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Published by David, 2023-10-06 02:59:12

SW5E players handbook

SWE5E players handbook

TRACKER DROID INTERFACE 1st-level tech power Casting Time: 1 hour Range: 10 feet Duration: Instantaneous 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. TRANQUILIZER 1st-level tech power Casting Time: 1 action Range: 90 feet Duration: 1 minute 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. TRANSLATION PROGRAM 1st-level tech power Casting Time: 1 action Range: Self Duration: 1 hour 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. TRANSLOCATE 2nd-level tech power Casting Time: 1 bonus action Range: Self Duration: Instantaneous Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see. TRUTH SERUM 2nd-level tech power Casting Time: 1 action Range: Touch Duration: 10 minutes 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. VENOMOUS STRIKE At-will tech power Casting Time: 1 action Range: Varies Duration: Instantaneous As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage. 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. 301 CHAPTER 12 | TECH POWERS


VERTICAL MANEUVERING 3rd-level tech power Casting Time: 1 action; or 1 reaction, which you take when you are falling and within 30 feet of a solid surface Range: Self Duration: Concentration, up to 1 hour If you cast this power as a reaction, your fall is stopped, and you remain aloft. For the duration, as long as you are within 30 feet of a solid surface, you have a flying speed of 40 feet. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the power ends, you are gently lowered to the ground, if you are within 30 feet of it. VOLTAIC SHIELDING 1st-level tech power Casting Time: 1 action Range: Self Duration: 1 hour A protective barrier surrounds you, manifesting as crackling lightning that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage. Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot. VORTEX SHOT At-will tech power Casting Time: 1 action Range: Varies Duration: Instantaneous As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target. 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. WARD At-will tech power Casting Time: 1 action Range: Self Duration: 1 round You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks. WARDING SHOT At-will tech power Casting Time: 1 action Range: Varies Duration: 1 round As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6. This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). WIRE BIND 4th-level tech power Casting Time: 1 action Range: 30 feet Duration: 1 minute You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire. Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire. A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons. A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends. WIRE LINE At-will tech power Casting Time: 1 action Range: 30 feet Duration: Instantaneous You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). CHAPTER 12 | TECH POWERS 302


CHAPTER 13: MANEUVERS GENERAL Assist Conceal Deceive Empathize Evasive Footwork Feinting Attack Flex Flourish Handle Animal Inner Strength Investigate Maneuvering Attack Naturalize One with Shadows Parry (Improved) Perceive Perform Persuade Pilot Precise Movements Precision Attack Program Self-Preservation Steady the Nerves Study Survive Threaten Tumble Vanity MENTAL Administer Aid Administer Aid (Greater) Administer Aid (Improved) Adrenaline Hit Automatic Startup Sequence Blind Luck Call the Guards Call to Arms Call to Arms (Improved) Charge Charming Presence Distracting Blow Effective Flanking Effective Flanking (Greater) Effective Flanking (Improved) Encouraging Pace Encouraging Speech Enhancement Injection Fast Access Programs Firewall Force Resonance Fortune and Glory Goading Attack Hacked Communications Heads Up Incite Intimidating Presence Menacing Attack Mind Over Matter Neuroblock One with the Force Overcapacity Powers Overwhelming Wit Rally Reassure Remove Toxins Runtime Extension Short Round Subtle Execution Targeted Strike Tyrannical Strike You Call This Archaeology? PHYSICAL Body Over Bother Calling Card Charging Attack Commander's Strike Commander's Strike (Greater) Commander's Strike (Improved) Crippling Blow Disarming Blow Exploit Weakness Lunging Attack No Escape One Step Ahead Parry Penetrating Shot Pure Sabacc Pushing Attack Rampage Rattle Return Fire Riposte Riposte (Improved) Strikeforce Sweeping Attack Sweeping Attack (Improved) Tenacity Trip Attack Unrelenting Grasp Weak Point Strike World on Fire Wrestle and Drag 303 CHAPTER 13 | MANEUVERS


