Changelog

RulePlayer's Handbook

At a glance

Book
Star Wars 5e Player's Handbook
Kind
Chapter
Position
Reference

10/18/2022

Throughout

  • The feature that replaced all minor rerolls with a flat 3 has been changed to scale by die, as discussed with a new chapter 7 rule called Minimum Roll Thresholds.

Chapter 3

  • Updated the introductory section of this chapter to explain how subclasses and invocations work. Moved the force/tech point reroll to a variant rule.
  • Added columns to the class tables for the invocations for the tables that lacked them.

Berserker

  • Slightly improved the rage damage bonus scaling.

Fighter

  • Tactical Specialist's Maneuver Versatility feature has been updated with an additional maneuver effect.

Operative

  • Updated Skill's Exploit to scale alongside class level instead of being tied to an ability score.
  • Gunslinger Practice moved to EC and replaced with Lethality Practice.

Sentinel

  • Path of Aggression moved to EC and replaced with Path of the Corsair.

Chapter 7

  • Added a new rule called Minimum Roll Threshold which will replace any features that add a minimum roll value, such as Great Weapon fighting style.

Chapter 12

  • Added a Hit Die expenditure rider to mending.

And, as always

  • Minor text fixes.

07/05/2022

Throughout

  • I have removed all of the minor rerolls, such as rerolling 1s or 2s from Great Weapon Fighting Style. Instead, those features simply replace the result with a 3. The following features are affected by this change: Ballistic Approach's Explosive, Consulars Bogan, Shien/Djem So Guardian's Brutal Strikes, Scholar's Perfect Maneuver, Great Weapon fighting style, Snapshot fighting style.

Chapter 2

  • The following species have seen updates: Bith, cathar, cerean, chiss, devaronian, duros, gungan, ithorian, jawa, nautolan, rodian, sith pureblood, togruta, trandoshan, tusken, twi'lek, weequay, wookie, and zabrak.

Chapter 3

  • Updated class weapon proficiencies for monk, operative, scholar, and sentinel

Berserker

  • Precision Approach and Warchief Approach have been swapped with Cyclone Approach and Juggernaut Approach. Warchief is going to be reworked as a companion pairing and Precision will receive some updates at some point.

Fighter

  • Added applying poison as a Cunning Strategist option.
  • Assault Specialist had its Additional Fighting Style feature removed, a new feature introduced at 3rd level, and several features shuffled accordingly.
  • Heavy Weapons Specialist is going to receive a rework in the foreseeable future and has been swapped with Blademaster Specialist.
  • Tactical Specialist has had its Signature Maneuver and Greater Signature Maneuver features replaced.

Guardian

  • Makashi Form has had its Shatterpoint feature replaced with an additional reaction.
  • Niman Form has had its Enlightment feature updated.
  • Shien/Djem So has had its stance updated to work against an individual target, and one if its 7th-level feature options updated.

Monk

  • Updated class weapon proficiencies. Additionally, updated monk weapons and the lightweapon variant.

Operative

  • Updated class weapon proficiencies.

Scholar

  • Updated class weapon proficiencies.
  • New Maneuver Versatility discovery that lets them treat certain maneuvers as general maneuvers.

Sentinel

  • Updated class weapon proficiencies.

Chapter 5

  • Added a second feature based around cover to the penetrating property.
  • Updated the advantage/disadvantage components for the burst and rapid properties.
  • Some adventuring gear has been changed, shuffled, or deprecated entirely as a part of the enviro-suit updates.

Chapter 6

  • Removed references to non-PHB ammunition and explosives from the Area, Explosives, and Gunning Styles and Masteries. Introduced wording in the appropriate books to re-introduce those ammunition and explosives to them.
  • Finalized the new styles and masteries that were previously missing some functionality.
  • Consolidated and shuffled Akimbo and Dual Wield styles and masteries.
  • New Poisoner style and mastery.
  • Updated Makashi and Zhangwan lightsaber forms. Zhangwan has been renamed to Drallig in preparation for a future archetype.

Chapter 7

  • Added a rule that the same modifier can't be added to a d20 roll twice unless it says so.
  • Added a rule around when additional dice and modifiers can be added to a roll and deprecated the wording from any features that repeated that wording.
  • Added a rule regarding handling multiple items that would be equipped to a forearm, such as light shields, wristpads, or fixed weapons.

Chapter 9

  • Standardized the "you can only take on reaction per turn" caveat that exists in any feature that would grant an additional reaction with that restriction. Removed the caveat from those features.

Chapter 13

  • Total maneuvers in the PHB trimmed down to 100. Many maneuvers have been tweaked, moved to EC, or deprecated entirely.

And, as always

  • Minor text fixes.

04/19/2022

Introduction

  • The blanket rule of Round Down has been replaced with Round Appropriately. All verbiage regarding round up or round down in class features has been removed.
  • Defined ally, friendly creature, and hostile creature to maintain consistency across feature and power targets.

Chapter 1

  • Added a "minimum of 1" to the Beyond 1st Level section to hit points gained upon level up.

Chapter 3

  • Updated starting equipment for all ten classes.
  • Class and archetype features that had uses that scale with modifier have been updated to scale alongside proficiency bonus, but only within that class.
  • Superiority and Maneuvers have been overhauled.
  • - Maneuvers are now in a single list like powers.
  • - Maneuvers now have three types. The modifier you use for maneuvers varies by type.
  • - Superiority class features have been updated. Drastically more maneuvers known.

Consular

  • Force-Empowered Casting options moved to the end of the class description to be consistent with other classes.

Engineer

  • Gadgeteer Engineering: Split the +1 to attack and +1 to save DC mods to align with overarching changes.
  • Gadgeteer Engineering: The Recycled mods have been changed to long rest, instead of short or long.

