Equipment

RuleWretched Hives

At a glance

Book
Wretched Hives
Kind
Chapter

The cities of Star Wars are diverse and multicultural, varying dramatically by planet and system. Commonplace activities in one city might be taboo in another. The most common species on one planet might be shunned on the next one. Every city, in addition to the climate and cultures, varies dramatically in the options available for sale.

In addition to those options available in the Player's Handbook, adventurers might encounter new and interesting wares. On some planets, and in some cultures, armor is made from unique materials that grant it interesting properties. On other planets, a more diverse armory might be available for purchase—or theft. In other places still, interesting and unique adventuring implements might be discovered.

Starting Equipment

When choosing the starting equipment for your class, you might have an option to choose any of a certain type of item. For instance, berserkers get a choice of "(a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons". When choosing starting equipment in this fashion, the items available in this chapter should not be included. However, if you use instead use the Variant: Starting Wealth by Class rule, the items in this chapter should be considered available for purchase.

Ammunition

Blasters that deal energy or ion damage use power cells, while blasters that deal kinetic damage use slug cartridges. This chapter introduces blasters that deal new damage types: acid, fire, and sonic. These weapons also use power cells.

Buying and Selling Treasure

This chapter introduces armor, weapons, adventuring gear, and other valuable materials. Like those options found in the Player's Handbook, selling these items should generally be possible, provided they are unspoiled.

Enhanced Items

Enhanced items are scarce and powerful, leading to them rarely having a predetermined price. Buying and selling enhanced items can rarely be performed easily, often requiring extensive time and credits to find a potential buyer and seller.

Rare Materials

While rare materials, as the name indicates, are more scarce than their raw material counterparts, they typically have a commonly accepted value across markets. While they won't always be available for sale, they will usually fetch the same price across worlds.

Armor and Shields

Adventuring through the different worlds of Star Wars shows limitless variety across cultures, varying drastically by their values and technological availability. Many cultures create similar items, but using different materials, granting their items a unique flair. The Armor table shows some examples of how commonly available types of armor found in the game differ, depending on the materials used.

The Armor table shows the cost, weight, and other properties of these types of armor worn in the worlds of Star Wars.

Armor and Shield Proficiency

Anyone can put on a suit of armor or wield a shield. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't force- or tech-cast.

If you have proficiency in armor, you have proficiency in the appropriate shield as well.

Armor Class (AC)

Armor protects its wearer from attacks. The armor (and shield) you wear determines your Armor Class.

Armor Materials

In addition to form and function, armor varies greatly based on material. Beyond those standard materials universally available to armor, you might find armor made with more specialized and scarce materials. Armor made with these materials offers a unique strength, but also a weakness. Additionally, the armor's cost increases by an amount, based on the armor's type, as shown in the Armor Type Cost Increase table below:

Armor Type Cost Increase
Armor TypeCost Increase
Light armor1,000 cr
Medium armor2,000 cr
Heavy armor6,000 cr
Armor TypeCost Increase
Light shield250 cr
Medium shield750 cr
Heavy shield1,500 cr

Only physical shields can be crafted using alternative armor materials. Additionally, barding can be created using alternative armor materials.

Multiple Materials

Armor and shields can be made using an amalgam of materials. Doing so increases the cost of the armor or shield for each material used in its creation, and the number of materials used can't exceed half the crafter's proficiency bonus, rounded up.

Beskar

Armor and shields made from beskar gains the regulated property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.

Bone

Bone armor and shields have the barbed (1d4) and spiked (1d4) properties, respectively, but suffer a -1 penalty to Armor Class.

Crystadium

Armor and shields made from crystadium has the absorptive 1 property, but also the rigid and imbalanced properties, respectively.

Durafiber

Durafiber armor and shields have their strength number reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, this removes the strength property from it entirely. If the armor or shield lacks the strength property, it instead gains the lightweight property. Additionally, durafiber armor and shields suffer a -1 penalty to Armor Class.

Duranium

Armor and shields made from duranium gain the reactive 1 and responsive 1 properties, respectively, but also the cumbersome property.

Durasteel

Durasteel armor has the impermeable 2 and rigid properties. Durasteel shields have the interlocking and imbalanced properties.

Duravlex

Armor and shields made from duravlex have the silent and concealing properties, respectively, but suffer a -1 penalty to Armor Class.

