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SW5e - Player's Handbook (Print Friendly)

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Published by Bookscraper, 2021-01-10 17:15:11

SW5e - Player's Handbook (Print Friendly)

SW5e - Player's Handbook (Print Friendly)

SUPERIOR TRANSLATION PROGRAM TACTICAL SUPERIORITY
6th-level tech power 7th-level tech power

Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Duration: 7 days Duration: Concentration, up to 1 minute

You grant up to four willing creatures the ability to Choose up to two willing creatures that you can see
understand any registered language they read or hear. within range. Until the power ends, each targets' speed
Additionally, they gain the ability to speak that is doubled, they gain a +2 bonus to AC, they have
language, if they are physically capable of speaking it advantage on Dexterity saving throws, and they gain an
normally. additional action on each of their turns. That action can
be used only to take the Attack (one weapon attack
Overcharge Tech. When you cast this power using a only), Dash, Disengage, Hide, or the Use an Object
tech slot of 7th level or higher, you can a ect one Action.
additional creature for each slot level above 6th.
When the power ends, each target can't move or
SYNCHRONICITY take actions until after its next turn, as a wave of
4th-level tech power lethargy sweeps over it.

Casting Time: 1 action Overcharge Tech. When you cast this power using a
Range: Touch tech slot of 8th-level or higher, you can target one
Duration: Concentration, up to 1 hour additional creature for each slot level above 7th.

A creature you touch isn't inconvenienced by TARGET LOCK
mundane delays. Tra c lights are always green, there's 1st-level tech power
always a waiting elevator, and a taxi is always around
the corner. The target can run at full speed through Casting Time: 1 bonus action
dense crowds and attacks of opportunity provoked by Range: 90 feet
the target's movement are made with disadvantage. Duration: Concentration, up to 1 hour

The power also grants advantage to stealth checks, You choose a creature you can see within range and
since cover is always available. Additionally, the target mark it as your quarry. Until the power ends, you deal
has advantage on all ability checks made to drive a an extra 1d6 damage to the target whenever you hit it
vehicle. with a weapon attack, the target gains no bene t from
one-quarter, half, and three-quarters cover against
If two or more creatures under the e ect of the you, and if the target is invisible, you can see it as if it
power are attempting to avoid being inconvenienced were visible. If the target drops to 0 hit points before
by each other, the creatures make Charisma checks this power ends, you can use a bonus action on a
each time the e ects would oppose each other. The subsequent turn of yours to mark a new creature.
higher check of the two's power takes e ect.
Overcharge Tech. When you cast this power using a
TACTICAL ADVANTAGE tech slot of 3rd or 4th level, you can maintain your
3rd-level tech power concentration on the power for up to 8 hours. When
you use a tech slot of 5th level or higher, you can
Casting Time: 1 action maintain your concentration on the power for up to 24
Range: 30 feet hours.
Duration: Concentration, up to 1 minute
TARGETING SHOT
Choose a willing creature that you can see within At-will tech power
range. Until the power ends, the target's speed is
doubled, it gains a +2 bonus to AC, it has advantage on Casting Time: 1 action
Dexterity saving throws, and it gains an additional Range: Varies
action on each of its turns. That action can be used Duration: 1 round
only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action. As part of the action used to cast this power, you
must make a ranged weapon attack against one
When the power ends, the target can't move or take creature within your weapon's range, otherwise the
actions until after its next turn, as a wave of lethargy power fails. On a hit, the target su ers the attack's
sweeps over it. normal e ects, and a small target only visible to you
marks it. The next attack roll you make against the
TACTICAL BARRIER creature before the end of your next turn can't su er
1st-level tech power from disadvantage.

Casting Time: 1 bonus action This power deals additional damage when you reach
Range: 60 feet higher levels. At 5th level, the ranged attack deals an
Duration: Concentration, up to 10 minutes extra 1d6 damage. This damage increases by 1d6 again
at 11th level and 17th level. The damage is the same
A shimmering eld appears and surrounds a type as the weapon's damage.
creature of your choice within range, granting it a +2
bonus to AC for the duration.