Fighter

  • As a part of the Invocation Initiative, fighters have had a new set of invocations baked into their class, replacing their 3rd level Fighting Mastery feature. Fighting Mastery has been moved to an invocation option.

Scholar

  • Added a scholar discovery that grants proficiency in medium armor.
  • Scholar maneuvers removed as a part of the Superiority and Maneuvers overhaul.
  • Doctor Pursuit: Renamed back to Physician Pursuit due to page shifting with the Superiority updates.
  • Tactician Pursuit: Updated Commander's Armor discovery to grant contingent heavy armor.

Sentinel

  • Updated Force-Empowered Self. Deflection and Slow Time are no longer tied to making an attack. Each effect can only be used once per round. Archetypes updated accordingly.

Chapter 4

  • Updated the Jedi and Sith backgrounds to include the new Formfighting Dabbler feat as a background feat option.

Chapter 5

  • Updated the Wealth by Level table to add clarity.
  • Added an additional rule to the strength weapon property.
  • Updated the burst and rapid properties.
  • Two new weapon properties: interlocking and penetrating.
  • Ammunition weapon property has been deprecated and replaced with two new properties—power cell and slug cartridge—to indicate what ammunition the blaster uses in it's properties list.
  • Updated grenades from "as an action, you can throw" to "as an action, you can prime and throw" to make it clear that you have to use your action to activate a grenade (unless a specific feature says otherwise).
  • Shuffled around tools between the PHB, WH, and SnV. Moved information for trade goods to WH. Moved information for droids, mounts, and vehicles to SnV.

Will the dexterity property get the same update as the strength property?

No. Currently, no blaster weapon properties grant benefits for wielding a one-handed weapon in two hands. This is not the case with light- and vibro-weapons, which can have the double and versatile properties.

Chapter 6

  • Four new feats: Formfighting Dabbler, Power Channeling, Supreme Aptitude, and Supreme Durability.
  • Moved Climber, Mariner, Prone Combatant (renamed Commando), and Shard Modification from Wretched Hives to the Player's Handbook.
  • Consolidated the Heavily Armored, Lightly Armored, and Moderately Armored feats into a single feat: Armor Expert.
  • Eight new fighting style and mastery pairings:
  • Area: Area style and mastery are designed to enhance the playstyle of vapor projectors, flechette cannons, and certain wrist launcher ammos.
  • Assisting: This pairing is built around utilizing the Help action to assist allies.
  • Blindfighting: As the name suggests, this pairing is designed to enhance fighting without relying on sight.
  • Counterstrike: This pairing is built around striking enemies before they can hit you.
  • Secured: This fighting style and mastery pairing is built around weapons with the fixed property.
  • Split: This pairing is designed to optimized weapons with the new Interlocking property, which allows you to use the same weapons for Double- and Two-Weapon Fighting.
  • Spotting: This pairing is built around the Search action and uncovering hidden objects.
  • Superiority: This pairing is designed to unlock and enhance the use of maneuvers and superiority dice.
  • Updated/cleaned up the wording on a lot of the fighting styles and masteries.
  • Reduced the number of lightsaber forms you learned from Formfighting Mastery.
  • Explosive Style and Mastery language updated to mention the items they affect.
  • Explosive Style updated to also allow setting mines as a bonus action.
  • Added clarity to the second bullet of Onslaught Style that the attack can only replace a contested ability check. It would not affect saving throws.
  • Added some clarification to the final bullet of Sentinel Mastery.
  • Slightly nerfed the bullets of Sharpshooter Style, Sharpshooter Mastery, Snapshot Style, and Snapshot Mastery regarding cover.
  • Updated Sharpshooter Style and Mastery to work at greater than 30 feet to prevent overlap with Snapshot.
  • Updated the third bullet of Shield Style.
  • Removed the second bullet of Twin-Blade Style. Added into the second bullet of Onslaught Style.
  • Move the object interaction feature from Twin-Blade Mastery to Twin-Blade Style to be consistent with similar features.
  • Updated Twin-Blade Mastery's proficiency feature to scale if wielding in two hands.
  • Removed and replaced the existing proficiency bonus feature from Versatile Mastery.
  • Rolled the EC lightsaber forms into the PHB, and increased the lightsaber forms to 20.
  • Changed Shii-Cho form to only work on creatures Large or smaller.

Chapter 7

  • Added an in-text variant regarding the Additional Dice rule.
  • Added an additional rule regarding Multiple Modifiers.

Chapter 10

  • Clarified the rules regarding bonus action casting.

Chapter 12

  • Updated the duration of 8 hours tech powers to prevent abuse.

Chapter 13

  • New chapter that includes all maneuvers as a part of the Superiority and Maneuvers overhaul.

Appendix A

  • Updated the language regarding automatically failing saving throws for the paralyzed, petrified, stunned, and unconscious conditions.
  • Added three new conditions: corroded, ignited, and weakened.

And, as always

  • Minor text fixes.

3/16/2021

Throughout

  • Updated the wording of features that gave pseudo-advantage, such as the Weapon Expert feat, to align with the advantage changes in Chapter 7.

Introduction

  • Updated the rules for advantage and disadvantage to apply to any type of rolls.

Chapter 2

  • Updated the language for all natural weapons and unarmed strikes, including EC.
  • Updated Ithorian's Sonic Scream to have a number of uses scaling with proficiency bonus, regaining all uses on a long rest. This change has been extended to similar special traits.

Chapter 3

  • Updated all classes and archetype level lead-ins to be a separate line, including EC.
  • Removed references to feats in the Ability Score Improvement feature since feats are an optional rule.
  • Removed the "you can't take a style/mastery/form more than once" caveats from Fighting Styles, Fighting Masteries, and Lightsaber Forms, since they generally don't reward stacking them.
  • Updated all features that let you add two ability modifiers to an ability check, including EC.

