The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by anlashok.andre, 2022-10-17 07:21:33

SW5e - Player's Handbook

SW5e - Player's Handbook

TRACKER DROID INTERFACE TRANSLATION PROGRAM
1st-level tech power 1st-level tech power

Casting Time: 1 hour Casting Time: 1 action
Range: 10 feet Range: Self
Duration: Instantaneous Duration: 1 hour

You interface a tracker droid with your tech focus, For the duration, you understand the literal meaning
creating a permanent link. of any spoken registered language that you hear, as
long as you have your tech focus. You also understand
Your tracker droid acts independently of you, but it any written language that you see, but you must be
always obeys your commands. In combat, it acts on within reach of the surface on which the words are
your turn. written. It takes about 1 minute to read one page of
text.
While your tracker droid is within 100 feet of you,
you can communicate with it via your tech focus. This power doesn't decode secret messages in a text,
Additionally, as an action, you can see through your nor does it interpret a glyph, such as an ancient Sith
droid's vision and hear what it hears until the start of rune, that isn't part of a written language.
your next turn, gaining the benefits of any special
senses that the droid has. During this time, you are TRANSLOCATE
deaf and blind with regard to your own senses. 2nd-level tech power

You can't maintain an interface between more than Casting Time: 1 bonus action
one tracker droid and your tech focus at a time. Range: Self
Duration: Instantaneous
Finally, when you cast a tech power with a range of
touch, your tracker can deliver the power as if it had Your form shimmers in a holographic configuration,
cast it. Your tracker droid must be within 100 feet of and then collapses. You teleport up to 30 feet to an
you, and it must use its reaction to deliver the power unoccupied space that you can see.
when you cast it. If the power requires an attack roll,
you use your attack modifier for the roll. TRUTH SERUM
2nd-level tech power
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, you can maintain a link Casting Time: 1 action
with one more tracker droid for every two slot levels Range: Touch
above 1st. Multiple tracker droids act on the same Duration: 10 minutes
initiative. You can only see through one droid's vision
at a time, but you can toggle between droids as a You administer a poison to a creature you touched
bonus action. Each droid must still be within 100 feet that prevents it from telling lies. The creature touched
of you. must make a Constitution saving throw. On a success,
nothing happens. On a failure, the creature can't speak
TRANQUILIZER a deliberate lie until the power ends.
1st-level tech power
An affected creature is aware of the power and can
Casting Time: 1 action thus avoid answering questions to which it would
Range: 90 feet normally respond with a lie. Such a creature can be
Duration: 1 minute evasive in its answers as long as it remains within the
boundaries of the truth.
You emit a tranquilizing dart that knocks a creature
unconscious. Roll 5d8; if the creature's remaining hit VENOMOUS STRIKE
points are less than the total, the creature falls At-will tech power
unconscious until the power ends, the sleeper takes
damage, or someone uses an action to shake or slap Casting Time: 1 action
the sleeper awake. This power has no effect on droids Range: Varies
or constructs. Duration: Instantaneous

Overcharge Tech. When you cast this power using a As part of the action used to cast this power, you
tech slot of 2nd level or higher, you can target an must make a melee weapon attack against one
additional creature for each slot level above 1st. For creature within your reach, otherwise the power fails.
each target, roll 5d8 separately. 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 WARD
3rd-level tech power At-will tech power

Casting Time: 1 action; or 1 reaction, which you take Casting Time: 1 action
when you are falling and within 30 feet of a solid surface Range: Self
Duration: 1 round
Range: Self
Duration: Concentration, up to 1 hour You emit a powerful force field that deflects
incoming attacks. Until the end of your next turn, you
If you cast this power as a reaction, your fall is have resistance against kinetic, energy, and ion
stopped, and you remain aloft. For the duration, as damage dealt by weapon attacks.
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 WARDING SHOT
knocked prone, and you have advantage on saving At-will tech power
throws made against effects that would push you or
pull you. When the power ends, you are gently lowered Casting Time: 1 action
to the ground, if you are within 30 feet of it. Range: Varies
Duration: 1 round
VOLTAIC SHIELDING
1st-level tech power As part of the action used to cast this power, you
must make a ranged weapon attack against one
Casting Time: 1 action creature within your weapon's range, otherwise the
Range: Self power fails. On a hit, the target suffers the attack's
Duration: 1 hour normal effects, and a dim barrier surrounds it. The first
time it would deal damage before the start of your next
A protective barrier surrounds you, manifesting as turn, that damage is reduced by 1d6.
crackling lightning that covers you and your gear. You
gain 5 temporary hit points for the duration. If a This power's damage reduction increases by 1d6
creature hits you with a melee attack while you have when you reach 5th level (2d6), 11th level (3d6), and
these hit points, the creature takes 5 lightning damage. 17th level (4d6).

Overcharge Tech. When you cast this power using a WIRE BIND
tech slot of 2nd level or higher, both the temporary hit 4th-level tech power
points and the lightning damage increase by 5 for each
slot. Casting Time: 1 action
Range: 30 feet
VORTEX SHOT
At-will tech power Duration: 1 minute

Casting Time: 1 action You produce up to 4 wires, which bind creatures of
your choice that you can see within range. A creature
Range: Varies can be targeted by more than one wire.
Duration: Instantaneous
Each target must make a Dexterity saving throw for
As part of the action used to cast this power, you each wire that targets it. On a failed save, the creature
must make a ranged weapon attack against one is restrained and falls prone as it is wrapped securely
creature within your weapon's range, otherwise the by the wire.
power fails. On a hit, the target suffers the attack's
normal effects, and each Large or smaller creature A creature restrained by a wire can use its action to
within 10 feet of the target must succeed on a Strength make a Strength or Dexterity check (its choice) against
saving throw or be pulled to the nearest unoccupied your tech save DC. On a success, it is no longer
space adjacent to the target. restrained by that wire. A wire can also be destroyed;
each one has AC 15 and 10 hit points, and has
This power deals additional damage when you reach immunity to all damage not dealt by melee weapons.
higher levels. At 5th level, the ranged attack deals an
extra 1d6 damage. This damage increases by 1d6 again A wire that misses its target or is escaped falls slack
at 11th level and 17th level. The damage is the same and disintegrates, as do all remaining wires when the
type as the weapon's damage. 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 Threaten Hacked Communications Commander's Strike
Tumble Heads Up (Improved)
Assist
Conceal Vanity Incite Crippling Blow
Deceive Intimidating Presence Disarming Blow
Empathize MENTAL Menacing Attack Exploit Weakness
Evasive Footwork Mind Over Matter Lunging Attack
Feinting Attack Administer Aid Neuroblock No Escape
Flex Administer Aid (Greater) One with the Force One Step Ahead
Flourish Administer Aid (Improved) Overcapacity Powers Parry
Handle Animal Adrenaline Hit Overwhelming Wit Penetrating Shot
Inner Strength Rally Pure Sabacc
Investigate Automatic Startup Sequence Reassure Pushing Attack
Blind Luck
Maneuvering Attack Call the Guards Remove Toxins Rampage
Naturalize Call to Arms Runtime Extension Rattle
One with Shadows Call to Arms (Improved) Short Round Return Fire
Parry (Improved) Charge Subtle Execution Riposte
Perceive Charming Presence Targeted Strike Riposte (Improved)
Perform Distracting Blow Tyrannical Strike Strikeforce
Persuade Effective Flanking You Call This Archaeology? Sweeping Attack
Pilot Effective Flanking (Greater) Sweeping Attack (Improved)
Precise Movements Effective Flanking (Improved) PHYSICAL Tenacity
Precision Attack Trip Attack
Encouraging Pace Body Over Bother Unrelenting Grasp
Program Encouraging Speech Calling Card
Self-Preservation Enhancement Injection Charging Attack Weak Point Strike
Steady the Nerves Fast Access Programs Commander's Strike World on Fire
Study Firewall Commander's Strike Wrestle and Drag
Survive Force Resonance
Fortune and Glory (Greater)
Goading Attack