ADMINISTER AID Mental maneuver Prerequisite: Proficiency in Medicine 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 maneuver ability modifier. ADMINISTER AID (GREATER) Mental maneuver Prerequisite: Administer Aid (Improved) maneuver You can use your Administer Aid maneuver as an action, bonus action, or reaction on your turn. ADMINISTER AID (IMPROVED) Mental maneuver Prerequisite: Administer Aid maneuver You can use your Administer Aid maneuver as an action or bonus action. ADRENALINE HIT Mental maneuver Prerequisite: Proficiency in Medicine 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 maneuver ability modifier. ASSIST General maneuver Prerequisite: Proficiency in Medicine When you make an Medicine check, you can expend a superiority die, rolling the die and adding it to the d20 roll. AUTOMATIC STARTUP SEQUENCE Mental maneuver Prerequisite: The ability to cast tech powers 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. BODY OVER BOTHER Physical maneuver When you are forced to make an Strength, Dexterity, or Constitution saving throw, you can expend a superiority die to change the saving throw ability to your maneuver ability modifier. CALLING CARD Physical maneuver As a bonus action, you can expend a superiority die to throw a sonic charge at a target you can see within 30 feet. When you do so, the target and each creature of your choice within 5 feet of it must make Dexterity saving throws, taking sonic damage equal to the amount rolled on the superiority die on a failure. CALL THE GUARDS Mental maneuver Prerequisite: Proficiency in Persuasion 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. CALL TO ARMS Mental maneuver Prerequisite: Proficiency in Persuasion If you are surprised at the start of combat and aren't incapacitated, you can expend one superiority die to act normally. CALL TO ARMS (IMPROVED) Mental maneuver Prerequisite: Call to Arms (Improved) maneuver When you use your Call to Arms maneuver, you can roll the superiority die and extend the benefits of the maneuver to a number of allies up to the result of the roll, provided those allies can see or hear you. CHARGE Mental maneuver Prerequisite: Proficiency in Persuasion As a bonus action on your turn, you can expend one superiority die to spur 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. CHARGING ATTACK Physical maneuver 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. CHARMING PRESENCE Mental maneuver Prerequisite: Proficiency in Persuasion As an action, you can make a Charisma (Persuasion) check and expend one superiority die to attempt to charm 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 until the end of your next turn. CHAPTER 13 | MANEUVERS 304


COMMANDER'S STRIKE Physical maneuver 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. COMMANDER'S STRIKE (GREATER) Physical maneuver Prerequisite: Commander's Strike (Improved) maneuver When you use the Commander's Strike maneuver, you can choose to forgo an attack or use your bonus action, rather than both. All the other rules of Commander's Strike still apply to you. COMMANDER'S STRIKE (IMPROVED) Physical maneuver Prerequisite: Commander's Strike maneuver When you use the Commander's Strike maneuver, you no longer have to forgo an attack as a part of that maneuver. All the other rules of Commander's Strike still apply to you. CONCEAL General maneuver Prerequisite: Proficiency in Stealth When you make an Stealth check, you can expend a superiority die, rolling the die and adding it to the d20 roll. CRIPPLING BLOW Physical maneuver 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 gains 1 slowed level until the end of their next turn. DECEIVE General maneuver Prerequisite: Proficiency in Deception When you make an Deception check, you can expend a superiority die, rolling the die and adding it to the d20 roll. DISARMING BLOW Physical maneuver 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. If you have a free hand and are within 5 feet of the creature, you can catch the item. Otherwise, the object lands at the creature's feet. DISTRACTING BLOW Mental maneuver 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. EFFECTIVE FLANKING Mental maneuver As a bonus action, you choose a target within 30 feet that you can see to make a Wisdom saving throw. On a failed save, roll a superiority die; the result is added to the first attack roll against the creature before the start of your next turn. EFFECTIVE FLANKING (GREATER) Mental maneuver Prerequisite: Effective Flanking (Improved) maneuver When you use the Effective Flanking maneuver, you add your maneuver ability modifier to both the attack and damage roll for the first attack against the creature before the start of your next turn. EFFECTIVE FLANKING (IMPROVED) Mental maneuver Prerequisite: Effective Flanking maneuver When you use the Effective Flanking maneuver, you add the result of the superiority die to both the attack and damage roll for the first attack against the creature before the start of your next turn. EMPATHIZE General maneuver Prerequisite: Proficiency in Insight When you make an Insight check, you can expend a superiority die, rolling the die and adding it to the d20 roll. ENCOURAGING PACE Mental maneuver You can use a bonus action to expend and roll a superiority die. When you do so, a number of friendly creatures equal to your maneuver ability modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die. ENCOURAGING SPEECH Mental maneuver Prerequisite: Proficiency in Persuasion You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant two allies temporary hit points equal to the amount rolled on the superiority die + your maneuver ability modifier. This increases to three allies at 5th level, four allies at 9th level, five allies at 13th level, and six allies at 17th level. 305 CHAPTER 13 | MANEUVERS