Berserker

  • Warchief Approach: Updated and tweaked to align with similar features.

Consular

  • Way of Balance: Slightly balanced At-Will Barrier.

Engineer

  • Potent Aptitude uses changed from Intelligence modifier to proficiency bonus. Now recharges on a short or long rest baseline. Quick Thinking deprecated.

Guardian

  • Shien/Djem So, Juyo/Vaapad (EC), and Vonil/Ishu (EC) have hade their Form Basics features updated to allow a choice of the two forms to align with the Chapter 6 change.

Monk

  • Updated Martial Arts to grant the finesse property instead of changing the governing ability modifier to synergize with features that require the finesse property.
  • Consolidated the vows that allow you to use a different ability score for your Unarmored Defense, and expanded them to function for every class or archetype feature that cites your Wisdom or Charisma.

Scholar

  • Added a new discovery that lets you use Wisdom or Charisma instead of Intelligence for your class and archetype features. Updated the language of many features that previously referenced Intelligence, so they natively work alongside that discovery.
  • Updated all of the archetype features that grant proficiencies.

Chapter 4

  • Sith background updated.

Chapter 5

  • Poison now deals half as much damage on a successful save.

Chapter 6

  • Bifurcated the Entertainer feat. New Competitor feat for gaming sets.
  • Removed the "you can't take a style/mastery/form more than once" caveats from Fighting Styles, Fighting Masteries, and Lightsaber Forms, since they generally don't reward stacking them.
  • Shien/Djem So, Juyo/Vaapad, and Vonil/Ishu (EC) lightsaber forms have been bifurcated. Djem So and Juyo retain the benefits of the previous combined form, with Shien and Vaapad being new forms. Vonil/Ishu was pretty cleanly split.

Chapter 7

  • Updated the rules for advantage and disadvantage to apply to any type's of rolls. Additionally, added a blurb that advantage and disadvantage don't affect any additional dice.
  • Added an update to Expertise that mentions saving throws in order to clean up the Ability Capstone feats.
  • Added a rule that when you make a d20 roll with an additional die, you can only use once such additional die at a time.

Chapter 8

  • Updated the rules regarding interacting with objects.

Chapter 9

  • Added an in-chapter variant about creatures providing cover.
  • New damage type: true. True damage can't be avoided, reduced, or negated. This damage only occurs when features cite unavoidable damage, such as Way of Lightning's capstone.

And, as always

  • Minor text fixes.

12/15/2020

Chapter 2

  • Removed the Retractible Arm trait from class II droid's since it was mostly redundant with the Undersized trait.
  • Updated the Trance and Maintenance Mode traits.

Chapter 3

Berserker

  • Updated the wording for maintaining rage to include any hostile action.

Consular

  • Added Seeking Power as a new Force-Empowered Casting option. Cleaned up some wording for other FEC options.

Fighter

  • Heavy Weapons Specialization updated to better interact with burst and rapid.

Monk

  • Vow of the Versatile clarified to only work for melee weapon attacks.

Sentinel

  • Ideal of the Steadfast wording updated for the save DC. Added additional information regarding advantage and disadvantage. Manifestation that allowed for critical saving throws has had its effects updated to align with the Critical Saving Throws variant change.

Chapter 5

  • Updated the fixed property to better synergize with other sources of advantage.
  • Added an additional feature to bipods and tripods.

Chapter 6

  • Added removal of Tech-Impaired special trait to Tech Dabbler, mirroring Force Sensitive.
  • Those feats, fighting styles, or fighting masteries that allowed for critical saving throws have had their effects updated to align with the Critical Saving Throws variant change.
  • Shield fighting style now enables use of shields as improvised weapons to shield bash.
  • Lightly Armored, Moderately Armored, and Heavily Armored have had their level requirements removed, making them valid background feats.

Chapter 9

  • Added some additional clarification for opportunity attacks.
  • Critical hit range can no longer exceed 5, or 16-20.
  • Added a clarification section regarding actions that grant movement not counting towards your speed.

Chapter 10

  • Added a blurb about focus requirements.

Chapter 11

  • Force disarm updated to give advantage on the saving throw if the item is wielded instead of disadvantage on the saving throw if the item is worn. Damage also removed.
  • Updated the wording for powers that grant invisibility to include any hostile action.

Chapter 12

  • Updated the wording for powers that grant invisibility to include any hostile action.

And, as always

  • Minor text fixes.

10/13/2020

Chapter 3

Monk

  • Vow of Deflection nerfed to not allow protection of others due to feedback.

Chapter 6

  • Moved Feats to come before Fighting Styles, Masteries, and Lightsaber Forms.

Chapter 11

  • Curse and valor toned down on the die progression.

Chapter 12

  • Spot the weakness and stack the deck toned down on the die progression.

And, as always

  • Minor text fixes.

9/30/2020

Throughout

Chapter 2

  • Increased the number of book species to 30.
  • Mon Calamari Resistance updated to reference the slowed condition.

Chapter 3

  • Increased the number of book archetypes to 40 (four per class). Some archetypes have been moved out of the PHB to EC in preparation for future updates.
  • Adjusted many archetypes to grant a consistent number of features at certain levels.
  • Updated powers known for all classes and archetypes, predominantly buffing progression.

Berserker

  • Capstone ability scores nerfed to align with other capstones. Capstone feature added.
  • Feral Instincts renamed Feral Impulse.
  • Danger Sense moved to 3rd level. Fighting Style moved to 2nd level.
  • Fighting Style replaced with Berserker Instincts. Fighting Style moved to an instinct option.
  • Fast Movement moved to an instinct option.
  • Augmented Approach cannibalized as a part of the new Berserker Instincts feature. Augmented Approach, while a cool archetype, didn't interact well with the Cybernetics rules from Wretched Hives.
  • Expanded Content. Added a second 3rd-level feature to Frenzied Approach.