303 CHAPTER 13 | MANEUVERS


PILOT throw a sonic charge at a target you can see within 30
General maneuver
feet. When you do so, the target and each creature of
Prerequisite: Proficiency in Piloting
your choice within 5 feet of it must make Dexterity
When you make an Piloting check, you can expend a saving throws, taking sonic damage on a failure. The
superiority die, rolling the die and adding it to the d20 sonic damage equals the number rolled on the
roll. You can wait until after rolling the d20 before superiority die.
doing so, but you must decide before the GM says
whether the roll succeeds or fails. CALL THE GUARDS
Mental maneuver

ADMINISTER AID Prerequisite: Proficiency in Persuasion

Mental maneuver
When a creature makes an attack roll against you, you
Prerequisite: Proficiency in Medicine
can use your reaction and expend a superiority die and
As an action, you can expend a superiority die to tend command a willing ally within 5 feet of that creature to
to a creature you can touch. The creature regains a use their reaction to intercede. The creature is then
number of hit points equal to the number rolled + your forced to make an attack on the ally instead. If the
maneuver ability modifier. attack misses, the ally can immediately make a weapon
attack against that creature as a part of that same
ADMINISTER AID (GREATER) reaction. Roll the superiority die, and add the result to
Mental maneuver
the ally's attack roll.
Prerequisite: Administer Aid (Improved) maneuver

You can use your Administer Aid maneuver as an CALL TO ARMS
action, bonus action, or reaction on your turn. Mental maneuver

Prerequisite: Proficiency in Persuasion

ADMINISTER AID (IMPROVED) If you are surprised at the start of combat and aren't
Mental maneuver
incapacitated, you can expend one superiority die to
Prerequisite: Administer Aid maneuver
act normally.
You can use your Administer Aid maneuver as an
action or bonus action. CALL TO ARMS (IMPROVED)
Mental maneuver

ADRENALINE HIT Prerequisite: Call to Arms (Improved)

Mental maneuver
  maneuver

Prerequisite: Proficiency in Medicine
When you use your Call to Arms maneuver, you can roll
You can use an action and expend one superiority die the superiority die and extend the benefits of the
to inject a creature with regenerative medication that maneuver to a number of allies up to the result of the
temporarily enhances their agility. When you do so, a roll, provided those allies can see or hear you.
creature you can touch regains hit points equal to the
superiority die roll. Additionally, until the start of your CHARGE
next turn, when that creature would take damage, the Mental maneuver

amount is reduced by an amount equal to your Prerequisite: Proficiency in Persuasion

maneuver ability modifier. As a bonus action on your turn, you can expend one
superiority die to spur your allies to move. Until the
ASSIST start of your next turn, creatures you choose within 10
General maneuver
feet of you who can see or hear you can move an
Prerequisite: Proficiency in Medicine
additional distance equal to 5 times the superiority die
When you make an Medicine check, you can expend a rolled on their turn and ignore unenhanced difficult
superiority die, rolling the die and adding it to the d20 terrain.
roll. You can wait until after rolling the d20 before
doing so, but you must decide before the GM says CHARGING ATTACK
whether the roll succeeds or fails. Physical maneuver

If you move at least 10 feet towards your target before
AUTOMATIC STARTUP SEQUENCE successfully hitting them with a melee attack, you may
Mental maneuver
expend a superiority die, causing the target to take
Prerequisite: The ability to cast tech powers
additional damage equal to the result, and forcing it to
When a creature makes a saving throw against a tech make a Strength saving throw. On a failed save the
power you cast, you may expend a superiority die, creature is knocked prone.
subtracting the number rolled from their total.
CHARMING PRESENCE
BODY OVER BOTHER Mental maneuver

Physical maneuver
Prerequisite: Proficiency in Persuasion

When you are forced to make an Strength, Dexterity, or As an action, you can make a Charisma (Persuasion)
Constitution saving throw, you can expend a check and expend one superiority die to attempt to
superiority die to change the saving throw ability to charm a humanoid creature who can see or hear you
your maneuver ability modifier. within 60 feet. Add the superiority die to the roll. The
target makes a contested Wisdom (Insight) check. If
CALLING CARD your check succeeds, the target is charmed by you until
Physical maneuver
the end of your next turn.
As a bonus action, you can expend a superiority die to

CHAPTER 13 | MANEUVERS 304


COMMANDER'S STRIKE DISTRACTING BLOW
Physical maneuver
Mental maneuver

When you take the Attack action on your turn, you can When you hit a creature with a weapon attack, you can
forgo one of your attacks and use a bonus action to expend one superiority die to distract the creature,
direct one of your companions to strike. When you do giving your allies an opening. You add the superiority
so, choose a friendly creature who can see or hear you die to the attack's damage roll. The next attack roll
and expend one superiority die. That creature can against the target by an attacker other than you has
immediately use its reaction to make one weapon advantage if the attack is made before the start of your
attack, adding the superiority die to the attack's next turn.
damage roll.
EFFECTIVE FLANKING
COMMANDER'S STRIKE (GREATER) Mental maneuver

Physical maneuver
As a bonus action, you choose a target within 30 feet
Prerequisite: Commander's Strike (Improved)
that you can see to make a Wisdom saving throw. On a
  maneuver
failed save, roll a superiority die; the result is added to
When you use the Commander's Strike maneuver, you the first attack roll against the creature before the start
can choose to forgo an attack or use your bonus of your next turn.
action, rather than both. All the other rules of
Commander's Strike still apply to you. EFFECTIVE FLANKING (GREATER)
Mental maneuver

COMMANDER'S STRIKE (IMPROVED) Prerequisite: Effective Flanking (Improved)

Physical maneuver
  maneuver

Prerequisite: Commander's Strike maneuver
When you use the Effective Flanking maneuver, you
When you use the Commander's Strike maneuver, you add your maneuver ability modifier to both the attack
no longer have to forgo an attack as a part of that and damage roll for the first attack against the creature
maneuver. All the other rules of Commander's Strike before the start of your next turn.
still apply to you.
EFFECTIVE FLANKING (IMPROVED)
CONCEAL Mental maneuver

General maneuver
Prerequisite: Effective Flanking maneuver

Prerequisite: Proficiency in Stealth
When you use the Effective Flanking maneuver, you
When you make an Stealth check, you can expend a add the result of the superiority die to both the attack
superiority die, rolling the die and adding it to the d20 and damage roll for the first attack against the creature
roll. You can wait until after rolling the d20 before before the start of your next turn.
doing so, but you must decide before the GM says
whether the roll succeeds or fails. EMPATHIZE
General maneuver

CRIPPLING BLOW Prerequisite: Proficiency in Insight

Physical maneuver
When you make an Insight check, you can expend a
When you hit a creature with a weapon attack, you can superiority die, rolling the die and adding it to the d20
expend one superiority die to cripple the creature. You roll. You can wait until after rolling the d20 before
add the superiority die to the attack's damage roll and doing so, but you must decide before the GM says
the creature's gains 1 slowed level until the end of their whether the roll succeeds or fails.
next turn.
ENCOURAGING PACE
DECEIVE Mental maneuver