ENHANCEMENT INJECTION Mental maneuver Prerequisite: Proficiency in Medicine 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 maneuver ability 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 maneuver ability modifier. EXPLOIT WEAKNESS Physical maneuver When you hit a creature with a weapon attack, you can expend a superiority die and deal additional true damage equal to the number rolled. EVASIVE FOOTWORK General maneuver When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. FAST ACCESS PROGRAMS Mental maneuver Prerequisite: The ability to cast tech powers 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. FEINTING ATTACK General maneuver 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 this turn. If that attack hits, add the superiority die to the attack's damage roll. FIREWALL Mental maneuver Prerequisite: The ability to cast tech powers 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. FLEX General maneuver Prerequisite: Proficiency in Athletics When you make an Athletics check, you can expend a superiority die, rolling the die and adding it to the d20 roll. FLOURISH General maneuver Prerequisite: Proficiency in Sleight of Hand When you make an Sleight of Hand check, you can expend a superiority die, rolling the die and adding it to the d20 roll. FORCE RESONANCE Mental maneuver Prerequisite: The ability to cast force powers Immediately after you deal damage to a target with a force attack, you can expend a superiority die and target a second creature that you can see within 30 feet of the first creature. Roll the die, and the second creature takes force damage equal to the roll + your forcecasting modifier. FORTUNE AND GLORY Mental maneuver Prerequisite: The ability to cast force powers When you would make a weapon attack against a target within 30 feet, you can instead manipulate the Force to expend a superiority die and make a Sleight of Hand check using your universal forcecasting ability to plant or conceal something on the target or remove something from it. Roll the superiority die, and add the result to the check. GOADING ATTACK Mental maneuver 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. HANDLE ANIMAL General maneuver Prerequisite: Proficiency in Animal Handling When you make an Animal Handling check, you can expend a superiority die, rolling the die and adding it to the d20 roll. HEADS UP Mental maneuver 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. HACKED COMMUNICATIONS Mental maneuver Prerequisite: Proficiency in Technology 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 maneuver ability modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted. INCITE Mental maneuver Prerequisite: Proficiency in Persuasion On your turn, you can use an action and expend one superiority die to bolster the resolve of one ally within 30 feet who can see or hear you. The ally can add your maneuver ability modifier to every damage roll they make until the start of your next turn. CHAPTER 13 | MANEUVERS 306


INNER STRENGTH General maneuver As an action, you can expend and roll one superiority die, gaining temporary hit points equal to the result of the roll + your maneuver ability modifier. INTIMIDATING PRESENCE Mental maneuver Prerequisite: Proficiency in Intimidation As an action, you can make a Charisma (Intimidation) check and expend one superiority die to attempt to 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 frightened of you until the end of your next turn. INVESTIGATE General maneuver Prerequisite: Proficiency in Investigation When you make an Investigation check, you can expend a superiority die, rolling the die and adding it to the d20 roll. LUNGING ATTACK Physical maneuver 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 General maneuver 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 Mental maneuver 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. MIND OVER MATTER Mental maneuver When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend a superiority die to change the saving throw ability to your maneuver ability modifier. NATURALIZE General maneuver Prerequisite: Proficiency in Nature When you make an Nature check, you can expend a superiority die, rolling the die and adding it to the d20 roll. NEUROBLOCK Mental maneuver Prerequisite: Proficiency in Medicine 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. NO ESCAPE Physical maneuver Whenever you or an ally 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 gains 4 slowed levels until the start of its next turn. ONE WITH THE FORCE Mental maneuver Prerequisite: The ability to cast force powers Once per turn, when you make a Constitution saving throw to maintain concentration on a force power, you can expend a superiority die and add the number rolled to the saving throw. ONE STEP AHEAD Physical maneuver When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your Initiative check. ONE WITH SHADOWS General maneuver Prerequisite: Proficiency in Stealth When you are in an area of dim light or darkness, you can use your action and expend one superiority die to become invisible until you move or take a hostile action. OVERCAPACITY POWERS Mental maneuver Prerequisite: The ability to cast tech powers 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 it 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. OVERWHELMING WIT Mental maneuver Prerequisite: The ability to cast force powers Once per round, when a creature succeeds on a force power you cast or your class feature that requires a Wisdom or Charisma saving throw, you can expend a superiority die to make a universal forcecasting ability check with proficiency, substituting the result of the roll for the save DC for that power. 307 CHAPTER 13 | MANEUVERS