Fleximetal

Fleximetal armor and shields gain the avoidant 1 property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.

Laminanium

Armor and shields made from laminanium gain the obscured and lambent properties, respectively, but also the cumbersome property.

Neutronium

Neutronium armor and shields gain the insulated 1 property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.

Plastoid

Armor made from plastoid has the reinforced and rigid properties. Shields made from plastoid have the anchor and imbalanced properties.

Quadanium

Quadanium armor and shields gain the charging 1 property, but also the cumbersome property.

Armor Properties

Many armors and shield have special properties related to their use, as shown in the Armor table. You must be proficient in and wearing armor or wielding a shield to benefit from its special properties.

Absorptive

When you are wearing armor or wielding a shield with this property, damage that you take from weapons is reduced by an amount equal to the absorptive number. If this would reduce the damage to 0, the damage is instead reduced to 1.

Agile

While wearing armor or wielding a shield with this property, your Dexterity score becomes equal to the agile number. If your Dexterity is already equal to or greater than the agile number, it has no effect on you.

Anchor

A shield with this property can be used to provide cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a heavy shield provides three-quarters cover.

Avoidant

When wearing armor or wielding a shield with this property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.

Barbed

When you succeed on a Strength (Athletics) check to initiate or maintain a grapple while wearing armor with this property, the creature takes kinetic damage using the barbed damage (which appears in parentheses with the property) + your Strength modifier.

Charging

When you take damage while wearing armor or wielding a shield with this property, you gain a charge. You can store a maximum number of charges equal to the charging number, and the charges last for 1 minute. The next time you hit with a melee weapon attack while you have charges, you deal additional damage of the same type as the weapon's damage equal to the number of charges stored, and the charges are expended.

Concealing

While wielding a shield with this property, you have advantage on Dexterity (Stealth) checks that rely on sight.

Cumbersome

While wearing armor or wielding a shield with this property, your speed is reduced by 5.

Gauntleted

While wearing armor with this property, your unarmed strikes deal kinetic damage using the gauntleted damage (which appears in parentheses with the property) + your Strength modifier.

Imbalanced

When you are critically hit while wielding a shield with this property, you can't take reactions until the start of your next turn, and you gain no AC benefit from your shield against the next attack against you before the start of your next turn.

Impermeable 2

Armor with this property includes the limited functions of a number of enviromental suits equal the impermeable number from the list below, which are either included in parentheses with the property or determined by the GM. Additionally, it includes 4 hours' capacity of oxygen, which can be replenished by oxygen tanks.

  • Chemical Suit: You are immune to the corroded condition.
  • Conductive Suit: You are immune to the shocked condition.
  • Dampening Suit: You are immune to the deafened condition, and you can't have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sound.
  • Diving Suit: You are protected from the hazards associated with high pressure environments.
  • Flame-Proof Suit: You are immune to the ignited condition.
  • Hazard Suit: You are immune to the poisoned condition.
  • Mind-Shielding Suit: You have advantage on saving throws to avoid being frightened, and you have advantage on saving throws to avoid having your mind read or affected.
  • Space Suit: You are protected from the hazards associated with low pressure environments.
  • Stabilizer Suit: You have advantage on ability checks and saving throws to avoid being moved.

Insulated

When you make a saving throw against an effect that would deal ion or lightning damage while wearing armor or wielding a shield with this property, you can treat a d20 roll of below the insulated number as the insulated number.

Interlocking

While wielding a shield with this property within 5 feet of a friendly creature who is also wielding a shield with this property, you can both use your reactions on either of your turns to interlock the shields. While interlocked, both creatures gain a bonus to AC equal to the interlocking number. If at any point the creatures are more than 5 feet from each other, the shields immediately de-interlock, and this effect ends.

Lambent

While wielding a shield with this property, you can use a bonus action to activate or deactivate the shield's light. While active, the shield sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Additionally, Dexterity (Stealth) checks made while the shield's light is active that rely on sight have disadvantage.

Lightweight

Armor and shields with this property have their weight reduced by half.

Magnetic

While you are wielding a shield with this property and a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check, DC equal to the magnetic number. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

Obscured

While wearing armor or wielding a shield with this property, electronic sensors and cameras have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks against you that rely on sight.