General maneuver
You can use a bonus action to expend and roll a
Prerequisite: Proficiency in Deception
superiority die. When you do so, a number of friendly
When you make an Deception check, you can expend a creatures equal to your maneuver ability modifier can
superiority die, rolling the die and adding it to the d20 immediately use their reaction to move a number of
roll. You can wait until after rolling the d20 before feet equal to 5 times the number rolled on the
doing so, but you must decide before the GM says superiority die.
whether the roll succeeds or fails.
ENCOURAGING SPEECH
DISARMING BLOW Mental maneuver

Physical maneuver
Prerequisite: Proficiency in Persuasion

When you hit a creature with a weapon attack, you can You can expend a superiority die to give an
expend one superiority die to attempt to disarm the encouraging speech, spending the next minute rallying
target, forcing it to drop one item of your choice that your allies. You grant two allies temporary hit points
it's holding. You add the superiority die to the attack's equal to the amount rolled on the superiority die +
damage roll, and the target must make a Strength your maneuver ability modifier.
saving throw. On a failed save, it drops the object you
choose. If you have a free hand and are within 5 feet of This increases to three allies at 5th level, four allies at
the creature, you can catch the item. Otherwise, the 9th level, five allies at 13th level, and six allies at 17th
object lands at the creature's feet. level.

305 CHAPTER 13 | MANEUVERS


ENHANCEMENT INJECTION FORCE RESONANCE
Mental maneuver
Mental maneuver

Prerequisite: Proficiency in Medicine
Prerequisite: The ability to cast force powers

As an action, you can expend one superiority die to Immediately after you deal damage to a target with a
inject a creature you can touch with enhancements, force attack, you can expend a superiority die and
granting them temporary hit points equal to the target a second creature that you can see within 30
superiority die roll + your maneuver ability modifier, feet of the first creature. Roll the die, and the second
which last for 1 minute. Additionally, when the target creature takes force damage equal to the roll + your
makes a Strength or Constitution check or saving throw forcecasting modifier.
while it has these temporary hit points, it gains a bonus
equal to your maneuver ability modifier. FORTUNE AND GLORY
Mental maneuver

EXPLOIT WEAKNESS Prerequisite: The ability to cast force powers

Physical maneuver
When you would make a weapon attack against a
When you hit a creature with a weapon attack, you can target within 30 feet, you can instead manipulate the
expend a superiority die and deal additional true Force to expend a superiority die and make a Sleight of
damage equal to the number rolled. Hand check using your universal forcecasting ability to
plant something on the target, conceal an object on the
EVASIVE FOOTWORK target, lift the target's purse, or take something from
General maneuver
its pocket. Roll the superiority die, and add the result to
When you move, you can expend one superiority die, the check.
rolling the die and adding the number rolled to your AC
until you stop moving. GOADING ATTACK
Mental maneuver

FAST ACCESS PROGRAMS When you hit a creature with a weapon attack, you can
Mental maneuver
expend one superiority die to attempt to goad the
Prerequisite: The ability to cast tech powers
target into attacking you. You add the superiority die to
When you cast a tech power of 1st-level or higher that the attack's damage roll, and the target must make a
has a casting time of 1 action, you can expend a Wisdom saving throw. On a failed save, the target has
superiority die to change the casting time to 1 bonus disadvantage on all attack rolls against targets other
action for this casting. than you until the end of your next turn.

FEINTING ATTACK HANDLE ANIMAL
General maneuver
General maneuver

You can expend one superiority die and use a bonus Prerequisite: Proficiency in Animal Handling

action on your turn to feint, choosing one creature When you make an Animal Handling check, you can
within 5 feet of you as your target. You have advantage expend a superiority die, rolling the die and adding it to
on your next attack roll against that creature this turn. the d20 roll. You can wait until after rolling the d20
If that attack hits, add the superiority die to the attack's before doing so, but you must decide before the GM
damage roll. says whether the roll succeeds or fails.

FIREWALL HEADS UP
Mental maneuver
Mental maneuver

Prerequisite: The ability to cast tech powers
When a friendly creature who can see or hear you
When you or an ally you can see within 60 feet make a makes a saving throw, you can use your reaction and
saving throw against a tech power, you can use your expend a superiority die, adding the number rolled to
reaction to expend a superiority die, adding the the result of the saving throw.
number rolled to the result of that saving throw.
HACKED COMMUNICATIONS
FLEX Mental maneuver

General maneuver
Prerequisite: Proficiency in Technology

Prerequisite: Proficiency in Athletics
As an action, you may expend a superiority die, and
When you make an Athletics check, you can expend a choose any number of creatures that you can see
superiority die, rolling the die and adding it to the d20 within 60 feet of you that have commlinks,
roll. You can wait until after rolling the d20 before headcomms, or other such communications devices.
doing so, but you must decide before the GM says Each creature must succeed on a Constitution saving
whether the roll succeeds or fails. throw or take sonic damage equal to the number rolled
on the dice + your maneuver ability modifier (minimum
FLOURISH of one). Additionally, on a failed save, their
General maneuver
communication devices are disabled until rebooted.
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. You can wait until after rolling the d20
before doing so, but you must decide before the GM
says whether the roll succeeds or fails.

CHAPTER 13 | MANEUVERS 306


INCITE MIND OVER MATTER
Mental maneuver
Mental maneuver

Prerequisite: Proficiency in Persuasion
When you are forced to make an Intelligence, Wisdom,
On your turn, you can use an action and expend one or Charisma saving throw, you can expend a
superiority die to bolster the resolve of one of an ally superiority die to change the saving throw ability to
within 30 feet who can see or hear you. The ally can your maneuver ability modifier.
add your maneuver ability modifier to every damage
roll they make until the start of your next turn. NATURALIZE
General maneuver

INNER STRENGTH Prerequisite: Proficiency in Nature

General maneuver
When you make an Nature check, you can expend a
As an action, you can expend and roll one superiority superiority die, rolling the die and adding it to the d20
die, gaining temporary hit points equal to the result of roll. You can wait until after rolling the d20 before
the roll + your maneuver ability modifier. doing so, but you must decide before the GM says
whether the roll succeeds or fails.
INTIMIDATING PRESENCE
Mental maneuver
NEUROBLOCK
Prerequisite: Proficiency in Intimidation
Mental maneuver

As an action, you can make a Charisma (Intimidation) Prerequisite: Proficiency in Medicine

check and expend one superiority die to attempt to When you make an attack roll, you can expend a
frighten a humanoid creature who can see or hear you superiority die and add it to the attack roll. On a hit,
within 60 feet. Add the superiority die to the roll. The the creature's next attack has disadvantage and it
target makes a contested Wisdom (Insight) check. If cannot regain hit points until the start of your next
your check succeeds, the target is frightened of you turn.
until the end of your next turn.
NO ESCAPE
INVESTIGATE Physical maneuver

General maneuver
Whenever you or an ally you can see makes an
Prerequisite: Proficiency in Investigation
opportunity attack, you can expend a superiority die. If
When you make an Investigation check, you can the attack hits, roll the superiority die and add the
expend a superiority die, rolling the die and adding it to result to the damage roll. Additionally, the affected
the d20 roll. You can wait until after rolling the d20 creature gains 4 slowed levels until the start of its next
before doing so, but you must decide before the GM turn.
says whether the roll succeeds or fails.
ONE WITH THE FORCE
LUNGING ATTACK Mental maneuver

Physical maneuver
Prerequisite: The ability to cast force powers

When you make a melee weapon attack on your turn, Once per turn, when you make a Constitution saving
you can expend one superiority die to increase your throw to maintain concentration on a force power, you
reach for that attack by 5 feet. If you hit, you add the can expend a superiority die and add the number
superiority die to the attack's damage roll. rolled to the saving throw.