301 CHAPTER 12 | TECH POWERS

TECH OVERRIDE TOXIC CLOUD
3rd-level tech power 5th-level tech power

Casting Time: 1 reaction Casting Time: 1 action
Range: 60 feet Range: 120 feet
Duration: Instantaneous Duration: Concentration, up to 10 minutes

You attempt to interrupt a creature in the process of You create a 20-foot-radius sphere of poisonous,
casting a tech power. If the creature is casting a power yellow-green fog centered on a point you choose
of 3rd level or lower, its power fails and has no e ect. If within range. The fog spreads around corners. It lasts
it is casting a power of 4th level or higher, make an for the duration or until strong wind disperses the fog,
ability check using your techcasting ability. The DC ending the power. Its area is heavily obscured.
equals 10 + the power's level. On a success, the
creature's power fails and has no e ect. When a creature enters the power's area for the rst
time on a turn or starts its turn there, that creature
Overcharge Tech. When you cast this power using a must make a Constitution saving throw. The creature
tech slot of 4th level or higher, the interrupted power takes 5d8 poison damage on a failed save, or half as
has no e ect if its level is less than or equal to the level much damage on a successful one. Creatures are
of the tech slot you used. a ected even if they hold their breath or don't need to
breathe.
TEMPORARY BOOST
At-will tech power The fog moves 10 feet away from you at the start of
each of your turns, rolling along the surface of the
Casting Time: 1 action ground. The vapors, being heavier than air, sink to the
Range: Touch lowest level of the land, even pouring down openings.
Duration: Concentration, up to 1 minute
Overcharge Tech. When you cast this power using a
You touch one willing creature. Once before the tech slot of 6th level or higher, the damage increases
power ends, the target can roll a d4 and add the by 1d8 for each slot level above 5th.
number rolled to one ability check of its choice. It can
roll the die before or after making the ability check. The TOXIN PURGE
power then ends. 2nd-level tech power

This power's die increases at higher levels: to a d6 at Casting Time: 1 action
5th level, a d8 at 11th level, and a d10 at 17th level. Range: Touch
Duration: 1 hour
TONAL TRANSLOCATE
3rd-level tech power You touch a creature. If it is poisoned or diseased,
you neutralize the poison or disease. If more than one
Casting Time: 1 action poison or disease a icts the target, you neutralize one
Range: 90 feet poison or disease that you know is present, or you
Duration: Instantaneous neutralize one at random.

You teleport yourself to an unoccupied space you For the duration, the target has advantage on saving
can see within range. Immediately after you disappear, throws against being poisoned or diseased, and it has
a thunderous boom sounds, and each creature within resistance to poison damage.
10 feet of the space you left must make a Constitution
saving throw, taking 3d10 sonic damage on a failed TOXIN SCAN
save, or half as much damage on a successful one. The 1st-level tech power
blast can be heard from up to 300 feet away.
Casting Time: 1 action
You can bring along objects as long as their weight Range: Self
doesn't exceed what you can carry. You can also Duration: Concentration, up to 10 minutes
teleport one willing creature of your size or smaller
who is carrying gear up to its carrying capacity. The For the duration, you can see the presence and
creature must be within 5 feet of you when you cast location of poisons and diseases within 30 feet of you.
this power, and there must be an unoccupied space You also identify the kind of poison or disease in each
within 5 feet of your destination space for the creature case.
to appear in; otherwise, the creature is left behind.
TRACER BOLT
Overcharge Tech. When you cast this power using a 1st-level tech power
tech slot of 4th level or higher, the damage increases
by 1d10 for each slot level above 3rd. Casting Time: 1 action
Range: 120 feet
Duration: 1 round 302

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

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

CHAPTER 12 | TECH POWERS

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 bene ts 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 con guration,
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 modi er 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 a ected 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 e ect 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 su ers the attack's normal e ects,
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.

