and offers to pay you to intentionally lose a few races. |
3 | You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished. |
4 | You beat a low-ranking member of a nefarious guild, and the guild isn’t happy. |
5 | A local crime boss insists you start racing for them, and no others. |
6 | A renowned racer insists on a race. |
To be forewarned is to be forearmed. This activity allows a character to delve into lore concerning a monster, a location, an enhanced item, or some other specific topic.
RESOURCES
Typically, a character needs access to a library or some other academic institution to conduct research. Assuming such access is available, conducting research requires one workweek and at least 500 cr spent on materials, bribes, gifts, and other expenses. Spending more money increases your chances of finding noteworthy lore, as shown in Resolution.
RESOLUTION
The character declares the focus of the research - a specific person, place, or thing. After one workweek, the character makes an Intelligence (Lore) check, with a +1 bonus per 1,000 cr spent beyond the initial 500 cr, up to a maximum bonus of +5. The character then consults the Research Roll Modifier table below.
Research Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Research Results table, which is discussed below.
Once the player has determined their research roll modifier, they then roll percentile dice and consult the Research Results table below.
Research Results
d100 | Result |
---|---|
40 or lower | You learn nothing. |
41-70 | You learn one piece of lore. |
71-100 | You learn two pieces of lore. |
101-110 | You learn three pieces of lore. |
111 or higher | You learn five pieces of lore, as well as the relative location of an item worth at least 5,000 cr. |
Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the method required to enter a sealed tomb, or the clandestine knowledge held by a specific person.
As GM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
Alternatively, you can allow the player to determine what lore they’ve learned on the spot, after research. When the characters are in an area related to what was researched, a player can expend a lore to uncover something related to the location on hand, assuming it pertains to what was researched.
Using a mix of the two approaches is a good idea, since it gives you the added depth of specific lore while giving players the freedom to ensure that the lore they learn is useful.
At any time, a character can have a maximum number of unspecified lore equal to 1 + the character’s Intelligence modifier (minimum of 1). Specific, learned lore doesn’t count toward this limit - only ones that can be used at any time to learn something related to the original subject of study.
COMPLICATIONS
The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe scholars to give bad advice, or steal key information needed to find the truth.
Additionally, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Research Complications
d6 | Complication |
---|---|
1 | You accidentally damage a rare, fragile source of information. |
2 | You offend a scholar, who demands an extravagant gift. |
3 | If you had known the source of information was cursed, you never would have opened it. |
4 | A scholar becomes obsessed with convincing you of a number of strange theories. |
5 | Your actions cause you to be banned from a library or some other academic institution. |
6 | You uncovered useful lore, but only by promising to complete a dangerous task in return. |
UPTIME
Conducting research is generally a long-term activity, requiring time and devotion, best suited to downtime.
Few people can afford to buy an enhanced item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.
A character who comes into possession of a standard, premium, prototype, advanced, or possibly legendary enhanced item that he or she wants to sell can spend downtime searching for a buyer. The downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in acquiring enhanced items. Artifact enhanced items can’t be sold during downtime. Finding someone to buy such an item can be the substance of an adventure in and of itself.
RESOURCES
Finding a buyer for a standard, premium, prototype, advanced, or legendary enhanced item takes up to twenty days of effort, depending on the rarity of the enhanced item for sale, and costs 100 cr per day.
RESOLUTION
For each salable item, the character must make a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the check.
On a failure, no buyer for the item is found after a search that lasts a number of days equal to the maximum for that item’s rarity, as shown below in the Days to Find Buyer column of the Salable Enhanced Items table below. On a success, a buyer for the item is found after a number of days based on the item’s rarity, as shown below in the Salable Enhanced Item table.
Salable Enhanced Items
Rarity | Days to Find Buyer | d100 Roll Modifier |
---|---|---|
Standard | 1d4 | +10 |
Premium | 1d6 | +0 |
Prototype | 1d8 | -10 |
Advanced | 1d10 | -20 |
Legendary | 1d20 | -30 |
The d100 Roll Modifier is added to the percentile dice rolled for the Selling an Enhanced Item table, which is discussed below.
A character can attempt to find buyers for multiple enhanced items at once. Although this requires multiple Intelligence (Investigation) checks, the searches are occurring simultaneously, and the results of multiple failures or successes aren’t added together. For example, if the character finds a buyer for a standard enhanced item in 2 days and a buyer for a premium enhanced item in 5 days, but fails to find a buyer for a prototype enhanced item, the entire search takes 8 days.