Engineer

  • Engineer's modification slot progression slightly altered.
  • Engineer mod slots now only reduce max tech points in excess of your proficiency bonus.
  • Armormech Engineer's 6th- and 14th-level features updated. Tech blast updated to be a weapon that uses Intelligence instead of a tech attack.
  • Experimental Engineering renamed Unstable Engineering.

Fighter

  • Assault Specialist toned down a bit, and has a new additional 3rd-level feature.

Guardian

  • Cause Harm range increased to 60 feet, from 30.
  • Lend Aid now only affects beasts and humanoids. This was always intended, but overlooked.
  • Aura of Conviction and Devotion consolidated and nerfed to instead grant advantage on saving throws against those effects.
  • Guardians now gain a third aura at 18th level.
  • Guardian Aura radius improvements now occur at 9th and 17th level instead of 10th and 18th level.
  • Guardian archetype naming convention redone to align with the basic forms.

Monk

  • Martial Arts now allows you to replace Strength with Dexterity when grappling, shoving, or tripping.
  • Martial Arts now lets you Dash and Disengage as a bonus action for free.
  • Added a focus attack modifier with the focus save DC.
  • The three base focus features have been slightly adjusted and now have higher level scaling.
  • Unarmored Movement moved to 3rd level. Fighting Style moved to 2nd level.
  • Fighting Style replaced with Monastic Vows. Fighting Style moved to a vow option.
  • Purity of Body moved to 13th level. Tongue of Sun and Moved eliminated. Extra ASI at 10th level.
  • Nightsister Order's Ichor Lightning now uses your focus attack modifier instead of Dex for its attack and damage rolls.
  • Teras Kasi Order removed, to be reintroduced more appropriate to its anti-Force theme.
  • Expanded Content. Aing-Tii Order's Flow-Walking moved to 6th level and consolidated with Focused Flurry. Both features use a shared pool equal to your Wis/Cha mod.
  • Expanded Content. Crimson Order's Crimson Armaments feature updated to align with Vow of the Sentry.
  • Expanded Content. Crimson Order's Divert Strike moved to a vow option.
  • Expanded Content. Jal Shey Order's 3rd-level features consolidated. Reduced the language and skill proficiencies gained.
  • Expanded Content. Kage Order's Intuitive Sight moved to a vow option.
  • Expanded Content. Kyuzo Order now gains proficiency with all thrown weapons.
  • Expanded Content. Kyuzo Order's Flurry of Throws removed to align with Vow of the Versatile.
  • Expanded Content. Trickster Order's two 3rd-level features consolidated.

Operative

  • Operatives can now choose any skills and any specialist's kit
  • Bad Feeling moved to 3rd level
  • New Operative Exploits that grant operatives minor invocations. Coopted the failed Exploits variant rule as a part of this.
  • Expanded Content. Disabling Practice now works in medium armor, but still doesn't allow heavy.

Scholar

  • Scholar's discoveries progression improved and matched with engineer's mod slots.
  • Added an additional feature to Multitasker.
  • Physician scholar renamed Doctor.

Scout

  • Ranger's Quarry is no longer limited use, but you can now only mark creatures once on each of your turns, you can deal the additional damage once per turn instead of round, and you can only have one creature marked at a time. At 5th level, you can use your reaction to mark a creature as it enters your line of sight. The duration now automatically increases at higher levels.
  • Pathfinder moved to 1st level and updated.
  • Swift Response moved to 3rd level and replaced with Scout Routines. Responder's Routine adopts features from Swift Response.

Sentinel

  • Fighting Style moved to an ideal. Added an additional ideal option. Updated ideal progression.
  • Path of Aggression's Thunderous Momentum feature updated to reference the new slowed condition.

Chapter 4

  • Increased the number of book backgrounds to 20.

Chapter 5

  • Reverted the Variant: Starting Wealth values back to dice. Added an additional 3d4 to each class.
  • Added a cumulative wealth by level table.
  • Auto and rapid properties moved to the PHB from Wretched Hives. Many weapons also moved from WH to the PHB.
  • Ion blasters slightly nerfed to better represent their intended use.
  • Consumable DCs updated across all books.
  • Updated wrist launcher cannisters to function with proficiency.
  • Medpac and Repair Kit changed to scale with Hit Dice size. This includes their enhanced versions.
  • Poison buffed to 2d4.
  • Breaching charge moved to EC temporarily, to be re-introduced in GSH.
  • Explosives have been reworked, generally buffed, and shuffled, with new options available in the PHB and WH.
  • Updated binders.

Chapter 6

  • All fighting styles and masteries moved into the PHB.
  • Berserk Style updated to not make the Strength capstone feat quite so ridiculous.
  • Twin-Blade Style now allows you to add your ability modifier to your Double-Weapon Fighting attack roll, instead of the damage roll, to align with the Chapter 9 change.
  • Form naming convention redone.
  • Updated Niman form.
  • All feats that are not eligible as a background option have had level requirements added. This will make sorting for valid background feats on the website easier.
  • Rifle Specialist updated to reference the slowed condition.
  • First bullet of Casting Specialist nerfed.
  • The seven weapon specialist feats and the Casting Specialist feat have been moved to EC, to be reintroduced in a later book.
  • Weapon Expert updated to better enable the secondary feature.

Chapter 9

  • Defined critical hit range.
  • Double-Weapon Fighting now no longer adds your ability modifier to the attack roll, instead of the damage roll, to further deviate it from Two-Weapon Fighting. The Twin-Blade style has been updated accordingly.
  • Clarified the order in which passive damage reduction, damage resistance and vulnerability, and active damage reduction occur. Updated features that actively reduce damage to clarify that they trigger on the damage, not the attack.