Powered

While wearing armor with this property, your Strength score becomes equal to the powered number. If your Strength is already equal to or greater than the powered number, it has no effect on you.

Reactive

When you are wearing armor with this property and a creature hits you with an attack roll, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the reactive number.

Regulated

When you are wearing armor or wielding a shield with this property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

Reinforced

When you make a long jump while wearing armor with this property, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Responsive

While you are wielding a shield with this property and an attack misses you by an amount less than or equal to your bonus to AC from your shield, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the responsive number.

Rigid

While wearing armor with this property, you add half your Dexterity modifier (rounded down), instead of your full Dexterity modifier, to Dexterity saving throws you make. If your Dexterity modifier is negative, you instead subtract the full modifier.

Silent

While wearing armor with this property, you have advantage on Dexterity (Stealth) checks that rely on sound.

Spiked

When you succeed on a Strength (Athletics) check to shove or trip a creature while wielding a shield with this property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier. If you use a shield with this property as an improvised weapon, the damage increases by one step (from d4 to d6, d6 to d8, or d8 to 2d4).

Steadfast

While wearing armor or wielding a shield with this property, you have advantage on Strength checks and Strength saving throws to avoid being moved.

Versatile

A shield with this property can be used with one or two hands. While wielded in two hands, you gain an additional bonus to AC equal to the versatile number.

Armor and Shields
NameCostArmorWeightProperties
Light Armor
Duranium combat suit1,100 cr11 + Dex modifier10.00 lbCumbersome, reactive 1
Duravlex fiber armor1,450 cr11 + Dex modifier13.00 lbSilent
Fleximetal fiber armor1,450 cr12 + Dex modifier13.00 lbAvoidant 1, strength 11
Medium Armor
Neutronium mesh2,500 cr13 + Dex modifier (max 2)20.00 lbInsulated 5, strength 11
Beskar weave armor3,000 cr14 + Dex modifier (max 2)25.00 lbRegulated, strength 11
Plastoid composite4,500 cr15 + Dex modifier (max 2)45.00 lbBulky, reinforced, rigid
Heavy Armor
Durafiber battle armor6,750 cr1555.00 lbBulky, strength 11
Laminanium assault8,000 cr1760.00 lbBulky, cumbersome, obscured, strength 15
Durasteel exoskeleton15,000 cr1865.00 lbBulky, impermeable 2, rigid, strength 17
Shield
Bone light shield300 cr+06.00 lbSpiked (1d4)
Crystadium medium shield900 cr+218.00 lbAbsorptive 1, imbalanced, strength 13
Quadanium heavy shield2,000 cr+336.00 lbCharging 1, cumbersome, obtrusive, strength 15

Weapons

In addition to armor varying across myriad planets, you might find new and unique types of weaponry available. Your weapon proficiencies reflect the tools you are most likely to use. The Weapons tables show additional weapons used in the worlds of Star Wars, their price and weight, the damage they deal when they hit, and any special properties they possess.

Weapon Proficiency

Your species, class, and feats can grant you proficiency with certain weapons or categories of weapons. The three types of weapons—blaster, lightweapon, and vibroweapon, are further broken down into two categories—simple and martial. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Proficiency in these weapons is discussed further in Chapter 6.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Biting

This weapon's damage becomes acid. Additionally, when you would make a melee weapon attack with a weapon with the biting property, you can instead force the target to make a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon, or the biting number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the first attack it makes before the end of its next turn has disadvantage. If damage dealt by this weapon reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Bright

This weapon's damage becomes fire, and its luminous property sheds bright light in a 5-foot radius and dim light for an additional 5 feet while activated, instead of only dim light in a 5-foot radius. Additionally, when you would make a melee weapon attack with a weapon with the bright property, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon, or the bright number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature takes additional damage of the same type at the start of its next turn equal to your governing ability modifier.

Brutal

When you score a critical hit with a weapon with the brutal property, you roll a number of additional weapon damage dice equal to the brutal number.

Corruption

This weapon's damage becomes necrotic, and it loses the luminous property if it has it. Additionally, when you would make a melee weapon attack with a weapon with the corruption property, you can instead force the target to make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon, or the corruption number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature cannot regain hit points until the start of your next turn.