MANEUVERING ATTACK ONE STEP AHEAD
General maneuver
Physical maneuver

When you hit a creature with a weapon attack, you can When you roll initiative and you are not surprised, you
expend one superiority die to maneuver one of your can expend a superiority die and add the number
comrades into a more advantageous position. You add rolled to your Initiative check.
the superiority die to the attack's damage roll, and you
choose a friendly creature who can see or hear you. ONE WITH SHADOWS
General maneuver

That creature can use its reaction to move up to half Prerequisite: Proficiency in Stealth

its speed without provoking opportunity attacks from When you are in an area of dim light or darkness, you
the target of your attack. can use your action and expend one superiority die to
become invisible until you move or take a hostile
MENACING ATTACK action.
Mental maneuver

When you hit a creature with a weapon attack, you can OVERCAPACITY POWERS
expend one superiority die to attempt to frighten the Mental maneuver

target. You add the superiority die to the attack's Prerequisite: The ability to cast tech powers

damage roll, and the target must make a Wisdom When you cast a tech power of 1st-level or higher, you
saving throw. On a failed save, it is frightened of you may expend a superiority die to cast the power at a
until the end of your next turn. 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.

307 CHAPTER 13 | MANEUVERS


OVERWHELMING WIT Roll a superiority die. The creature's speed increases by
Mental maneuver
5 times the number rolled, and they can move through
Prerequisite: The ability to cast force powers
the space of hostile creatures as if it were difficult
Once per round, when a creature succeeds on a force terrain.
power you cast or your class feature that requires a
Wisdom or Charisma saving throw, you can expend a PRECISION ATTACK
superiority die to make a universal forcecasting ability General maneuver

check with proficiency, substituting the result of the When you make a weapon attack roll against a
roll for the save DC for that power. creature, you can expend one superiority die to add it
to the roll. You can use this maneuver before or after
PARRY making the attack roll, but before any effects of the
Physical maneuver
attack are applied.
When another creature damages you with a melee
attack, you can use your reaction and expend one PROGRAM
superiority die to reduce the damage by the number General maneuver

you roll on your superiority die + your maneuver ability Prerequisite: Proficiency in Technology

modifier. When you make an Technology check, you can expend
a superiority die, rolling the die and adding it to the
PARRY (IMPROVED) d20 roll. You can wait until after rolling the d20 before
General maneuver
doing so, but you must decide before the GM says
Prerequisite: Parry maneuver
whether the roll succeeds or fails.
Parry becomes a general maneuver for you.
PURE SABACC
PENETRATING SHOT Physical maneuver

Physical maneuver
When you score a critical hit with a weapon attack, you
When you hit a creature with a ranged weapon attack, can expend a superiority die and roll it. On a roll of 4 or
you can expend one superiority die to attempt to higher, you deal maximum damage on the weapon's
damage another creature with the same attack. damage roll, including the superiority die. On a roll of 3
Choose up to two creatures within 15 feet of and or lower, you instead deal the minimum.
directly behind your initial target. If the original attack
roll would hit the second creature(s), it takes damage PUSHING ATTACK
equal to the number you roll on your superiority die. Physical maneuver

When you hit a creature with a weapon attack, you can
The damage is of the same type dealt by the original expend one superiority die to attempt to drive the
attack. target back. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it
PERCEIVE must make a Strength saving throw. On a failed save,
General maneuver
you push the target up to 15 feet away from you.
Prerequisite: Proficiency in Perception

When you make an Perception check, you can expend RALLY
a superiority die, rolling the die and adding it to the Mental maneuver

d20 roll. You can wait until after rolling the d20 before On your turn, you can use a bonus action and expend
doing so, but you must decide before the GM says one superiority die to bolster the resolve of one of your
whether the roll succeeds or fails. companions. When you do so, choose a friendly
creature who can see or hear you. That creature gains
PERFORM temporary hit points equal to the superiority die roll +
General maneuver
your maneuver ability modifier.
Prerequisite: Proficiency in Performance

When you make an Performance check, you can RAMPAGE
expend a superiority die, rolling the die and adding it to Physical maneuver

the d20 roll. You can wait until after rolling the d20 When you reduce a creature to 0 hit points, you can
before doing so, but you must decide before the GM use your bonus action to expend a superiority die and
says whether the roll succeeds or fails. move up to half your speed. If you end this movement
within 5 feet of a creature, you can make a single
PERSUADE melee weapon attack against that creature, adding the
General maneuver
result of the superiority die roll to the attack roll.
Prerequisite: Proficiency in Persuasion

When you make an Persuasion check, you can expend RATTLE
a superiority die, rolling the die and adding it to the Physical maneuver

d20 roll. You can wait until after rolling the d20 before Prerequisite: Proficiency in Intimidation

doing so, but you must decide before the GM says On your turn, when you hit with a weapon attack, you
whether the roll succeeds or fails. can use a bonus action and expend and roll one
superiority die to menace your target, dealing extra
PRECISE MOVEMENTS psychic damage equal to the amount rolled and forcing
General maneuver
it to succeed on a Wisdom saving throw or be
When you or a friendly creature you can see that can frightened of you until the end of your next turn.
see or hear you moves, you can expend a superiority
die to give them verbal guidance and encouragement.

CHAPTER 13 | MANEUVERS 308


REASSURE SHORT ROUND
Mental maneuver
Mental maneuver

Prerequisite: Proficiency in Medicine
Prerequisite: The ability to cast force powers

As an action, you can expend a superiority die and call When you cast a force power of 1st-level or higher that
out to a creature within 60 feet that can see or hear has a casting time of 1 action, you can expend a
you that is charmed, frightened, or stunned. When you superiority die to change the casting time to 1 bonus
do so, that creature immediately makes another saving action for this casting.
throw, adding the amount rolled to the save.
STEADY THE NERVES
REMOVE TOXINS General maneuver

Mental maneuver
Prerequisite: Proficiency in Persuasion

Prerequisite: Proficiency in Medicine
As an action, you can expend one superiority die to
As an action, you can expend a superiority die to purge strengthen your allies' defenses. Roll a superiority die.
the toxins from a creature you can touch. The target Until the end of your next turn, you and all allies within
regains hit points equal to the number rolled and, if it 5 feet of you when you use this action has a bonus to
is poisoned or diseased, you neutralize the poison or any saving throws they make equal to the amount
disease. If more than one poison or disease afflicts the rolled.
target, you neutralize one poison or disease that you
know is present, or you neutralize one at random. STRIKEFORCE
Physical maneuver

RETURN FIRE Prerequisite: The ability to cast force powers

Physical maneuver
When you make a melee weapon attack against a
When a creature misses you with a ranged attack, you creature, you can expend one superiority die and add
can use your reaction and expend one superiority die the number rolled to the attack roll. On a hit, the target
to make a ranged weapon attack against the creature. takes additional force damage equal to the number
If you hit, you add the superiority die to the attack's rolled.
damage roll.
STUDY
RIPOSTE General maneuver

Physical maneuver
Prerequisite: Proficiency in Lore

When a creature misses you with a melee attack, you When you make an Lore check, you can expend a
can use your reaction and expend one superiority die superiority die, rolling the die and adding it to the d20
to make a melee weapon attack against the creature. If roll. You can wait until after rolling the d20 before
the attack hits, you add the superiority die to the doing so, but you must decide before the GM says
attack's damage roll. whether the roll succeeds or fails.