For each item a character wishes to sell, the player rolls percentile dice and consults the Selling an Enhanced Item table below, applying a modifier based on the item’s rarity, as shown in the Salable Enhanced Items table. The subsequent total determines what a buyer offers to pay for the item.
You determine a buyer’s identity. Buyers sometimes procure prototype, advanced, and legendary items through proxies to ensure that their identities remain unknown.
As a further option to reflect the availability of enhanced items in your campaign, you can apply up to a -10 penalty for a scarce setting, or up to a +10 bonus for a setting where enhanced items are more common, when resolving the d100 roll for selling enhanced items, as appropriate.
Selling an Enhanced Item
d100 | Result |
---|---|
40 or lower | A buyer offering one-quarter of the item’s value, or a shady buyer offering half the item’s value. |
41-70 | A buyer offering half the item’s value, or a shady buyer offering the full item’s value. |
71-100 | A buyer offering the full item’s value. |
101-110 | A shady buyer offering one and a half times the item’s value, no questions asked. |
111 or higher | A buyer offering one and a half times the item’s value, but they also want a favor. |
COMPLICATIONS
The buying and selling of enhanced items is fraught with peril. The large sums of money involved and the power offered by enhanced items attract thieves, con artists, and other villains. If the characters encounter a shady buyer, they have a 50 percent chance of triggering a complication. Otherwise, they have a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
d6 | Complication |
---|---|
1 | The item is perceived as a fake. |
2 | The item is stolen before the sale. |
3 | The item is a relic cursed by a dark entity. |
4 | The item’s original owner will kill to reclaim it; the party’s enemies spread news of the transaction. |
5 | The other party is murdered before the transaction is completed. |
6 | A third party enters the transaction, offering an alternative item. |
UPTIME
The GM can determine whether or not selling enhanced items can be performed during uptime.
Given enough time, money, and the services of an instructor, a character can learn a language, pick up proficiency with a tool or kit, gain proficiency or even expertise in a skill, or possibly even earn a feat.
RESOURCES
Receiving training requires you first find a teacher who is willing and capable of teaching you. It then takes a varying amount of time and credits, depending on what you’re training in. Costs are paid at the beginning of each workweek.
LANGUAGE OR WEAPON
Learning a new language or training in a new weapon takes 10 workweeks and costs 250 cr per workweek. During resolution, training in a language calls for an Intelligence check, while a weapon requires an attack roll with that weapon. If you are proficient in that saving throw, you add your proficiency bonus to the roll.
TOOL PROFICIENCY
Learning to use a new tool takes 10 workweeks and costs the value of the tool in cr per workweek. During resolution, training in a new tool calls for an ability check appropriate to that tool, as determined by the GM. If you are proficient in that saving throw, you add your proficiency bonus to the roll.
TOOL EXPERTISE
Gaining expertise in a tool in which you are proficient takes 20 workweeks and costs the value of the tool in cr per workweek. During resolution, gaining expertise in a tool in which you are proficient requires an ability check with that tool.
SKILL PROFICIENCY
Learning a new skill takes 20 workweeks and costs at least 500 cr per workweek. During resolution, training in a new skill calls for an ability check with that skill’s governing ability score. If you are proficient in that saving throw, you add your proficiency bonus to the roll.
SKILL EXPERTISE
Gaining expertise in a skill in which you are proficient takes 30 workweeks and costs at least 1,000 cr per workweek. During resolution, gaining expertise in a skill in which you are proficient requires an ability check with that skill.
FEAT
Learning a new feat takes 40 workweeks and costs at least 2,000 cr per workweek. During resolution, training in a new feat calls for an ability check appropriate to that feat, as determined by the GM. If you are proficient in that saving throw, you add your proficiency bonus to the roll.
RESOLUTION
At the end of each workweek, a character makes an ability check depending on their training, and then consults the Training Roll Modifier table.
Training Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Training Results table, which is discussed below.
Once the player has determined their training roll modifier, they then roll percentile dice and consult the Training Results table below.