PARRY Physical maneuver 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 maneuver ability modifier. PARRY (IMPROVED) General maneuver Prerequisite: Parry maneuver Parry becomes a general maneuver for you. PENETRATING SHOT Physical maneuver 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. PERCEIVE General maneuver Prerequisite: Proficiency in Perception When you make a Perception check, you can expend a superiority die, rolling the die and adding it to the d20 roll. PERFORM General maneuver Prerequisite: Proficiency in Performance When you make a Performance check, you can expend a superiority die, rolling the die and adding it to the d20 roll. PERSUADE General maneuver Prerequisite: Proficiency in Persuasion When you make a Persuasion check, you can expend a superiority die, rolling the die and adding it to the d20 roll. PILOT General maneuver Prerequisite: Proficiency in Piloting When you make a Piloting check, you can expend a superiority die, rolling the die and adding it to the d20 roll. PRECISE MOVEMENTS General maneuver 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. PRECISION ATTACK General maneuver 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. PROGRAM General maneuver Prerequisite: Proficiency in Technology When you make an Technology check, you can expend a superiority die, rolling the die and adding it to the d20 roll. PURE SABACC Physical maneuver 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. PUSHING ATTACK Physical maneuver 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 Mental maneuver 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 maneuver ability modifier. RAMPAGE Physical maneuver 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 weapon attack against that creature, adding the result of the superiority die roll to the attack roll. RATTLE Physical maneuver Prerequisite: Proficiency in Intimidation On your turn, when you hit with a weapon attack, you can use a bonus action and expend and roll one superiority die to menace your target, dealing extra psychic damage equal to the amount rolled and forcing it to succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. CHAPTER 13 | MANEUVERS 308


REASSURE Mental maneuver Prerequisite: Proficiency in Medicine 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. REMOVE TOXINS Mental maneuver Prerequisite: Proficiency in Medicine 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. RETURN FIRE Physical maneuver 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. RIPOSTE Physical maneuver 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 the attack hits, you add the superiority die to the attack's damage roll. RIPOSTE (IMPROVED) Physical maneuver Prerequisite: Riposte maneuver When a creature misses an ally within 30 feet you can see with a melee attack, and that ally can see or hear you, you can expend one superiority die (no action required), and the chosen ally use their reaction to make a melee weapon attack against the creature. If the attack hits, the ally adds the superiority die to the attack's damage roll. RUNTIME EXTENSION Mental maneuver Prerequisite: The ability to cast tech powers 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 by a number of rounds equal to the number rolled on your superiority die. SELF-PRESERVATION General maneuver As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add it to the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined. SHORT ROUND Mental maneuver Prerequisite: The ability to cast force powers When you cast a force 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. STEADY THE NERVES General maneuver Prerequisite: Proficiency in Persuasion As an action, you can expend one superiority die to strengthen your allies' defenses. 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 the amount rolled. STRIKEFORCE Physical maneuver Prerequisite: The ability to cast force powers When you make a melee weapon attack against a creature, you can expend one superiority die and add the number rolled to the attack roll. On a hit, the target takes additional force damage equal to the number rolled. STUDY General maneuver Prerequisite: Proficiency in Lore When you make an Lore check, you can expend a superiority die, rolling the die and adding it to the d20 roll. SUBTLE EXECUTION Mental maneuver Prerequisite: The ability to cast tech powers 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. SURVIVE General maneuver Prerequisite: Proficiency in Survival When you make an Survival check, you can expend a superiority die, rolling the die and adding it to the d20 roll. SWEEPING ATTACK Physical maneuver 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. 309 CHAPTER 13 | MANEUVERS


SWEEPING ATTACK (IMPROVED) Physical maneuver Prerequisite: Sweeping Attack maneuver When you use the Sweeping Attack maneuver, you add your maneuver ability modifier to the damage roll of the second creature. TARGETED STRIKE Mental maneuver When an ally who can see or hear you 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. TENACITY Physical maneuver Prerequisite: Proficiency in Stealth As a bonus action, you can expend and roll a superiority die and move to an unoccupied space you can see up to a distance equal to 5 x the result of the roll. If you begin this movement hidden from a creature, and you end this movement in a space that could be hidden from the creature, this movement does not reveal your presence to that creature. THREATEN General maneuver Prerequisite: Proficiency in Intimidation When you make an Intimidation check, you can expend a superiority die, rolling the die and adding it to the d20 roll. TRIP ATTACK Physical maneuver 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. TUMBLE General maneuver Prerequisite: Proficiency in Acrobatics When you make an Acrobatics check, you can expend a superiority die, rolling the die and adding it to the d20 roll. TYRANNICAL STRIKE Mental maneuver Prerequisite: Proficiency with Intimidation 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 immune to charm, it doesn't understand your language, or if your command is directly harmful to it. UNRELENTING GRASP Physical maneuver Prerequisite: Proficiency in Athletics 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. VANITY General maneuver When you reduce a hostile creature to 0 hit points, you can expend and roll a superiority die (no action required), regaining a number of hit points equal to the result of the roll + your maneuver ability modifier. WEAK POINT STRIKE Physical maneuver Prerequisite: Proficiency in Medicine 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. WORLD ON FIRE Physical maneuver On your turn, when you hit with a weapon attack, you can use a bonus action to expend and roll one superiority die to ignite phosphorescent powder on your target, dealing extra fire damage equal to the result of the roll. Additionally, the target sheds dim light in a 5-foot radius and can't become invisible until the end of your next turn, and becomes visible if it was already invisible. WRESTLE AND DRAG Physical maneuver Prerequisite: Proficiency in Athletics When you make a Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if the creature is moved at least 5 feet, you can roll the superiority die, dealing kinetic damage to the creature equal to the result of the roll. YOU CALL THIS ARCHAEOLOGY? Mental maneuver Prerequisite: The ability to cast force powers When you or a friendly creature that you can see reduces a hostile creature to 0 hit points, you can use your reaction and expend a superiority die to give yourself or that friendly creature temporary hit points equal to the number rolled + your universal forcecasting modifier. CHAPTER 13 | MANEUVERS 310