RIPOSTE (IMPROVED) SUBTLE EXECUTION
Physical maneuver
Mental maneuver

Prerequisite: Riposte maneuver
Prerequisite: The ability to cast tech powers

When a creature misses an ally within 30 feet you can When you cast a tech power, you may expend a
see with a melee attack, and that ally can see or hear superiority die to cast the power without any visual or
you, you can expend one superiority die (no action auditory cues. Creatures have disadvantage on any
required), and the chosen ally use their reaction to Intelligence (Investigation) or Wisdom (Perception)
make a melee weapon attack against the creature. If checks made to determine if you were the caster.
the attack hits, the ally adds the superiority die to the
attack's damage roll. SURVIVE
General maneuver

RUNTIME EXTENSION Prerequisite: Proficiency in Survival

Mental maneuver
When you make an Survival check, you can expend a
Prerequisite: The ability to cast tech powers
superiority die, rolling the die and adding it to the d20
When a tech power you cast with a duration of 1 roll. You can wait until after rolling the d20 before
minute or longer reaches the end of its duration, you doing so, but you must decide before the GM says
may expend a superiority die to extend the duration of whether the roll succeeds or fails.
the power by a number of rounds equal to the number
rolled on your superiority die. SWEEPING ATTACK
Physical maneuver

SELF-PRESERVATION When you hit a creature with a melee weapon attack,
General maneuver
you can expend one superiority die to attempt to
As a reaction when you make a saving throw against an damage another creature with the same attack.
effect you can see, you can expend a superiority die Choose another creature within 5 feet of the original
and add it to the result. You can use this maneuver target and within your reach. If the original attack roll
before or after making the saving throw, but before would hit the second creature, it takes damage equal
any effects of the saving throw are determined. 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)   The target automatically succeeds if it is immune to
Physical maneuver
charm, it doesn't understand your language, or if your
Prerequisite: Sweeping Attack maneuver
command is directly harmful to it.
When you use the Sweeping Attack maneuver, you add
your maneuver ability modifier to the damage roll of UNRELENTING GRASP
the second creature. Physical maneuver

Prerequisite: Proficiency in Athletics

TARGETED STRIKE When you hit a creature within 5 feet of you with an
Mental maneuver
opportunity attack, you may expend a superiority die.
When an ally who can see or hear you makes an attack The creature takes additional damage equal to your
against a creature, you can use your reaction to superiority die, and you may attempt to grapple the
expend a superiority die. You add the superiority die to target as part of the same reaction.
the attack roll, and the damage roll if it hits. You can
use this maneuver before or after the attack roll, but VANITY
before the GM determines whether or not the attack General maneuver

hits. When you reduce a hostile creature to 0 hit points, you
can expend and roll a superiority die (no action
TENACITY required), regaining a number of hit points equal to the
Physical maneuver
result of the roll + your maneuver ability modifier.
Prerequisite: Proficiency in Stealth

As a bonus action, you can expend and roll a WEAK POINT STRIKE
superiority die and move to an unoccupied space you Physical maneuver

can see up to a distance equal to 5 x the result of the Prerequisite: Proficiency in Medicine

roll. If you begin this movement hidden from a When you hit a creature with a weapon attack, you can
creature, and you end this movement in a space that expend a superiority die to temporarily daze the
could be hidden from the creature, this movement creature. Add the number rolled to the damage of the
does not reveal your presence to that creature. weapon attack and the creature must succeed on a
Constitution saving throw or be stunned until the end
THREATEN of its next turn.
General maneuver

Prerequisite: Proficiency in Intimidation
WORLD ON FIRE
When you make an Intimidation check, you can expend Physical maneuver

a superiority die, rolling the die and adding it to the On your turn, when you hit with a weapon attack, you
d20 roll. You can wait until after rolling the d20 before can use a bonus action to expend and roll one
doing so, but you must decide before the GM says superiority die to ignite phosphorescent powder on
whether the roll succeeds or fails. your target, dealing extra fire damage equal to the
result of the roll. Additionally, the target sheds dim
TRIP ATTACK light in a 5-foot radius and can't become invisible until
Physical maneuver
the end of your next turn, and becomes visible if it was
When you hit a creature with a weapon attack, you can already invisible.
expend one superiority die to attempt to knock the
target down. You add the superiority die to the attack's WRESTLE AND DRAG
damage roll, and if the target is Large or smaller, it Physical maneuver

must make a Strength saving throw. On a failed save, Prerequisite: Proficiency in Athletics

you knock the target prone. When you make a Strength (Athletics) check to grapple
or shove a creature, you can expend a superiority die.
TUMBLE Until the end of your turn, you can drag the grappled
General maneuver
creature with you without your speed being halved.
Prerequisite: Proficiency in Acrobatics
Additionally, if the creature is moved at least 5 feet,
When you make an Acrobatics check, you can expend a you can roll the superiority die, dealing kinetic damage
superiority die, rolling the die and adding it to the d20 to the creature equal to the result of the roll.
roll. You can wait until after rolling the d20 before
doing so, but you must decide before the GM says YOU CALL THIS ARCHAEOLOGY?
whether the roll succeeds or fails. Mental maneuver

Prerequisite: The ability to cast force powers

TYRANNICAL STRIKE When you or a friendly creature that you can see
Mental maneuver
reduces a hostile creature to 0 hit points, you can use
Prerequisite: Proficiency with Intimidation
your reaction and expend a superiority die to give
When you hit a creature with a weapon attack, you can yourself or that friendly creature temporary hit points
expend one superiority die and use your reaction to equal to the number rolled + your universal
issue a one-word command to a creature who can see forcecasting modifier.
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.

CHAPTER 13 | MANEUVERS 310


APPENDIX A: CONDITIONS

         onditions alter a creature's capabilities in a variety of
  If an already exhausted creature suffers another
         ways and can arise as a result of a power, a class effect that causes exhaustion, its current exhaustion
feature, a monster's attack, or other effect. Most level increases by the amount specified in the effect's
conditions, such as blinded, are impairments, but a description.
few, such as invisible, can be advantageous.
A creature suffers the effect of its current exhaustion
A condition lasts either until it is countered (the level as well as all lower levels. For example, a creature
prone condition is countered by standing up, for suffering level 2 exhaustion has 1 slowed level and has
example) or for a duration specified by the effect that disadvantage on ability checks.
imposed the condition.
An effect that removes exhaustion reduces its level
If multiple effects impose the same condition on a as specified in the effect's description, with all
creature, each instance of the condition has its own exhaustion effects ending if a creature's exhaustion
duration, but the condition's effects don't get worse. A level is reduced below 1.
creature either has a condition or doesn't.
Finishing a long rest reduces a creature's exhaustion
The following definitions specify what happens to a level by 1, provided that the creature has also ingested
creature while it is subjected to a condition. some food and drink.