303 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 eld that de ects
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 ying 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 e ects 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 su ers the attack's
Duration: 1 hour normal e ects, and a dim barrier surrounds it. The rst
time it would deal damage before the start of your
A protective barrier surrounds you, manifesting as next 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 Duration: 1 minute
At-will tech power
You produce up to 4 wires, which bind creatures of
Casting Time: 1 action 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 su ers the attack's
normal e ects, 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 304

APPENDIX A: CONDITIONS

         ONDITIONS ALTER A CREATURE'S CAPABILITIES IN A VARIETY OF An e ect that removes exhaustion reduces its level as
         ways and can arise as a result of a power, a class speci ed in the e ect's description, with all exhaustion
feature, a monster's attack, or other e ect. Most e ects ending if a creature's exhaustion level is
conditions, such as blinded, are impairments, but a reduced below 1.
few, such as invisible, can be advantageous.
Finishing a long rest reduces a creature's exhaustion
A condition lasts either until it is countered (the level by 1, provided that the creature has also ingested
prone condition is countered by standing up, for some food and drink.
example) or for a duration speci ed by the e ect that
imposed the condition. FRIGHTENED
A frightened creature has disadvantage on ability
If multiple e ects impose the same condition on a checks and attack rolls while the source of its fear is
creature, each instance of the condition has its own within line of sight.
duration, but the condition's e ects don't get worse. A The creature can't willingly move closer to the source of
creature either has a condition or doesn't. its fear.

The following de nitions specify what happens to a GRAPPLED
creature while it is subjected to a condition. A grappled creature has 4 slowed levels.
The condition ends if the grappler is incapacitated (see
BLINDED the condition).
A blinded creature can't see and automatically fails any The condition also ends if an e ect removes the
ability check that requires sight. grappled creature from the reach of the grappler or
Attack rolls against the creature have advantage, and grappling e ect.
the creature's attack rolls have disadvantage.
INCAPACITATED
CHARMED An incapacitated creature can't take actions or
A charmed creature can't attack the charmer or target reactions.
the charmer with harmful abilities or enhanced e ects.
The charmer has advantage on any ability check to INVISIBLE
interact socially with the creature. An invisible creature is impossible to see without the
aid of powers or a special sense. For the purpose of
DEAFENED hiding, the creature is heavily obscured. The creature's
A deafened creature can't hear and automatically fails location can be detected by any noise it makes or any
any ability check that requires hearing. tracks it leaves.
Attack rolls against the creature have disadvantage,
DISEASED and the creature's attack rolls have advantage.
A diseased creature su ers e ects that vary based on
the disease. PARALYZED
A paralyzed creature is incapacitated (see the
EXHAUSTION condition) and can't move or speak.
Some special abilities and environmental hazards, and The creature automatically fails Strength and Dexterity
the long-term e ects of freezing or scorching saving throws. Attack rolls against the creature have
temperatures, can lead to a special condition called advantage.
exhaustion. Exhaustion is measured in six levels. An Any attack that hits the creature is a critical hit if the
e ect can give a creature one or more levels of attacker is within 5 feet of the creature.
exhaustion, as speci ed in the e ect's description.
PETRIFIED
Exhaustion Level A petri ed creature is transformed, along with any
object it is wearing or carrying, into a solid inanimate
Level E ect substance (usually stone). Its weight increases by a
factor of ten, and it ceases aging.
1 Disadvantage on ability checks The creature is incapacitated (see the condition), can't
move or speak, and is unaware of its surroundings.
2 1 slowed level Attack rolls against the creature have advantage.
The creature automatically fails Strength and Dexterity
3 Disadvantage on attack rolls and saving throws saving throws.
The creature has resistance to all damage.
4 Hit point maximum halved The creature is immune to poison and disease,
although a poison or disease already in its system is
5 4 slowed levels suspended, not neutralized.

6 Death

If an already exhausted creature su ers another
e ect that causes exhaustion, its current exhaustion
level increases by the amount speci ed in the e ect's
description.

A creature su ers the e ect of its current exhaustion
level as well as all lower levels. For example, a creature
su ering level 2 exhaustion has 1 slowed level and has
disadvantage on ability checks.