APPENDIX A: CONDITIONS onditions 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. BLINDED A blinded creature can't see and automatically fails any ability check that requires sight. Unless a creature benefits from powers or a special sense, attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. CHARMED A charmed creature can't attack the charmer or target the charmer with harmful abilities or enhanced effects. The charmer has advantage on any ability check to interact socially with the creature. CORRODED Some abilities, effects, and hazards can lead to a special condition called corroded. Corroded is measured in three levels. An effect can give a creature one or more corroded levels, as specified in the effect's description. For each corroded level a creature has, it takes 1 additional damage from weapons. DEAFENED A deafened creature can't hear and automatically fails any ability check that requires hearing. DISEASED A diseased creature suffers effects that vary based on the disease. EXHAUSTION Some special abilities and environmental hazards, 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. Exhaustion Level Level Effect 1 Disadvantage on ability checks 2 1 slowed level 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 4 slowed levels 6 Death If an already exhausted creature suffers another effect that causes exhaustion, its current exhaustion level increases by the amount specified in the effect's description. A creature suffers the effect of its current exhaustion level as well as all lower levels. For example, a creature suffering level 2 exhaustion has 1 slowed level 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. FRIGHTENED A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear. GRAPPLED A grappled creature has its speed reduced to 0. The condition ends if the grappler is incapacitated (see the condition). The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect. IGNITED A creature that is ignited suffers fire damage at the end of each of its turns. A damage value in parentheses appears with this condition—the fire damage the creature takes at the end of its turn. 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 creature is no longer ignited. INCAPACITATED An incapacitated creature can't take actions or reactions. An incapacitated creature automatically fails Strength, Dexterity, and Constitution checks. INVISIBLE An invisible creature is considered unseen to other creatures, without the aid of powers or a special sense that allow it to detect the creature, as described in "Unseen Attackers and Targets" in Chapter 9. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Unless a creature benefits from powers or a special sense that allow it to detect the creature, attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. 311 APPENDIX A | CONDITIONS


PARALYZED A paralyzed creature is incapacitated (see the condition) and can't move or speak. The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. PETRIFIED A petrified creature is transformed, along with any object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. POISONED A poisoned creature has disadvantage on attack rolls and ability checks. PRONE A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on melee attack rolls. The creature has disadvantage on ranged attack rolls against targets within 30 feet. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. RESTRAINED A restrained creature has 4 slowed levels. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. SHOCKED A shocked creature can't take reactions. On its turn, a shocked creature can take either an action or a bonus action, but not both. SLOWED Some abilities, effects, and hazards can lead to a special condition called slowed. Slowed is measured in four levels. An effect can give a creature one or more levels of slowed, as specified in the effect's description. Slowed Level Level Effect 1 Speed reduced by 15 feet 2 Speed reduced by 25 feet 3 Speed reduced by 30 feet 4 Speed reduced to 0, and can't benefit from any bonus to speed If an already slowed creature suffers another effect that causes it to be slowed, its current slowed level increases by the amount specified in the effect's description. An effect that removes slowed reduces its level as specified in the effect's description, with all slowed effects ending if a creature's slowed level is reduced below 1. STUNNED A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save. Attack rolls against the creature have advantage. UNCONSCIOUS An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings The creature drops whatever it's holding and falls prone. The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. WEAKENED A creature suffering from the weakened condition heals at a slower rate. When an effect restores hit points to the creature, the amount of hit points restored is halved. Creatures suffering from this condition can only add half their ability modifier to ability checks, attack rolls, and saving throws, unless that modifier would be negative. APPENDIX A | CONDITIONS 312