BLINDED FRIGHTENED
A blinded creature can't see and automatically fails any A frightened creature has disadvantage on ability
ability check that requires sight. checks and attack rolls while the source of its fear is
Unless a creature benefits from powers or a special within line of sight.
sense, attack rolls against the creature have advantage,
and the creature's attack rolls have disadvantage. The creature can't willingly move closer to the source of
its fear.
CHARMED
A charmed creature can't attack the charmer or target GRAPPLED
the charmer with harmful abilities or enhanced effects. A grappled creature has its speed reduced to 0.
The charmer has advantage on any ability check to The condition ends if the grappler is incapacitated (see
interact socially with the creature. the condition).
The condition also ends if an effect removes the
CORRODED grappled creature from the reach of the grappler or
Some abilities, effects, and hazards can lead to a grappling effect.
special condition called corroded. Corroded is
measured in three levels. An effect can give a creature IGNITED
one or more corroded levels, as specified in the effect's A creature that is ignited suffers fire damage at the end
description.
of each of its turns. A damage value in parentheses
For each corroded level a creature has, it takes 1 appears with this condition—the fire damage the
additional damage from weapons. creature takes at the end of its turn.
If the target or a creature within 5 feet of it uses an
DEAFENED action to put out the flames, or if some other effect
A deafened creature can't hear and automatically fails douses the flames, the creature is no longer ignited.
any ability check that requires hearing.
INCAPACITATED
DISEASED An incapacitated creature can't take actions or
A diseased creature suffers effects that vary based on reactions.
the disease. An incapacitated creature automatically fails Strength,
Dexterity, and Constitution checks.
EXHAUSTION
Some special abilities and environmental hazards, and INVISIBLE
the long-term effects of freezing or scorching An invisible creature is considered unseen to other
temperatures, can lead to a special condition called creatures, without the aid of powers or a special sense
exhaustion. Exhaustion is measured in six levels. An that allow it to detect the creature, as described in
effect can give a creature one or more levels of "Unseen Attackers and Targets" in Chapter 9. For the
exhaustion, as specified in the effect's description. purpose of hiding, the creature is heavily obscured. The
creature's location can be detected by any noise it
Exhaustion Level makes or any tracks it leaves.
Unless a creature benefits from powers or a special
Level Effect sense that allow it to detect the creature, attack rolls
against the creature have disadvantage, and the
1 Disadvantage on ability checks creature's attack rolls have advantage.

2 1 slowed level

3 Disadvantage on attack rolls and saving throws

4 Hit point maximum halved

5 4 slowed levels

6 Death

311 APPENDIX A | CONDITIONS


PARALYZED   If an already slowed creature suffers another effect
A paralyzed creature is incapacitated (see the that causes it to be slowed, its current slowed level
condition) and can't move or speak. increases by the amount specified in the effect's
The creature automatically fails Strength and Dexterity description.
saving throws, as if it had rolled a 1 on the save. Attack
rolls against the creature have advantage. An effect that removes slowed reduces its level as
Any attack that hits the creature is a critical hit if the specified in the effect's description, with all slowed
attacker is within 5 feet of the creature. effects ending if a creature's slowed level is reduced
below 1.
PETRIFIED
A petrified creature is transformed, along with any STUNNED
object it is wearing or carrying, into a solid inanimate A stunned creature is incapacitated (see the condition),
substance (usually stone). Its weight increases by a can't move, and can speak only falteringly.
factor of ten, and it ceases aging. The creature automatically fails Strength and Dexterity
The creature is incapacitated (see the condition), can't
move or speak, and is unaware of its surroundings. saving throws, as if it had rolled a 1 on the save.
Attack rolls against the creature have advantage. 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. UNCONSCIOUS
The creature has resistance to all damage. An unconscious creature is incapacitated (see the
The creature is immune to poison and disease, condition), can't move or speak, and is unaware of its
although a poison or disease already in its system is surroundings
suspended, not neutralized. The creature drops whatever it's holding and falls
prone.
POISONED The creature automatically fails Strength and Dexterity
A poisoned creature has disadvantage on attack rolls saving throws, as if it had rolled a 1 on the save.
and ability checks. Attack rolls against the creature have advantage.

PRONE Any attack that hits the creature is a critical hit if the
A prone creature's only movement option is to crawl, attacker is within 5 feet of the creature.
unless it stands up and thereby ends the condition.
The creature has disadvantage on melee attack rolls. WEAKENED
The creature has disadvantage on ranged attack rolls A creature suffering from the weakened condition
against targets within 30 feet. heals at a slower rate. When an effect restores hit
An attack roll against the creature has advantage if the points to the creature, the amount of hit points
attacker is within 5 feet of the creature. Otherwise, the restored is halved.
attack roll has disadvantage. Creatures suffering from this condition can only add
half their ability modifier to ability checks, attack rolls,
RESTRAINED and saving throws, unless that modifier would be
A restrained creature has 4 slowed levels. negative.
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

Speed reduced to 0, and

4 can't benefit from any

bonus to speed

APPENDIX A | CONDITIONS 312


APPENDIX B: RECOMMENDED VARIANT RULES

         ouse/variant rules are optional additions to GM each
While I use this rule, and will continue to do so, when
         game that in some way enhance or alter game my players encounter "boss"-type mobs, I roll attack
play. Generally, they are done to alleviate stress from rolls as normal.
the GM, to improve player engagement, or to help a
player realize a character goal. This appendix includes I especially recommend this rule if you utilize the
a number of variant rule options, all of which I offer at Space Combat optional rule set. Since the pilot on
my table. many larger ships doesn't operate the weapons, using
this rule keeps them further engaged.
I would encourage you to become familiar with the
core content of this conversion before you decide if SAVING THROW CHECKS
these house rules are right for you.
Also published in the Unearthed Arcana: Variant Rules
DEFENSE ROLLS was a rule for your players to roll when they use
powers or abilities that call for a save DC. Instead of
One of the first variant rules I added to my games was the GM making saving throws against the players' static
the Defense Rolls, published in the Unearthed Arcana: save DCs, the players roll a saving throw check against
Variant Rules. Essentially, instead of the GM making the GM's defense save DC.
attack rolls against the players' static AC, the players
make defense rolls against the GM's static attack save CALCULATING SAVING THROW CHECK
DC. Implementing this is easy.
If players have their save throw DCs calculated, simply
CALCULATING DEFENSE BONUS (DB) subtract 8 from that value. If your consular's force save
DC is 15, your saving throw check modifier is +7.
Armor class is replaced with Defense Bonus. This
bonus is calculated simply by players taking their AC CALCULATING DEFENSE SAVE DC
and subtracting 10. If a player had an AC of 16, they
would have a DB of +6. Monster cards also include potential saving throws,
which can easily be converted to a defense save DC.
CALCULATING ATTACK SAVE DC Take the appropriate ability score modifier and add 14
to it. If the monster is proficient in the saving throw
Attack bonuses you find on monster cards are similar (indicated in the saving throw line on the monster card,
converted to static values, called the attack save DC. To if it exists), instead use that value. For instance, if a B1
calculate this DC, simply take the listed attack bonus battle droid is forced to make a Dexterity saving throw,
and add 12 to it. For instance, a B1 battle droid's its defense save DC would be 16 (14+2).
blaster rifle attacks with a +4 modifier. Instead, that
droid would have an attack save DC of 16. MAKING THE ROLL

MAKING THE ROLL Instead of the GM rolling saving throws for the
monsters, players make saving throw checks by rolling
Instead of the GM making attack rolls, players make a d20 and adding their saving throw check modifier. If
defense rolls by rolling a d20 and adding their Defense the roll meets or exceeds the defense save DC, the
Bonus. If the roll meets or exceeds the attack save DC, creature fails the saving throw. If a character fails the
the player successfully defends. If a character fails the the saving throw check, the creature successfully
the defense roll, the attack hits. saves.

If the attacker would normally have advantage on If the defender would normally have advantage on
the attack roll, you instead apply disadvantage to the the saving roll, you instead apply disadvantage to the
defense roll, and vice versa if the attacker would have saving throw check, and vice versa if the defender
disadvantage. would have disadvantage.