305 APPENDIX A | CONDITIONS

POISONED STUNNED
A poisoned creature has disadvantage on attack rolls A stunned creature is incapacitated (see the condition),
and ability checks. can't move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity
PRONE saving throws.
A prone creature's only movement option is to crawl, Attack rolls against the creature have advantage.
unless it stands up and thereby ends the condition.
The creature has disadvantage on melee attack rolls. UNCONSCIOUS
The creature has disadvantage on ranged attack rolls An unconscious creature is incapacitated (see the
against targets within 30 feet. condition), can't move or speak, and is unaware of its
An attack roll against the creature has advantage if the surroundings
attacker is within 5 feet of the creature. Otherwise, the The creature drops whatever it's holding and falls
attack roll has disadvantage. prone.
The creature automatically fails Strength and Dexterity
RESTRAINED saving throws.
A restrained creature has 4 slowed levels. Attack rolls against the creature have advantage.
Attack rolls against the creature have advantage, and Any attack that hits the creature is a critical hit if the
the creature's attack rolls have disadvantage. attacker is within 5 feet of the creature.
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, e ects, and hazards can lead to a
special condition called slowed. Slowed is measured in
four levels. An e ect can give a creature one or more
levels of slowed, as speci ed in the e ect's description.

Slowed Level

Level E ect
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 bene t from any bonus
to speed

If an already slowed creature su ers another e ect
that causes it to be slowed, its current slowed level
increases by the amount speci ed in the e ect's
description.

An e ect that removes slowed reduces its level as
speci ed in the e ect's description, with all slowed
e ects ending if a creature's slowed level is reduced
below 1.

APPENDIX A | CONDITIONS 306

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 o er 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 rst variant rules I added to my games was the GM making saving throws against the players'
the Defense Rolls, published in the Unearthed Arcana: static save DCs, the players roll a saving throw check
Variant Rules. Essentially, instead of the GM making against 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 modi er 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 modi er and add 14
to it. If the monster is pro cient in the saving throw
Attack bonuses you nd 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 ri e attacks with a +4 modi er. 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 modi er. 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 saves.
the defense roll, the attack hits.
If the defender would normally have advantage on
If the attacker would normally have advantage on the saving roll, you instead apply disadvantage to the
the attack roll, you instead apply disadvantage to the saving throw check, and vice versa if the defender
defense roll, and vice versa if the attacker would have would have disadvantage.
disadvantage.
WHY I RECOMMEND THIS RULE
If the defense roll comes up a 1 on the d20, then the
attack is a critical hit. If the attacker would normally For all the same reasons as defense rolls. Players enjoy
score a critical hit on a roll of 19 or 20, then the attack it, and it makes it easier for me to GM. Again, I don't
is a critical hit on a 1 or 2, and so forth for broader use this rule when players encounter bosses.
critical ranges.
FORCE AND TECH PROWESS
Similarly, a 20 on the defense roll would
automatically be a successful dodge, regardless of the When you fail an ability check, if you added your
attack save DC. pro ciency bonus to the check and you did not have
advantage or disadvantage, you can spend 1 force or
WHY I RECOMMEND THIS RULE tech point to reroll the die. You can only use this
feature once per ability check, and you must use the
This is the rst variant rule I implemented at my table, new roll.
and it has thus far been universally loved. Keeping
players engaged is very important at the table. WHY I RECOMMEND THIS RULE
Additionally, abilities that players have that allow them
to know your attack rolls are simpler since the player This is actually a holdover from before casting ability
rolls the dice in the open. modi er was added to force and tech points.

307 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 simpli ed version is
using di erent 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 signi cance to
leveling up, and streamlines the GM controlling the
This is a wonderful simpli cation 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 di erentiate di erent bene t, 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 modi er 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 modi er 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 modi er 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
modi er, 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 modi er. 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 308

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

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

INDEX 310

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 ght vile and malevolent creatures from Scum and Villainy.

Explore robust cities and all they have to o er
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 nd 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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