Chapter 11

  • Increased the number of book force powers to 200.
  • Updated the weapon at-will language to allow for unarmed strikes.
  • Updated some at-will powers that previously didn't improve at higher levels.
  • All force powers that reduced a creature's speed instead grant 1 or more slowed levels.
  • Some powers have been tweaked, either buffing or nerfing as appropriate.

Chapter 12

  • Increased the number of book tech powers to 200.
  • Updated the weapon at-will language to allow for unarmed strikes and thrown weapons.
  • Updated some at-will powers that previously didn't improve at higher levels.
  • All tech powers that reduced a creature's speed instead grant 1 or more slowed levels.
  • Some powers have been tweaked, either buffing or nerfing as appropriate.
  • Scorching Ray renamed Scintillating Ray.

Appendix A

  • Shocked no longer reduces speed. It now restricts a creature to either an action or a bonus action, but not both.
  • New condition: Slowed. Functions like exhaustion, but instead reduces speed. Each other condition that would reduce speed instead references slowed. Powers and features that would reduce speed should now reference slowed, to grant synergy.

And, as always

  • Minor text fixes.

6/30/2020

Throughout

  • All artisan's tools have been renamed implements in order to differentiate them from the Tools category.
  • Double-Weapon Fighting and Two-Weapon Fighting have been divorced.

Chapter 3

  • Superiority dice and quantity scaling for fighter, scholar, and Deadeye scout has been altered to align with similar features.

Berserker

  • Berserkers now gain the Fighting Style feature at 3rd level.
  • Updated text of Rage to prevent shenanigans with heavy armor.

Consular

  • Hidden Force replaced with Force Affinity. Hidden Force was ultimately a useless feature outside of using the Hunted variant or similar mechanics.

Engineer

  • Potent Aptitude scaling changed to align with similar features.
  • Infuse Item now natively scales to a +3 bonus. The engineer enhanced item will be updated with the next release of WH.
  • Astrotech's Techcasting Protocol at-wills no longer scale.

Fighter

  • Maneuver's now scale in size natively.
  • New 3rd-level fighter class feature: Fighting Mastery.
  • Updated fighter's 11th level feature to reference Double-Weapon Fighting.
  • Shield Specialist fighter now has a second 3rd-level feature to align with the other archetypes.
  • Tactical Specialist fighter has had some features shuffled.

Guardian

  • Clarified that you only get one of the two options available to you from the guardian's Channel the Force ability.
  • Now gain fighting styles at 2nd level, and auras at 3rd level. They can choose freely from the available style options, instead of a restricted choice based on archetype. Fighting style archetype features have been replaced, including expanded content.
  • Force-Empowered Strikes can now use 1+ force points, at 1d8 per point spent, not exceeding ~~Wis/Cha mod~~ the amount shown in the guardian table.

Monk

  • Martial Arts die scaling improved to align with similar features.
  • Unarmored Movement scaling improved to align with similar features.
  • Monks now gain the Fighting Style feature at 3rd level.

Sentinel

  • Kinetic Combat die scaling improved to align with similar features.
  • Ideal of the Tranquil has been reduced to half mod (rounded up) instead of full mod.
  • Kinetic Combat feature replaced with Led by the Force to better represent their skill focused nature. Archetypes have seen minor reworks to align.
  • Force-Empowered Self reworked to trigger on any hit instead of just the former Kinetic Combat hit.
  • Sentinels now gain the Fighting Style feature at 3rd level.

Chapter 4

  • Updated the rules for customizing a background to be a little more clear.
  • Updated background feats as part of the new Specialist feat.

Chapter 5

  • Wording for double and light weapon properties adjusted. Double weapons now only require two hands to engage in Double-Weapon fighting. All double weapons no longer have the two-handed property.

Chapter 6

  • All of the Fighting Mastery feats have been deprecated in conjunction with the new fighter class feature Fighting Mastery. A new feat has been added to allow other classes to access these.
  • Fighting styles and their mastery feats have been drastically overhauled. The number of fighting styles and fighting masteries have been increased from 12 to 16, with an additional 8 in expanded content.
  • As a part of the new Formfighting Style and Mastery, the Lightsaber Forms variant rule has been coopted into the PHB.
  • Force Sensitive and Tech Dabbler feats updated.
  • New Casting Specialist feat replacing Ashla, Bendu, and Bogan Mastery.
  • Weapon feats renamed to Specialist from Mastery.
  • To align with artisan's implements, all specialist's kits have been consolidated to be governed by a single feat: Specialist.
  • Some feats have been moved to Expanded Content or Wretched Hives.

Chapter 8

  • Added a variant for resting in armor.

Chapter 9

  • Double-Weapon Fighting and Two-Weapon Fighting have been divorced.
  • Added rules for temporary force and tech points to chapter 9.
  • Added a new Guard action,
  • Added rules for allowing attacks to hit you.
  • One-quarter cover now offers a +2 bonus, and half cover now offers a +3 bonus.
  • Divided shove into trip (prone) and shove (away).

Chapter 10

  • Clarified how powers with similar effects interact.

Chapter 11

  • Stun and stasis have been tweaked to align with their 5e counterparts.

Appendix B

  • Added the force/tech reroll feature to this appendix.

And, as always

  • Minor text fixes.

4/14/2020

Chapter 3

  • New Armstech modification: stabilizer cell.
  • Astrotech engineer pet now acts on your turn, instead of rolling its own initiative.
  • Astrotech pet only gains the Ability Score Improvement feature from engineer, not other classes if you multiclass. This change affects all of the pet classes.
  • Astrotech pet clarified to have the Armor Integration special trait.
  • Astrotech pages slightly shuffled; the pet now comes before the modifications. This is to align with other pet archetypes.
  • Saboteur Practice replaced with Sharpshooter Practice.
  • Third-caster archetypes (Shield Specialist, Marauder Approach) now learn 4th-level powers at 17th-level instead of 19th-level. This includes archetypes not in the PHB.