Defensive

When you make your first attack on your turn with a weapon with the defensive property, you can choose to suffer a penalty to attack and damage rolls with that weapon up to the defensive number. If you do so, you gain the same bonus to AC. These effects last until the start of your next turn, as long as you're holding the weapon.

Dire

Before you make a weapon attack with a weapon with the dire property, you can choose to suffer a penalty to the attack roll up to the dire number. If you do so and you hit with it, you gain an equivalent bonus to the damage roll.

Disarming

When you score a critical hit with a weapon with the disarming property against a creature that is holding an object, you can attempt to disarm the target (no action required). If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it drops an object of your choice at its feet.

Disintegrate

When a creature is reduced to 0 hit points by a weapon with the disintegrate property, it must make a Constitution saving throw, DC equal to the disintegrate number. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Disruptive

When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from a weapon with the disruptive property, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Keen

When you make a weapon attack with a weapon with the keen property, the critical hit range increases by an amount equal to the keen number.

Mighty

When making an attack with a mighty weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Neuralizing

When you hit a creature with a weapon with the neuralizing property, you can force it to make a Wisdom saving throw, DC equal to the neuralizing number. On a failed save, the creature takes an additional 1d4 psychic damage and becomes frightened of you until the start of its next turn.

Piercing

Before you make a weapon attack with a weapon with the piercing property, you can choose to gain a bonus to the attack roll up to the piercing number. If you do so and you hit with it, you suffer an equivalent penalty to the damage roll.

Reckless

When you make your first attack on your turn with a weapon with the reckless property, you can choose to gain a penalty to AC up to the reckless number. If you do so, you gain the same bonus to attack and damage rolls with that weapon. These effects last until the start of your next turn, as long as you're holding the weapon.

Shocking

When you hit a creature with a weapon with the shocking property, you can force it to make a Dexterity saving throw, DC equal to the shocking number. On a failed save, the creature takes an additional 1d4 lightning damage and becomes shocked until the end of its next turn.

Silent

When you make a ranged weapon attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets' Wisdom (Perception) check. On a success, you remain hidden.

Smart

This weapon ignores your Dexterity score and proficiency bonus. Two numbers appear in parentheses with the property—the first is the weapon's Dexterity score, and the second is the weapon's proficiency bonus. The weapon uses these values instead of yours when you make attack and damage rolls with it. If you lack proficiency with the weapon, the weapon does not benefit from its proficiency bonus.

Sonorous

When you hit a creature with a weapon with the sonorous property, you can force it to make a Constitution saving throw, DC equal to the sonorous number. On a failed save, the creature takes an additional 1d4 sonic damage and becomes deafened until the end of its next turn.

Switch

A weapon with the switch property can deal an alternate type of damage. A damage value appears in parentheses appears with the property-the damage when the weapon uses its alternate damage type. On your turn, you can use your object interaction to change the weapon's damage type.

Vicious

Whenever you deal damage with a weapon with the vicious property and roll the maximum on a weapon damage die, you gain a bonus to damage equal to the vicious number.

Special Weapons

Weapons with special rules are described below.

Flechette Cannon

The flechette cannon does not make attack rolls. Rather than traditional power cells, the flechette cannon uses specialized projector tanks, which, when fired, spray an area with the contents of the tank. Projector tanks require your target to make a saving throw to resist the tank's effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you're using as you fire it (no action required). If you don't meet the flechette cannon's strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the flechette cannon, you must roll the damage dice twice and take the lesser total.

Grenade Launcher

Rather than traditional power cells, the grenade launcher fires grenades. When firing a grenade at long range, or if you don't meet the grenade launcher's strength requirement, creatures within the radius of the grenade's explosion have advantage on the saving throw. If you lack proficiency in the grenade launcher, you must roll the damage dice twice and take the lesser total.

Rocket Launcher

Rather than traditional power cells, the rocket launcher fires specialized projectiles in the form of rockets. When firing a rocket at long range, or if you don't meet the rocket launcher's strength requirement, creatures within the radius of the rocket's explosion have advantage on the saving throw.

Shoulder Blaster

Mounted by the shoulder slot, a shoulder blaster does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.

Shoulder Cannon

Mounted by the shoulder slot, a shoulder cannon does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.

Vapor Projector

The vapor projector does not make attack rolls. Rather than traditional power cells, the vapor projector uses specialized projector tanks, which, when fired, spray an area with the contents of the tank.