Training Results
d100 | Result |
---|---|
40 or lower | Your training falters, advancing only half a workweek towards completion. |
41-70 | Your training is adequate, advancing one workweek towards completion. |
71-100 | Your training has a breakthrough, advancing two workweeks towards completion. |
101-110 | Your training is excellent, advancing three workweeks towards completion. |
111 or higher | Your training is masterful, advancing four workweeks towards completion. |
COMPLICATIONS
Complications that arise while training typically involve the teacher. For every five workweeks spent in training, or for each failure during resolution, a character has a 10 percent chance of a complication. Examples of which are on the Training Complications table.
This is a great opportunity to create a rival to the party, or involve a previous rival.
d6 | Complication |
---|---|
1 | Your earn the ire of another of the teacher’s students. |
2 | Your teacher instructs you in rare, archaic methods, which draw comments from others. |
3 | Your teacher is a spy sent to learn your plans. |
4 | Your teacher is a wanted criminal. |
5 | Your teacher is a cruel taskmaster. |
6 | Your teacher asks for help dealing with a threat. |
UPTIME
Due to the required time involved in training, it is best suited to downtime.
When all else fails, an adventurer can turn to an honest trade to earn a living.
RESOURCES
Taking on a job requires one workweek of work.
RESOLUTION
The character must make an ability check as appropriate to the job they are trying to perform. The GM might call for a Strength (Athletics) check if the character is working with their hands, an Intelligence check with a set of tools if the character is working as a tradesman, a Charisma (Performance) check if the character is working in a speaking capacity, a Charisma check with a musical instrument if the character is performing in a venue, or any other check the GM deems appropriate. Once the character has made their chosen check, they should consult the Work Roll Modifier table below.
Work Roll Modifier
Ability Check DC | d100 Roll Modifier |
---|---|
10 | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Work Results table, which is discussed below.
Work Results
d100 | Result |
---|---|
40 or lower | You earn enough to support a poor lifestyle for the week, with 10 cr left over. |
41-70 | You earn enough to support a modest lifestyle for the week, with 50 cr left over. |
71-100 | You earn enough to support a comfortable lifestyle for the week, with 100 cr left over. |
101-110 | You earn enough to support a wealthy lifestyle for the week, with 200 cr left over. |
111 or higher | You somehow earn enough to support an aristocratic lifestyle for the week, with 500 cr left over. |
COMPLICATIONS
Despite what should be an uneventful, satisfying week of simple work, complications can arise from this activity. A character spending a week working has a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
d8 | Complication |
---|---|
1 | You manage to outperform someone who has been working longer than you, and they’re not impressed. |
2 | You bump a coworker in a clearly accidental fashion, but they blow it out of proportion, causing everyone to dislike you. |
3 | A patron asks for a service not provided by your workplace, and asks for the manager when you try to explain this. |
4 | Your manager takes credit for the work you are doing, asserting it is their own. |
5 | One of your coworkers slows down their workload so you have to pick up their slack. |
6 | You sustain a small injury, resulting in a scar. |
7 | Your coworkers, as a group, tell your boss a series of baseless lies. Your boss believes them over you. |
8 | Your coworkers bestow a nickname on you based on an obscure, mundane thing you did or said. They no longer call you by your name. |
UPTIME
If you are the type who prefers to hoard their wealth and work for their dinner, you can engage in work during uptime.
RESOURCES
Taking on a job requires at least one hour of work.
RESOLUTION
Make an ability check appropriate to the work you are doing and consult the Work Results (Uptime) table below.
Work Results (Uptime)
Ability Check DC | Result |
---|---|
10 | You earn enough to support a poor lifestyle for night, with 2 cr left over. |
15 | You earn enough to support a modest lifestyle for night, with 10 cr left over. |
20 | You earn enough to support a comfortable lifestyle for night, with 20 cr left over. |
25 | You earn enough to support a wealthy lifestyle for night, with 40 cr left over. |
30 | You earn enough to support a aristocratic lifestyle for night, with 100 cr left over. |
COMPLICATIONS
You have a 10 percent chance of triggering a complication. If you fail to meet an ability check DC, you instead have a one-hundred percent chance of triggering a complication.
","img":""} -{"_id":"ZmMyYmI5NTljM2I4","name":"Fusion cutter","permission":{"default":2},"folder":"OWI3ODU2ZTI1Nzc5","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Value/Weight: 25 cr, 2 lb.
A fusion cutter is a handheld cutting tool popular among technicians. It cut through almost any reinforced material, given enough time. The internal power cell supplies an hour’s worth of continuous operation.
martial blaster
\n\t\tValue/Weight: 2400 cr, 10 lb.