APPENDIX B: RECOMMENDED VARIANT RULES ouse/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. DEFENSE ROLLS 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. CALCULATING DEFENSE BONUS (DB) 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. CALCULATING ATTACK SAVE DC 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. MAKING THE ROLL 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. WHY I RECOMMEND THIS RULE 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. SAVING THROW CHECKS 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. CALCULATING SAVING THROW CHECK 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. CALCULATING DEFENSE SAVE DC 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). MAKING THE ROLL 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. WHY I RECOMMEND THIS RULE 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. FORCE AND TECH PROWESS 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. WHY I RECOMMEND THIS RULE This is actually a holdover from before casting ability modifier was added to force and tech points. 313 APPENDIX B | RECOMMENDED VARIANT RULES


SIMPLIFIED FORCECASTING 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. WHY I RECOMMEND THIS RULE 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. ASI AND A FEAT 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 different characters of the same class. Then again, I'm a huge proponent of feats in general. WHY I RECOMMEND THIS RULE I love feats and I love powerful player characters, so as a GM this rule works well for me. It's not for everyone. CRUELER CRITICALS Normally, when you score a critical hit, you roll the damage dice twice and add your modifier once. For instance, if you are wielding a weapon that deals 1d8 kinetic damage and is governed by Strength, on a critical hit you deal 2d8 + your Strength modifier kinetic damage. Sometimes, poor rolls lead to you doing less damage on a critical hit than a normal hit. For instance, you might roll two 1's on your 2d8, which with your +3 Strength modifier is only 5 damage. This feels lackluster. With this rule, instead of rolling the damage dice twice, you instead maximize the damage once and then roll the second die. So, using the above example, instead of rolling 2d8 and adding your Strength modifier, you instead roll 1d8, add 8 for the maximum die roll, and then add your Strength modifier. This will make critical hits feel more impactful. WHY I RECOMMEND THIS RULE As indicated above, this variant rule helps make crits more impactful, but it's a double-edged sword, since it can make damage against player's spike, too. MILESTONE LEVELING 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. WHY I RECOMMEND THIS RULE Milestone leveling eliminates unnecessary recordkeeping, 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. BONUS ACTION CONSUMABLES 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. WHY I RECOMMEND THIS RULE This is a pretty common house rule at most tables, I believe. I've always used it since I discovered it years ago. HUNTED 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. WHY I RECOMMEND THIS RULE 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. APPENDIX B | RECOMMENDED VARIANT RULES 314