Projector tanks require your target to make a saving throw to resist the tank's effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you're using as you fire it (no action required). If you don't meet the vapor projector's strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the vapor projector, you must roll the damage dice twice and take the lesser total.

Blasters
NameCostDamageWeightProperties
Simple Blasters
Cryo carbine1,250 cr1d6 cold6.00 lbPower cell (range 45/180), reload 12, two-handed, vicious 1
Cryo pistol750 cr1d4 cold2.00 lbPower cell (range 30/120), reload 8, vicious 1
Disruptor carbine1,450 cr1d8 acid8.50 lbDisintegrate 13, power cell (range 60/240), reload 8, strength 11, two-handed
Disruptor pistol750 cr1d6 acid4.50 lbDisintegrate 13, power cell (range 45/180), reload 12, strength 11
Incinerator carbine1,650 cr1d6 fire7.50 lbDire 1, disintegrate 13, power cell (range 60/240), reload 12, strength 11, two-handed
Incinerator pistol1,250 cr1d4 fire3.50 lbDire 1, disintegrate 13, power cell (range 40/160), reload 16, strength 11
Martial Blasters
BKG2,750 cr3d4 energy19.00 lbAuto, burst 2, disintegrate 13, power cell (range 120/480), reload 2, strength 19, two-handed, vicious 1
Chaingun1,325 cr2d4 kinetic10.50 lbAuto, rapid 2, reload 8, slug cartridge (range 80/320), strength 13, two-handed, vicious 1
Cryo cannon3,300 cr2d4 cold12.50 lbAuto, burst 2, power cell (range 75/300), reload 4, strength 13, two-handed, vicious 1
Cryo rifle2,400 cr2d4 cold10.50 lbPower cell (range 50/200), reload 4, strength 11, two-handed, vicious 1
Disruptor rifle2,900 cr1d10 acid13.50 lbDisintegrate 13, power cell (range 60/240), reload 4, strength 13, two-handed
Disruptor sniper3,300 cr1d12 acid15.00 lbDisintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed
Flechette cannon2,300 cr13.00 lbReload 6, special (range special), strength 13, two-handed
Grenade launcher1,800 cr11.50 lbReload 1, special (range 90/360), strength 11, two-handed
Hand BKG1,550 cr1d10 energy10 lbBrutal 1, disintegrate 13, keen 1, power cell (range 50/200), reload 4, strength 15
Hand blaster500 cr1d4 energy.50 lbKeen 1, light, power cell (range 40/160), reload 8
Hand cannon1,300 cr1d10 kinetic10.50 lbBrutal 1, slug cartridge (range 25/100), reload 8, strength 11, two-handed
Incinerator rifle1,950 cr1d8 fire9.50 lbDire 1, disintegrate 13, power cell (range 80/320), reload 8, strength 11, two-handed
Incinerator sniper3,300 cr1d10 fire14.50 lbDire 1, disintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed
Lightbow1,800 cr2d6 energy14.00 lbPiercing 1, power cell (range 60/240), reload 2, strength 15, two-handed
Railgun1,900 cr2d6 kinetic16.00 lbPiercing 1, reload 2, slug cartridge (range 150/600), strength 17, two-handed
Rocket launcher2,250 cr14.00 lbReload 1, special (range 150/600), strength 13, two-handed
Shoulder blaster1,275 cr1d6 energy3.00 lbPower cell (range 40/160), rapid 4, reload 16, smart (15/+2), special
Shoulder cannon1,625 cr1d8 energy8.50 lbAuto, burst 8, power cell (range 60/240), reload 8, smart (15/+2), special, strength 11
Smart cannon2,250 cr1d10 kinetic13.50 lbAuto, burst 2, rapid 2, reload 4, slug cartridge (range 75/300), smart (15/+2), strength 15, two-handed