\n\t\tDamage: 1d8 Lightning
Properties: Ammunition (range 30/120), Burst 4, Rapid 2, Reload 4, Special, Strength 11, Two-Handed
\n\t\tType: Armor Modification
Subtype: Shielding
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This shield gains the magnetic 16 property.
You are expert at slinking through shadows. You gain the following benefits:
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
When you score a critical hit with this weapon, you deal two additional weapon dice worth of damage.
Type: Armor
Subtype: Heavy Exoskeleton
Rarity: Legendary
Prerequisite: No
Attunement: Yes
Source: WH
You have resistence to unenhanced damage while you wear this armor. Additionally, you can use an action to make yourself immune to unenhanced damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.
Made with just enough ultrachrome to give you an edge while still keeping things interesting, these suits of armor can discharge an integrated power cell to catalyze this metal normally used in starship hulls into a more resilient state.
","img":""} -{"_id":"ZmQ0MWEwZmIyYzkw","name":"Staggering Oscillator","permission":{"default":2},"folder":"YzQwNzI4NzhlYWUz","flags":{"R20Converter":{"handout-order":11,"handout-archived":false}},"sort":110000,"entryTime":0,"content":"Type: Vibroweapon Modification
Subtype: Oscillator
Rarity: Standard
Prerequisite: No
Attunement: No
Source: WH
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
","img":""} -{"_id":"ZmQ2MDJhMGM0ZTgw","name":"Grenade, Flash (Deadly)","permission":{"default":2},"folder":"NzBiODE2YzZlOTlk","flags":{"R20Converter":{"handout-order":9,"handout-archived":false}},"sort":90000,"entryTime":0,"content":"Type: Consumable
Subtype: Explosive
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
Flash grenades are hand-held explosive devices that release a blinding flash. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 19 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
martial blaster
\n\t\tValue/Weight: 400 cr, 11 lb.
\n\t\tDamage: 1d8 Energy
Properties: Ammunition (range 100/400), Reload 12, Two-Handed
\n\t\tMonks of the Ter-s K-si Order are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate focus to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Beginning when you choose this order at 3rd level, you can manipulate your enemy’s focus when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level.
Once you’ve used this feature, you must complete a long rest before you can use it again.
Starting at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary force power that lasts until the start of your next long rest (the power can end early as normal). The saving throw DC for the power equals your focus save DC.
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 focus points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same planet. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly (no action required).
","img":""} -{"_id":"ZmQxYWQ4YWYwMWJj","name":"Ammunition","permission":{"default":2},"folder":"MzYyNzVlODVhM2Zk","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Level: 3
Casting Period: 1 action
Range: Touch
Duration: Up to 1 hour
Concentration: Yes
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.
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.
","img":""} -{"_id":"ZmQzM2IyN2Q5NDk0","name":"Vibrohammer","permission":{"default":2},"folder":"MTVjNzMzNzVkZTA0","flags":{"R20Converter":{"handout-order":26,"handout-archived":false}},"sort":260000,"entryTime":0,"content":"martial vibroweapon
\n\t\tValue/Weight: 1400 cr, 16 lb.
\n\t\tDamage: 1d10 Kinetic
Properties: Heavy, Two-Handed
\n\t\tType: Lightweapon Modification
Subtype: Hilt
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the returning and thrown (30/90) properties. If it already has the thrown property, the range increases by 15/45.
Type: Focus
Subtype: Tech
Rarity: Premium
Prerequisite: No
Attunement: Yes
Source: WH
You gain a +1 bonus to the tech attack rolls for tech powers you cast through this wristpad.
Your skills at bartering have granted you the following benefits:
You’ve mastered the techniques of throwing weapons, readily blending the weapons with your movements. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
Level: 9
Casting Period: 1 minute
Range: Touch
Duration: 8 hours
Concentration: —
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.
This power immediately ends if you cast it again before its duration ends.
","img":""} -{"_id":"ZmU3NmE4YmNkM2Rj","name":"Absorptive Reinforcement","permission":{"default":2},"folder":"ZjEwOGM0Y2RmZWEz","flags":{"R20Converter":{"handout-order":0,"handout-archived":false}},"sort":0,"entryTime":0,"content":"Type: Armor Modification
Subtype: Reinforcement
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This armor or shield gains the absorptive 1 property. If it already has the absorptive property, its absorptive property increases by 1, to a maximum of 3.