A clear path to the target, 233 Ability checks, 208 Ability score increase, 17 Ability scores and modifiers, 207 Acid (damage), 227 Acrobatics, 211 Actions that grant movement, 222 Active approach to roleplaying, 219 Activity while traveling, 216 Additional dice, 209 Advantage on other rolls, 207 Age, 17 Alignment, 17, 143 Animal handling, 213 Antitoxkit, 178 Areas of effect, 233 Aristocratic (lifestyle), 183 Arm equipment, 210 Armor and shield proficiency, 168 Armor class, 14, 168, 211 Armor properties, 168 Armormech's implements, 182 Arms, armor, and other equipment, 167 Armstech's implements, 182 Artificer's implements, 182 Artisan's implements, 182 Astrotech's implements, 182 At-will powers, 231 Athletics, 210 Attack (action), 223 Attack rolls, 225 Auto (property), 171 Background feat, 145 Backpack, 178 Bandolier, 180 Being prone, 222 Beyond 1st level, 15 Binders, 179 Biochemist's kit, 182 Biotech's implements, 182 Bipod, 180 Blinded (condition), 311 Blindsight, 217 Bonds, 144 Bonus action, 221 Breaking up your move, 222 Bright light, 217 Bulky (property), 168 Burglar's pack, 175 Burst (property), 171 Canteen, 178 Cast a power (action), 224 Casting a power at a higher level, 231 Casting focuses, 231 Casting in armor, 231 Casting time, 232 Charisma, 214 Charmed (condition), 311 Chef's kit, 182 Chest, 178 Choosing to be hit, 225 Chronometer, 179 Class features and Hit Dice, 15 Climbing, 216 Code cylinder, 176 Cold (damage), 227 Combat step by step, 223 Combat, 10 Combining effects, 233 Comfortable (lifestyle), 183 Comm jammer, 176 Commlink, 176 Commlink, hands-free, 176 Concentration, 232 Cone, 233 Constitution, 212 Contests, 208, 226 Controlling a mount, 229 Corroded (condition), 311 Crafting, 220 Crate, 178 Crawling, 216 Creature size, 223 Critical hit range, 227 Critical hits, 227 Cube, 233 Currency, 167 Customizing a background, 145 Cybertech's implements, 182 Cylinder, 233 Damage types, 227 Darkness, 217 Darkvision, 217 Dart, 175 Dash (action), 224 Datacard, 176 Datacron, 176 Datapad, 176 Deafened (condition), 311 Death saving throws, 228 Deception, 214 Demolitions kit, 182 Describing the effects of damage, 227 Descriptive approach to roleplaying, 218 Dexterity (property), 171 Dexterity, 211 Difficult terrain, 216, 222 Dim light, 217 Diplomat's pack, 175 Diseased (condition), 311 Disengage (action), 224 Disguise kit, 182 Disguised (property), 171 Dodge (action), 224 Double (property), 171 Downtime activities, 220 Draw a map, 217 Dungeoneer's pack, 175 Duration, 232 Emergency battery, 178 Emergency shelter, 178 Energy (damage), 227 Enhanced items, 167 Entertainer's pack, 175 Equipment, 145 Exhaustion (condition), 311 Experience points, 185 Expertise, 208 Exploration, 10 Explorer's pack, 175 Extra attack, 186 Falling unconscious, 228 Falling, 217 Field rations, 179 Finding a hidden object, 213 Finesse (property), 171 Fire (damage), 227 Fixed (property), 171 Flaws, 144 Flying movement, 223 Food and water, 218 Forage, 217 Force (damage), 227 Force and tech points, 231 Forcecasting ability, 213-4 Forced march, 215 Forgery kit, 182 Friction-grip gear, 180 Frightened (condition), 311 Fusion cutter, 179 Gadgeteer's implements, 182 Game dice, 8 Gaming sets, 182 Gems, jewelry, and art objects, 167 Getting into and out of armor, 170 Glowrod, 179 Grappled (condition), 311 Grappling hook, 179 Grappling, 226 Grenade, fragmentation, 177 Grenade, gas, 177 Grenade, ion, 177 Grenade, plasma, 177 Group checks, 210 Guard (action), 224 Half cover, 226 Heat generator, 179 Heavily obscured, 217 Heavy (property), 171 Height and weight, 143 Help (action), 224 Hidden (property), 171 Hide (action), 224 Hiding, 211 High and low pressure environs, 217 High jump, 216 Hit points and Hit Dice, 12, 185, 212, 228 Holocomm, 176 Holocron, 176 Holorecorder, 176 Holotrace device, 176 Homing beacon, 179 Ideals, 144 Ignited (condition), 311 Improvised weapons, 171 Improvising an action, 224 Incapacitated (condition), 311 Initiative, 211 Insight, 213 Instant death, 228 Instantaneous, 232 Intelligence, 212 Interacting with objects, 218, 222 Interlocking (property), 171 Intimidation, 214 Investigation, 212 Invisible (condition), 311 Ion (damage), 227 Jetpack, 180 Jumping, 216 Kinetic (damage), 227 Knocking a creature out, 228 Known powers, 231 Languages, 17, 144 Level, 11 Lifestyle expenses, 220 Lifting and carrying, 210 Light (property), 172 Lightly obscured, 217 Lightning (damage), 227 Line, 233 315 INDEX