Chapter 5

  • Added some more instruments.
  • Clarified burst so that the disadvantage caveat is only related to long range.
  • Updated text of Double to clarify that it doesn't count as dual wielding, but it works for Two-Weapon Fighting.

Chapter 6

  • Brawling Fighting Style and Brawling Mastery feat have been updated.
  • New feat: Forceful Vigor. Designed to align with the other two feats that allow you to substitute saving throws: Force of Personality and Quick-Witted. Feigned Confidence moved to Wretched Hives.
  • Added some clarification to Two-Weapon Mastery. The first bullet only applies while dual wielding. Added an additional feature to give a minor buff to double weapons.
  • Heavily Armored, Lightly Armored, Moderately Armored, and Weapon Expert have been slightly reworked. Previously, taking the feat gave you the mastery feature at the same time as granting proficiency. Now, you instead always get the ASI, you get proficiency, or if you already have proficiency you get the mastery feat, and you can take the feat twice. I've also broadened the ASIs to all three physical scores.
  • Force Sensitive feat now removes the Force Insensitive trait for species that have it, as long as that species's type is humanoid.

Chapter 12

  • Tracker droid interface pets now act on your turn, instead of rollings their own initiative. Additionally, they are no longer restricted from attacking.

And, as always

  • Minor text fixes.

2/18/2020

Chapter 3

  • Engineer archetypes have had minor tweaks—predominantly names—to better align with Wretched Hives.
  • Armstech and armormech no longer split their modification slots across multiple items.

Chapter 5

  • Armors have been renamed, removing material names, to better align with the new rules in WH.
  • Armor prices have seen some minor adjustments.
  • Armors now have properties. For instance, instead of certain armors having disadvantage on Dexterity (Stealth) checks, they now have a property that adds this feature. This has been done to align with new rules in WH.
  • There are now six shields; each shield size has a physical and generator version. Starting equipment for all classes has been updated to the physical version. Generator versions can be obtained through purchase.
  • Consolidated cobbler's tools and synthweaver's tools.

Chapter 6

  • Some feats and fighting styles have seen minor tweaks to align with some rule updates.

And, as always

  • Minor text fixes.

7/9/2019

~~Book is officially finalized. I will update typos as they become evident, but otherwise no material changes will occur.~~

6/25/2019

Chapter 3

  • Added Charisma as a viable alternative to monk's Unarmored Defense, as well as other features, as appropriate.
  • Increased the options for starting tool proficiencies for operatives.
Operative
  • Gunslinger practice 3rd-level feature changed.
  • Lethality practice reworked.
  • Saboteur practice 13th- and 17th-level features changed.

Chapter 5

  • Adjusted the values of some vibroweapons, reduced the lightweapon cost multiplier to 2x from 5x.
  • Vibromace relabeled vibroknuckler.
  • Vibroclub relabeled vibromace.
  • Burst feature updated to function at long range.

Chapter 6

  • Adjusted Crafter feat to a flat value instead of scaling with level.
  • Slightly adjusted the Demolitionist and Poisoner feats.
  • Slightly nerfed the first bullet of Versatile Mastery.

Chapter 8

  • Updated crafting rules to align with the expanded crafting in the upcoming fourth book.

Chapter 11

  • Slightly altered the wording of the melee weapon force powers.

Chapter 12

  • Slightly altered the wording of the melee and ranged weapon tech powers.
  • Asterisk removed from new tech powers.

Appendix B

  • New variant rule regarding overlapping unarmed strike and natural weapon damages.

And, as always

  • Minor text fixes

5/14/2019

Chapter 3

Consular
  • Class overhauled.
Engineer
  • Class overhauled.
Scholar
  • Class overhauled.

Chapter 11

  • Asterisk removed from new force powers.
  • Changed the melee weapon force powers to work with weapons with varying reach.

Chapter 12

  • There are a whole bunch of new tech powers, and many have been reworked. New powers will be indicated with an asterisk after their name in the tech powers list at the start of the chapter. This will be removed with the following update.
New Powers

Acidic Strike, Carbon Fog, Carbonite Explosion, Combustive Shot, Concealed Caltrops, Condense/Vaporize, Decryption Program, Defibrillate, Fabricate Trap, Flash, Friendly Fire, Greater Analyze, Holding Cell, Holographic Disguise, Illusory Strike, Illusory Terrain, Ionic Strike, Magnetic Field, Magnetic Hold, Motivator Boost, On/Off, Override Interface, Poison Dart, Rime Strike, Scan Area, Scramble Interface, Smoke Cloud, Sonic Shot, Sonic Strike, Targeting Shot, Translation Program, Truth Serum, Venomous Strike, Warding Shot

Reworked Powers
  • Coordination removed.
  • Detect Traps adjusted and buffed.
  • Elemental Bane relabeled Elemental Accelerant.
  • Freedom of Movement removed.
  • Greater Image relabeled Greater Hologram.
  • Greater Salvo reworked.
  • Group Image relabeled Group Hologram.
  • Guards and Wards relabeled Security Protocols and slightly adjusted.
  • Image relabeled Hologram.
  • Minor Image relabeled Minor Hologram.
  • Oil Slick buffed.
  • Overheat interaction with cybernetics clarified.
  • Paralyze thematically adjusted to a poison.
  • Project Image relabeled Project Hologram.
  • Rime Strike relabeled Rime Shot.
  • Salvo reworked.
  • Scorching Ray changed to ion damage.
  • Supercharged Gas relabeled Neurotoxin.
  • Target Lock relabeled Homing Rockets.
  • Vortex Dart relabeled Vortex Shot.