If the defense roll comes up a 1 on the d20, then the WHY I RECOMMEND THIS RULE
attack is a critical hit. If the attacker would normally
score a critical hit on a roll of 19 or 20, then the attack For all the same reasons as defense rolls. Players enjoy
is a critical hit on a 1 or 2, and so forth for broader it, and it makes it easier for me to GM. Again, I don't
critical ranges. use this rule when players encounter bosses.

Similarly, a 20 on the defense roll would FORCE AND TECH PROWESS
automatically be a successful dodge, regardless of the
attack save DC. When you fail an ability check, if you added your
proficiency bonus to the check and you did not have
WHY I RECOMMEND THIS RULE advantage or disadvantage, you can spend 1 force or
tech point to reroll the die. You can only use this
This is the first variant rule I implemented at my table, feature once per ability check, and you must use the
and it has thus far been universally loved. Keeping new roll.
players engaged is very important at the table.
Additionally, abilities that players have that allow them WHY I RECOMMEND THIS RULE
to know your attack rolls are simpler since the player
rolls the dice in the open. 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 MILESTONE LEVELING

The current version of the SW5e PHB has the player I won't delve too far into this. The simplified version is
using different ability scores depending on the that instead of receiving experience for every
alignment of the powers they are trying to cast: encounter and leveling up at odd times, the GM
Wisdom for light side, Charisma for dark side, player's chooses when they level up. Additionally, there never
choice for universal. has the potential to be an experience, and
consequently level, disparity between players.
For new players, this might be too complicated.
Consider letting them instead choose between using WHY I RECOMMEND THIS RULE
Wisdom and Charisma as their forcecasting ability.
Milestone leveling eliminates unnecessary record-
WHY I RECOMMEND THIS RULE keeping, helps maintain narrative significance to
leveling up, and streamlines the GM controlling the
This is a wonderful simplification for new players. I, game.
personally, love the alignment determining the
forcecasting ability, and I have relatively experienced Additionally, if you utilize the Space Combat optional
players, so I haven't felt a need to use this. rule set, I urge you to use this. The nature of space
combat is that there is no ship leveling up. Experience
ASI AND A FEAT values relative to the amount required to level up will
diminish drastically.
This one is simple. At level 4, 8, 12, 16, and 19, when a
player gets the opportunity to choose between adding BONUS ACTION CONSUMABLES
2 to their ability scores or a feat, I'm letting them add 1
to an ability score and choose a feat. Most consumables require an action to use, which
makes sense when applying them to others. However,
Now, this is going to create more powerful players, a common adjustment in 5e (which is even more
which means you need to pit them against more logical in SW5e), is to allow administering such
powerful monsters. I, personally, love this rule because consumables to yourself as a bonus action, instead.
I know it helps experienced players realize the exact This only applies to consumables that confer a positive
character they want and helps to differentiate different benefit, such as a repair kit or medpac.
characters of the same class. Then again, I'm a huge
proponent of feats in general. WHY I RECOMMEND THIS RULE

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
I love feats and I love powerful player characters, so as ago.
a GM this rule works well for me. It's not for everyone.
HUNTED
CRUELER CRITICALS
In some eras of Star Wars history, forcecasters are a
Normally, when you score a critical hit, you roll the rarity, and are hunted across the galaxy by the likes of
damage dice twice and add your modifier once. For Inquisitors, or if they're unlucky, a Dark Lord of the
instance, if you are wielding a weapon that deals 1d8 Sith, in an attempt to crush any foreseen threats to
kinetic damage and is governed by Strength, on a their rule. Should you want your forcecasting players to
critical hit you deal 2d8 + your Strength modifier kinetic experience this additional level of drama and
damage. Sometimes, poor rolls lead to you doing less suspense, here is an alternate rule to implement:
damage on a critical hit than a normal hit. For instance,
you might roll two 1's on your 2d8, which with your +3 Whenever a player casts a force power, others in the
Strength modifier is only 5 damage. This feels Galaxy may detect their presence through ripples in
lackluster. the Force. Each player has a pool of Disturbance
Points. This pool of Disturbance Points increases every
With this rule, instead of rolling the damage dice time a force power is cast by a number of points equal
twice, you instead maximize the damage once and to the level of the force power used (at-will powers are
then roll the second die. So, using the above example, treated as Level 0).
instead of rolling 2d8 and adding your Strength
modifier, you instead roll 1d8, add 8 for the maximum After each combat, roll a percentile dice for each
die roll, and then add your Strength modifier. This will player that used a force power. If you roll a number
make critical hits feel more impactful. equal to or lower than the players Disturbance Pool,
they are detected by Jedi Hunters of your
WHY I RECOMMEND THIS RULE determination, who begin to hunt the player they
detected.
As indicated above, this variant rule helps make crits
more impactful, but it's a double-edged sword, since it During each long rest, decrease each players pool of
can make damage against player's spike, too. 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, Cast a power (action), 226 Descriptive approach to Gems, jewelry, and art
235 Casting a power at a higher roleplaying, 220 objects, 171

Ability checks, 221 level, 233 Dexterity (property), 175 Getting into and out of
Ability score increase, 17 Casting in armor, 233 Dexterity, 213 armor, 174
Ability scores and modifiers, Casting time, 234 Difficult terrain, 218, 224
Charisma, 216 Dim light, 219 Glowrod, 183
209 Charmed (condition), 305 Diplomat's pack, 179 Grappled (condition), 305
Acid (damage), 229 Chef's kit, 186 Diseased (condition), 305 Grappling hook, 183
Acrobatics, 213 Chest, 182 Disengage (action), 226 Grappling, 228
Active approach to Choosing to be hit, 227 Disguise kit, 186 Grenade, fragmentation, 181
Chronometer, 183 Disguised (property), 175 Grenade, gas, 181
roleplaying, 221 Class features and Hit Dice, Dodge (action), 226 Grenade, ion, 181
Activity while traveling, 218 Double (property), 175 Grenade, plasma, 181
Age, 17 15 Downtime activities, 222 Group checks, 212
Alignment, 17, 148 Climbing, 218 Draw a map, 219 Guard (action), 226
Ammunition (property), 175 Code cylinder, 180 Dungeoneer's pack, 179 Half cover, 228
Animal handling, 215 Cold (damage), 229 Duration, 234 Headcomm, 180
Antitoxkit, 182 Combat step by step, 223 Emergency battery, 182 Heat generator, 183
Aquatic rebreather, 182 Combat, 10 Encountering creatures, 218 Heavily obscured, 219
Areas of effect Combining effects, 235 Encumberance, 212 Heavy (property), 175
Aristocratic (lifestyle), 189 Comfortable (lifestyle), 189 Energy (damage), 229 Height and weight, 147
Armor and shield Comm jammer, 180 Enhanced items, 171 Help (action), 226
Commlink, 180 Entertainer's pack, 179 Hidden (property), 175
proficiency, 172 Concentration, 234 Enviro-suit, 182 Hide (action), 226
Armor class, 14 Cone, 235 Equipment sizes, 172 Hiding, 213
Armor properties, 172 Constitution, 214 Equipment, 149 High jump, 218
Armormech's implements, Constructor's implements, Exhaustion (condition), 305 Hit Dice, 230
Experience points, 191 Hit points and Hit Dice, 12,
186 186 Expertise, 210
Arms, armor, and other Contests, 210 Exploration, 10 191
Controlling a mount, 231 Explorer's pack, 179 Hit points, 214
equipment, 171 Crafting, 222 Extra attack, 192 Holocomm, 180
Armstech's implements, 186 Crate, 182 Falling unconscious, 230 Holocron, 180
Artificer's implements, 186 Crawling, 218 Falling, 219 Holorecorder, 180
Artisan's implements, 186 Creature size, 225 Field rations, 183 Holotrace device, 180
Artist's implements, 186 Critical hit range, 229 Finding a hidden object, 215 Homing beacon, 183
Astrotech's implements, 186 Critical hits, 229 Finesse (property), 175 Ideals, 148
At-will powers, 233 Cube, 235 Fire (damage), 229 Improvised weapons, 175
Athletics, 212 Customization ability scores, Fixed (property), 175 Improvising an action, 226
Attack (action), 225 Flaws, 148 Incapacitated (condition),
Attack rolls, 235 13 Flight suit, 182
Auto (property), 175 Customizing a background, Flying movement, 225 305
Background feat, 149 Food wand water, 220 Initiative, 213
Backpack, 182 149 Food, 220 Insight, 215
Bandolier, 184 Cybertech's implements, Forage, 219 Instant death, 230
Barding, 188 Force (damage), 229 Instantaneous, 234
Being prone, 224 186 Force and tech points, 233 Intelligence, 214
Beyond 1st level, 15 Cylinder, 235 Forcecasting ability, 215- Interacting with objects
Binders, 183 Damage types, 229
Biochemist's kit, 186 Darkness, 219 216 around you, 224
Biotech's implements, 186 Darkvision, 219 Forced march, 217 Interacting with objects, 220
Bipod, 184 Dart, 179 Forgery kit, 186 Intimidation, 216
Blinded (condition), 305 Dash (action), 226 Friction-grip gear, 184 Investigation, 214
Blindsight, 219 Datacard, 180 Frightened (condition), 305 Invisible (condition), 305
Bonds, 148 Datacron, 180 Fusion cutter, 183 Ion (damage), 229
Bonus action, 223, 234 Datapad, 180 Gadgeteer's implements, Jetpack, 184
Breaking up your move, 224 Deafened (condition), 305 Jeweler's implements, 186
Bright light, 219 Death saving throws, 230 186 Jumping, 218
Bulky (property), 172 Deception, 216 Gaming sets, 186 Kinetic (damage), 229
Burglar's pack, 179 Demolitions kit, 186 Knocking a creature out, 230
Burst (property), 175 Describing the effects of Known powers
Canteen, 182
damage, 229