Long jump, 216 Long rest, 219 Longer casting times, 232 Lore, 212 Luminous (property), 172 Macrobinoculars, 179 Marching order, 216 Mechanic's kit, 182 Medicine, 213 Medpac, 178 Mess kit, 179 Mine, fragmentation, 177 Mine, gas, 177 Mine, incendiary, 177 Minimum roll threshold, 208 Missile, fragmentation, 175 Modest (lifestyle), 183 Modifiers to the roll, 225 Monsters and death, 228 Mounting and dismounting, 229 Mounts, speeders, and vehicles, 215 Moving around other creatures, 223 Moving between attacks, 222 Multiple modifiers, 209 Musical instruments, 182 Nature, 212 Navigate, 217 Necrotic (damage), 227 Noticing threats, 216 Object interaction, 221 Obtrusive (property), 168 One-quarter cover, 226 Opportunity attacks, 225 Other activity on your turn, 222 Paralyzed (condition), 312 Passive checks, 209 Penetrating (property), 172 Perception, 213 Performance, 214 Personality traits, 144 Persuasion, 214 Petrified (condition), 312 Piloting, 212 Pitcher, 178 Pocket scrambler, 176 Poison (damage), 227 Poison, 178 Poisoned (condition), 312 Poisoner's kit, 182 Poor (lifestyle), 183 Pouch, 178 Power alignments, 232 Power cell (property), 172 Power cell, 175 Power level, 231 Practicing a profession, 220 Prerequisites, 232 Priest's pack, 175 Proficiencies, 145 Proficiency bonus, 12, 185, 208 Projector canister, cryo, 175 Projector canister, incendiary, 175 Prone (condition), 312 Psychic (damage), 227 Ram, portable, 179 Range (powers), 232 Range (property), 172 Range, 226 Ranged attacks in close combat, 2266 Rapid (property), 172 Reach (property), 172 Reactions, 222, 232 Ready (action), 224 Recuperating, 220 Reload (property), 172 Remote detonator, 180 Repair kit, 178 Researching, 220 Respirator, 178 Restrained (condition), 312 Restraining bolt, 179 Results of roleplaying, 219 Returning (property), 172 Rocket boots, 180 Roleplaying, 218 Rolling 1 or 20, 225 Round appropriately, 9 Saving throws, 214, 235 Scholar's pack, 175 Search (action), 224 Security kit, 182 Self-sufficiency, 184 Selling treasure, 167 Shocked (condition), 312 Short rest, 219 Shoving, 226 Size, 17 Skills, 209 Sleight of hand, 211 Slicer's kit, 182 Slowed (condition), 312 Slug cartridge (property), 172 Slug cartridge, 175 Social interaction, 10 Sonic (damage), 227 Space, 223 Special (property), 172 Special traits, 17 Special types of movement, 216 Special weapons, 172 Specialist's kits, 182 Speed, 17, 215 Sphere, 233 Splitting up the party, 217 Squalid (lifestyle), 183 Squeezing into a smaller space, 223 Stabilizing a creature, 228 Stealth field generator, 180 Stealth, 211, 216 Strength (property), 168, 172 Strength, 210 Stunned (condition), 312 Stylus pen, 176 Suffocating, 217 Suggested characteristics, 149 Surprise, 221 Surprising foes, 217 Survival, 213 Swimming, 216 Tables: Ability check DCs, 208 Ability scores and modifiers, 13 Adventuring gear, 181 Alignment, 143 Armor and shields, 170 Blasters, 173 Character advancement, 15 Common languages, 144 Donning and doffing armor, 170 Fighting masteries, 199 Fighting styles, 195 Food, drink, and lodging, 184 Lifestyle expenses, 183 Lightsaber forms, 205 Lightweapons, 174 Multiclass max power level, 186 Multiclassing prerequisites, 185 Multiclassing proficiencies, 186 Power level point cost, 231 Services, 184 Tools, 182 Travel pace, 216 Vibroweapons, 174 Wealth by level, 167 Targeting yourself, 233 Targets, 9, 233 Techcasting ability, 212 Technologist's pack, 175 Technology, 212 Thermal detonator, 177 Three-quarters cover, 226 Thrown (property), 172 Tinker's implements, 182 Track, 217 Tracker utility vest, 180 Trade goods, 167 Training, 220 Trapper's kit, 182 Traumakit, 178 Travel pace, 215 Tripod, 180 Tripping, 226 True (damage), 227 Truesight, 218 Two-handed (property), 172 Unconscious (condition), 312 Unseen attackers and targets, 225 Use an object (action), 224 Using different speeds, 222 Variants: Additional die teamwork, 209 Creatures providing cover, 226 Customizing ability scores, 13 Encumberance, 210 Equipment sizes, 168 Playing on a grid, 223 Resting in armor, 219 Skills with other abilities, 209 Starting wealth, 167 Versatile (property), 172 Vision and light, 217 Weakened (condition), 312 Wealth, 167 Wealthy (lifestyle), 183 Weapon proficiency, 171 Weapon properties, 171 Weapons, 14, 171 Wisdom, 213 Working together, 210 Wretched (lifestyle), 183 Wristpad, 176 XP and proficiency bonus progression, 15 Your character's abilities, 14 Your turn, 221 INDEX 316


WHAT COMES NEXT? aving delved into the depths of character creation, it's time to consider your next steps. The fun of D&D is in playing the game, not just making up characters (though that's fun, too). Take to the stars in the Starships of the Galaxy expansion, and fight vile and malevolent creatures from Scum and Villainy. Explore robust cities and all they have to offer utilizing the Wretched Hives expansion, or build your own using Galactic Strongholds. Bring your games to life with a suite of enhancements, using physical and digital tools, or accessories like miniatures, mats, maps, and more. Star Wars 5th Edition is also available on roll20.net for those who can't find a regular gaming group in your city. In addition to the content presented here, you can find additional content on sw5e.com, including advanced character options and GM tools.


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