And, as always

  • Minor text fixes

4/2/2019

Chapter 2

  • Bothans are now Medium size

Chapter 3

  • Increased the number of force and tech points for each class/archetype with the attendant feature by their casting modifier (choice for forcecasters). This change has been made in the EC - archetypes as well.
  • Changed the Max Power Level feature for all casters to refresh on a long rest.
Berserker
  • Marauder Approach capstone increased to 1d12 damage per round from 1d6.
Consular
  • New 2nd-level feature: Shielded by the Force
  • Hidden Force moved to 3rd level.
  • Way of Lightning reworked.
Engineer
  • Fixed the Engineer's casting to only be 6th-9th powers once per rest.
  • New Armstech Engineer upgrade: Subdued Recoil.
Guardian
  • All guardian auras now require you to be conscious to grant the effects.
Operative
  • Slightly adjusted the tracker droid feature to allow free casting of the power at 1st-level.
Scholar
  • Physician scholar can now use Intelligence instead of Wisdom for Medicine.
Scout
  • Scout has been reworked to be more engaging. Subclasses have also been reworked. These changes also effect the EC - archetypes.
Sentinel
  • Sentinel has been reworked to deviate it from monk and to give the class more identity. Subclasses have also been reworked. These changes also effect the EC - archetypes.

Chapter 4

  • Minor adjustments to Scientist background.

Chapter 5

  • New utility item: homing beacon. Gravity generator moved to Expanded Content - Equipment.

Chapter 11

  • There are a whole bunch of new force powers, and many have been reworked. Tech powers will get the same treatment in the next update. New powers will be indicated with an asterisk after their name in the force powers list at the start of the chapter. This will be removed with the following update.
New Powers

Beacon of Hope, Bestow Curse, Danger Sense, Dark Shear, Dark Side Tendrils, Force Mask, Force Repulse, Force Throw, Heroism, Greater Heal, Hallucination, Hysteria, Improved Dark Side Tendrils, Improved Force Barrier, Improved Restoration, Mass Animation, Mass Hysteria, Master Force Barrier, Mind Trap, Necrotic Charge (moved from Expanded Content), Psychic Charge (moved from Expanded Content), Remove Curse, Restoration, Sonic Charge (moved from Expanded Content), Telekinetic Storm, True Sight, Wrack

Reworked Powers
  • Affliction/Plague/Scourge: Switched to Constitution saving throw.
  • Aura of Vigor: Added Prerequisite: Valor
  • Aura of Purity: Added Prerequisite: Restoration
  • Battle Meditation (All): Changed to one save per turn
  • Choke: Buffed
  • Crush: Buffed
  • Curse: Switched to Charisma saving throw.
  • Denounce: Increased ranged, changed to Charisma saving throw.
  • Dissuade Mind (All): Removed due to redundancy with Coerce Mind (All)
  • Dominate Beast (All): Made dark side, tree slightly changed.
  • Drain Vitality: Streamlined
  • Feedback (All): Changed to Intelligence saving throws.
  • Force Camouflage (All): Improved Force Camouflage now no longer breaks on attacks. Master Force Camouflage removed.
  • Force Enlightenment: Added Prerequisite: Guidance.
  • Mind Blank: Prerequisite changed to Mind Trap.
  • Telekinesis: Prerequisite changed to Force Throw.
  • Precognition: Added Prerequisite: Danger Sense
  • Sanctuary: Changed to light side
  • Shocking Shield: Add prerequisite Shock (fork)
  • Siphon Life: Added into the Sap Life chain of powers.
  • Slow: Changed to an at-will and slightly reworked.
  • Telekinetic Burst: Reworked slightly.
  • Telekinetic Gust: Removed and replaced with Telekinetic Storm

Chapter 12

  • Charge power cell changed to 2nd-level and slightly nerfed, with an overcharge tech to bring it back to its previous power level.
  • Hunter's mark removed in conjunction with the scout rework.

And, as always

  • Minor text fixes

3/5/2019

Miscellaneous

  • More artwork
  • Formatting adjustments

Chapter 3

  • New feature added for all force- and tech-casters, including those who get the feature from an archetype (such as Marauder Berserker) on page 30.
  • Added ion damage to the Armormech Engineering's Resistance upgrade.

Chapter 7

  • Defined expertise as a keyword. Adjusted class features and feats accordingly.

Chapter 9

  • Implemented the alternating diagonal space rule from the DMG.
  • Added a double weapon caveat to Two-Weapon Fighting

And, as always

  • Minor text fixes

2/5/2019

Miscellaneous

  • More artwork
  • Formatting adjustments

Chapter 1

  • Adjusted some of the page layouts, and changed the character generation example from General Kenobi to Han Solo.

Chapter 3

  • Way of Lightning's Stunning Shock now keys off of any force power that deals lightning damage.
  • Removed redundancy from the Scholar's Critical Analysis feature.

Chapter 6

  • Power Sniper relabeled Sniping Caster to bring the naming convention in line with similar feats, and so that it actually fits its location alphabetically.

Chapter 11

  • Shock changed to an attack roll instead of a saving throw.

And, as always

  • Minor text fixes

1/8/2019

Miscellaneous

  • More artwork
  • Formatting adjustments
  • Lightsabers, as a weapon group, have been relabeled Lightweapons.

Chapter 3

  • Slight nerf to the second part of the Scholar's Critical Analysis feature.

Chapter 5

  • Sabercane relabeled lightsaber.

And, as always

  • Minor text fixes

12/11/2018

Miscellaneous

  • More artwork
  • Formatting adjustments

Chapter 3

  • Increased the Variant: Starting Wealth for each class by 1,000 cr.
Engineer
  • Clarified that the Armormech and Armstech Engineer's modified items must be unenhanced.
  • Adjusted the Four-Armed Combatant droid upgrade so that they can only change their active arms once per round.
Sentinel
  • Updated the potential starting equipment for this class.