315 INDEX


Languages, 17, 148-9 Poisoned (condition), 306 Slug cartridge, 179   Multiclass max power
Level, 11 Poisoner's kit, 186 Social interaction, 10 level, 192
Lifestyle expenses, 222 Poor (lifestyle), 189 Sonic (damage), 229
Lifting and carrying, 212 Pouch, 182 Space, 225   Multiclassing
Light (property), 175 Power alignments, 234 Special (property), 176 prerequisites, 191
Lightly obscured, 219 Power cell, 179 Special traits, 17
Lightning (damage), 229 Power level, 233 Special types of movement,   Multiclassing
Line, 235 Practicing a profession, 222 proficiencies, 192
Long jump, 218 Prerequisites, 234 218
Long rest, 221 Priest's pack, 179 Special weapons, 176   Power level point cost,
Longer casting times, 234 Proficiencies, 149 Specialist's kits, 186 233
Lore, 214 Proficiency bonus, 12, 191 Speed, 17, 217
Luminous (property), 175 Projector canister, cryo, 179 Sphere, 235   Services, 190
Macrobinoculars, 183 Projector canister, Splitting up the party, 219   Tack harness, and drawn
Marching order, 218 Squalid (lifestyle), 189
Mechanic's kit, 186 incendiary, 179 Squeezing into a smaller vehicles, 188
Medicine, 215 Prone (condition), 306   Tools, 187
Medpac, 182 Psychic (damage), 229 space, 225   Trade goods, 187
Mess kit, 183 Ram, portable, 183 Stabilizing a creature, 230   Travel pace, 218
Mine, fragmentation, 181 Range (powers), 234 Stealth field generator, 184   Vehicles, 188
Mine, gas, 181 Range (property), 176 Stealth, 213, 218   Vibroweapons, 178
Mine, incendiary, 181 Range, 228 Strength (property), 172,   Wealth by level, 171
Missile, fragmentation, 179 Ranged attacks in close Targeting yourself, 235
Modest (lifestyle), 189 176 Targets, 235
Modifiers to the roll, 227 combat, 228 Strength, 212 Techcasting ability, 214
Monsters and death, 230 Rapid (property), 176 Stunned (condition), 306 Technologist's pack, 179
Mounting and dismounting, Reach (property), 176 Stylus pen, 180 Technology, 214
Reactions, 224, 234 Suffocating, 219 Thermal detonator, 181
231 Ready (action), 226 Suggested characteristics, Three-quarters cover, 228
Mounts, speeders, and Recuperating, 222 Throw (property), 176
Reload (property), 176 149 Tinker's implements, 186
vehicles, 217 Remote detonator, 184 Surprise, 223 Track, 219
Moving around other Repair kit, 182 Surprising foes, 219 Tracker utility vest, 184
Researching, 222 Surveyor's implements, 186 Trade goods, 171
creatures, 225 Respirator, 182 Survival Training, 222
Moving between attacks, Resting in armor, 221 Swimming, 218 Traumakit, 182
Restrained (condition), 306 Syntheweaver's implements, Travel pace, 217
224 Restraining bolt, 183 Tripod, 184
Musical instruments, 186 Results of roleplaying, 221 186 Tripping, 228
Nature, 214 Returning (property), 176 Tables: Truesight, 220
Navigate, 219 Rocket boots, 184   Ability check DCs, 210 Two-handed (property), 176
Necrotic (damage), 229 Roleplaying, 220   Ability scores and Unconscious (condition),
Noticing threats, 218 Rolling 1 or 20, 227
Object interaction, 223 Saddles, 188 modifiers, 13 306
Obtrusive (property), 172 Saving throws, 235   Adventuring gear, 185 Unseen attackers and targets,
One-quarter cover, 228 Scholar's pack, 179   Alignment, 147
Opportunity attacks, 227 Search (action), 226   Armor and shields, 174 227
Other activity on your turn, Security kit, 186   Blasters, 177 Use an object (action), 226
Self-sufficiency, 190   Character advancement, Using different speeds, 224
224 Shocked (condition), 306 Versatile (property), 176
Paralyzed (condition), 305 Short rest, 221 15 Vision and light, 219
Passive checks, 211 Shoving, 228   Common languages, 148 Water, 220
Perception, 215 Size, 17   Donning and doffing Wealthy (lifestyle), 189
Performance, 216 Skills with other abilities, Weapon proficiency, 175
Personality traits, 148 armor, 174 Weapon properties, 175
Persuasion, 216 211   Droids, 188 Weapons, 14
Petrified (condition), 305 Skills, 211   Fighting masteries, 196 Wisdom, 215
Piloting, 214 Sleight of hand, 213   Fighting styles, 193 Working together, 212
Playing on a grid, 225 Slicer's kit, 186   Food, drink, and lodging, Wretched (lifestyle), 189
Pocket scrambler, 180 Slowed (condition), 306 Wristpad, 180
Poison (damage), 229 190 XP and proficiency bonus
Poison, 182   Lifestyle expenses, 189
  Lightsaber forms, 201 progression, 15
  Lightweapons, 178 Your character's abilities, 14
  Mounts and other animals, Your turn, 223

188

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.


Click to View FlipBook Version