Type: Clothing Modification
Subtype: Pattern
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to damage rolls with force powers while wearing this article of clothing. If the power would damage multiple targets, you can only apply this damage bonus to one of them.
Type: Lightweapon Modification
Subtype: Cell
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 2 property. If it already has the piercing property, its piercing number increases by 2, to a maximum of 3.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the piercing 1 property. If it already has the piercing property, its piercing number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 2 property. If it already has the keen property, its keen number increases by 2, to a maximum of 3.
Type: Armor Modification
Subtype: Shielding
Rarity: Premium
Prerequisite: No
Attunement: No
Source: EC
This shield gains the concealing property.
Level: 2
Force Alignment: Universal
Casting Period: 1 action
Range: Self (5-foot radius)
Duration: Up to 1 minute
Concentration: Yes
Prerequisite: —
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.
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.
Whenever a hostile creature starts 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.
","img":""} -{"_id":"ZmY1OTY1NTY1ODk1","name":"Darkvision","permission":{"default":2},"folder":"YWQyYThlMWZmN2Ri","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"Level: 2
Casting Period: 1 action
Range: Touch
Duration: 8 hours
Concentration: —
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.
Type: Lightweapon Modification
Subtype: Hilt
Rarity: Artifact
Prerequisite: No
Attunement: No
Source: EC
This weapon gains the keen 1 property. If it already has the keen property, its keen number increases by 1, to a maximum of 3. Additionally, it loses the two-handed property.
Type: Blaster Modification
Subtype: Core
Rarity: Advanced
Prerequisite: No
Attunement: No
Source: EC
This weapon gains an autotargeting interface with a Dexterity score of 18, which it uses instead of your Dexterity modifier when making attack and damage rolls with it.
Type: Ventures
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.
Level: 3
Casting Period: 1 action
Range: 60 feet
Duration: Instantaneous
Concentration: —
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.
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 force slot you used.
","img":""} -{"_id":"ZmZhNGFiYmZhNjFh","name":"Security Suite","permission":{"default":0},"folder":"MzY5NzQzZmY5YTk2","flags":{"R20Converter":{"handout-order":20,"handout-archived":false}},"sort":200000,"entryTime":0,"content":"Type: Suite
Prerequisites: —
This suite comes equipped with a full base of security for your ship, including secured storage, a brig, and a compact armory.
Type: Focus Generator Modification
Subtype: Conductor
Rarity: Prototype
Prerequisite: No
Attunement: No
Source: WH
You gain a +2 bonus to the save DC of force powers you cast through this focus generator.
Monks of the Kage Order, known as Kage warriors, have mastered fighting in darkness, using that which others fear as a weapon against them. Kage warriors learn tricks to create darkness where none exists, and learn to fight using their intuition rather than relying on sight.
Beginning when you choose this order at 3rd level, you can no longer have disadvantage on attack rolls against targets within 10 feet of you due to not being able to see them. Additionally, you have advantage on Dexterity (Stealth) checks that rely on sound.
Also at 3rd level, you learn to create a number of small explosive devices that create darkness. Over the course of a short or long rest, you can create a number of devices equal to your Wisdom or Charisma modifier (your choice). Your devices can only be used by you, and they lose their potency at the end of your next short or long rest.
Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your devices. Your devices have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The devices create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.
At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.
You can use this feature a 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 short or long rest.
Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invis-ible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.
At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
","img":""} -{"_id":"ZmZkYTVjNDAwMzNm","name":"Medic","permission":{"default":2},"folder":"MWUwZGVlNzkxN2Zk","flags":{"R20Converter":{"handout-order":4,"handout-archived":false}},"sort":40000,"entryTime":0,"content":"You master the physician’s arts, gaining the following benefits:
Value/Weight: 350 cr, 1 lb.
Flash grenades are hand-held explosive devices that release a blinding flash. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Level: 1
Force Alignment: Universal
Casting Period: 1 action
Range: Self
Duration: Instantaneous
Concentration: —
Prerequisite: —
Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.
Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.
{{localize "SW5E.FilterNoPowers"}}
+{{localize "SW5E.NoPowerLevels"}}
+{{localize "SW5E.FilterNoPowers"}}
Skill Proficiencies: {{{data.skillProficiencies.value}}}
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{{{data.flavorDescription.value}}}
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As a further embodiment of the experience and training of your background, you can choose from the following feats:
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