Chapter 5

  • Increased the Variant: Starting Wealth for each class by 1,000 cr.
  • The generic lightsaber has been relabeled dual-phase lightsaber to distinguish it from other lightsabers.
  • New lightsaber: Sabercane. Added to the Trip Weapon Mastery feat.
  • New lightsaber: Light ring. Added to the Trip Weapon Mastery feat as well as Sentinel proficiencies.

Chapter 6

  • Buffed the second bullet of the Crafter feat.

Chapter 10

  • Clarified that the following force powers have no effect on droids or constructs:
  • - Force Mend
  • - Give Life
  • - Share Life

Appendix B

  • Attack save DC should have been 12 + attack modifier, not 11. This has been corrected.

And, as always

  • Minor text fixes

11/13/2018

Miscellaneous

  • More artwork
  • Formatting adjustments

Chapter 3

Engineer
  • Armormech Engineering: Tech Blast reworked to replace any ranged weapon attack, instead of just the Attack action.

Chapter 6

  • Shielding Mastery - Removed the single target caveat from the second bullet.

Chapter 8

  • Reintroduced Truesight as a keyword.

Appendix B

  • Attack save DC should have been 12 + attack modifier, not 11. This has been corrected.

And, as always

  • Minor text fixes

10/30/2018

Miscellaneous

  • [Finally] added a Table of Contents
  • More artwork
  • Formatting adjustments

Chapter 2

  • Chiss: Clarified they should have advantage on all saving throws against tech powers.

Chapter 3

Consular
  • New 2nd level feature: Hidden Force.
Fighter
  • Tactical Specialist - Additional maneuvers fixed. Table was correct but description was not.
Guardian
  • Added Deception to skills list.
  • Clarified that Aura of Presence is your Wisdom modifier.
  • Clarified that Force-Empowered Strikes can't exceed your Max Power Level.
  • Form I: Shii-Cho - New Focus.
  • Form IV: Ataru - Moved to Expanded Content - Archetypes.
Sentinel
  • Clarified that Sentinel Callings gain a feature at 7th, not 6th level.
  • Sentinel - Path of Focus - Removed the force point cost from Focused Burst feature.

Chapter 5

  • Clarifed that bonuses to ranged weapon attack rolls also affect the burst save DC of weapons with the burst property.

Chapter 6

  • Heavy Weapons Mastery - Slightly adjusted wording on to synergize with some of the new weapons from the Expanded Content - Equipment.
  • Weapon Expert - Removed the melee weapon requirement from the second bullet.

Chapter 11

  • Mind Blank - Added psychic damage to the immunities

Appendix B

  • Defense save DC should have been 14 + saving throw modifier, not 11. This has been corrected.

And, as always

  • Minor text fixes

10/9/2018

Miscellaneous

  • More artwork
  • Formatting adjustments

Chapter 2

  • Corrected Sith Pureblood's Force Sensitive feature to accurately represent the alignment of the force powers.

Chapter 3

  • Slightly buffed Guardian's two base Channel the Force options: Cause Harm and Lend Aid.
  • Reflavored Monk's Ki to Focus. No mechanical change.
  • Adjusted Monk's Deflect Missiles to not work with kinetic weapons in conjunction with the blaster rework.
  • Clarified that the Sentinel's Path of Focus' Blade Storm does not require an action.

Chapter 5

  • Adjusted the burst feature to scale based on weapon.
  • Replaced the unwieldy feature with strength, and adjusted weapons accordingly.
  • Some blasters reworked.
  • New blaster: Light pistol. Added to the Sidearm Mastery feat.
  • New blaster: Heavy pistol. Added to the Sidearm Mastery feat.
  • Slugthrower relabled Shotgun.
  • New blaster: Slugthrower. Added to the Rifle Mastery feat.
  • Saberspear rebalanced
  • New lightsaber: Doubleshoto. Added to the Blade Mastery feat.
  • New vibroweapon: Doubleblade. Added to the Blade Mastery feat.
  • New vibroweapon: Electrostaff. Added to the Crushing Weapon Mastery feat.
  • New vibroweapon: Techaxe. Added to the Crushing Weapon Mastery feat as well as Berserker starting equipment.
  • New vibroweapon: Vibrobaton. Added to the Trip Weapon Mastery feat.
  • Sonic Target Imager and Shock Gloves moved to the Expanded Content: Equipment (not yet released)
  • New Items: Bipod and Tripod.

Chapter 11

  • Adjusted saber reflect to not work with kinetic weapons in conjunction with the blaster rework.
  • Added a duration to the deafness portion of force scream.
  • Clarified that the sanctuary power is triggered by any hostile action.
  • Modified the Feedback tree to all use Wisdom saving throws.
  • Changed force push/pull and telekinesis to involve Strength saving throws.

Chapter 12

  • Correctly alphabetized some of the powers.
  • Added durations to the slow effect of cryogenic powers.

Appendix A

  • Adjusted the prone condition to better suit the setting.

And, as always

  • Minor text fixes

9/25/2018

Chapter 3

  • Clarified that all capstones increase the maximum as well as the total.
  • Clarified that some forcecasting features can function off Wisdom or Charisma.
  • Added a feature to the Scholar's Critical Analysis to clarify that it can target allies or enemies.
  • Buffed the Guardian's Form IV Unparalleled Movement feature.
  • Guardian stances relabeled.
  • Updated Guardian Foci to allow changing out Fighting Style over a short rest.

Chapter 5

  • New weapon: Chakram. Added to the Trip Weapon Mastery feat as well as Monk proficiencies/start equipment.

Chapter 6

  • Reworked Fanatic feat.

Chapter 9

  • Clarified that you can use blasters to deal subdual damage.

Chapter 10

  • Clarified that you can unlearn a power each time you reach a new level in a casting class.
  • Clarified that you must retain knowledge of a prerequisite in order to cast more advanced powers.

Throughout

  • Minor text fixes