Smart pistol1,075 cr1d6 kinetic4.00 lbPiercing 1, rapid 2, reload 16, slug cartridge (range 40/160), smart (15/+2), strength 11
Vapor projector2,300 cr13.00 lbReload 6, special (range special), strength 13, two-handed
Lightweapons
NameCostDamageWeightProperties
Simple Lightweapons
Sabermace950 cr1d8 energy2.75 lbBrutal 1, dexterity 13, hidden, luminous, versatile (1d10)
Sicklesaber700 cr1d6 energy1.00 lbDexterity 11, dire 1, hidden, light, luminous
Martial Lightweapons
Bitesaber1,800 cr1d6 acid2.50 lbBiting 13, hidden, luminous, versatile (2d4)
Blightsaber1,800 cr1d6 necrotic2.50 lbCorruption 13, hidden, versatile (2d4)
Brightsaber1,800 cr1d6 fire2.50 lbBright 13, hidden, luminous, versatile (2d4)
Broadsaber1,000 cr2d4 energy2.75 lbDexterity 13, dire 1, luminous, versatile (1d8)
Bustersaber2,900 cr1d12 energy7.25 lbBrutal 1, dexterity 19, heavy, keen 1, luminous, reach, two-handed
Crossguard saber725 cr1d8 energy3.25 lbDefensive 1, dexterity 13, heavy, luminous, versatile (1d10)
Dual-phase saber1,250 cr2d4 energy3.00 lbDexterity 13, hidden, luminous, versatile (1d12), vicious 1
Guard shoto375 cr1d4 energy1.25 lbDefensive 1, finesse, hidden, light luminous
Lightglaive2,050 cr1d10 energy5.75 lbBrutal 1, dexterity 13, luminous, reach, two-handed
Lightkatana925 cr1d8 energy2.75 lbDexterity 11, hidden, luminous, piercing 1, versatile (1d10)
Lightnodachi3,050 cr3d4 energy4.50 lbDexterity 17, luminous, piercing 1, two-handed, vicious 1
Sith saber925 cr2d4 energy2.75 lbDexterity 11, hidden, keen 1, versatile (1d10)
Warsaber2,175 cr2d6 energy4.25 lbDexterity 15, reckless 1, two-handed, vicious 1
Vibroweapons
NameCostDamageWeightProperties
Simple Vibroweapons
Diresword300 cr1d6 kinetic3.75 lbDexterity 11, dire 1, heavy
Nervebaton375 cr1d4 kinetic2.00 lbDisruptive, neuralizing 13
Vibrosabre300 cr1d6 kinetic1.75 lbDexterity 11, keen 1, light
Martial Vibroweapons
Dire vibroblade550 cr1d8 kinetic7.00 lbDexterity 13, dire 1, versatile (1d10)
Echostaff600 cr1d6 kinetic5.00 lbDouble (1d6 kinetic), finesse, sonorous 13
Electrobaton275 cr1d4 kinetic1.00 lbFinesse, light, shocking 13
Electrohammer950 cr1d10 kinetic8.75 lbDexterity 11, Heavy, shocking 13, two-handed
Electrostaff600 cr1d6 kinetic5.00 lbDouble (1d6 kinetic), finesse, shocking 13
Vibrobattleaxe1,200 cr1d12 kinetic10.00 lbBrutal 1, dexterity 13, heavy, two-handed
Vibrobuster1,850 cr1d12 kinetic13.25 lbBrutal 1, dexterity 19, heavy, keen 1, reach, two-handed
Vibroflail500 cr2d4 kinetic4.75 lbDexterity 11, reckless 1
Vibroglaive1,200 cr1d10 kinetic10.00 lbBrutal 1, dexterity 13, reach, two-handed
Vibrohammer600 cr2d4 kinetic7.50 lbHeavy, two-handed, vicious 1
Vibrokatana450 cr1d8 kinetic5.75 lbDexterity 11, piercing 1, versatile (1d10)
Vibroknife225 cr1d4 kinetic1.00 lbFinesse, light, piercing 1
Vibronodachi2,200 cr3d4 kinetic12.00 lbDexterity 17, piercing 1, two-handed, vicious 1
Vibroshield325 cr1d8 kinetic3.75 lbDefensive 1, fixed
Vibrostiletto250 cr1d4 kinetic1.00 lbFinesse, keen 1, light, thrown (range 30/90)
Vibrotonfa225 cr1d4 kinetic1.00 lbDefensive 1, finesse, light
War hat350 cr1d6 kinetic3.25 lbDefensive 1, disguised, returning, thrown (range 30/90)
Warsword1,650 cr2d6 kinetic10.75 lbDexterity 15, reckless 1, two-handed, vicious 1

Focuses

For both force- and tech-casting, there exist focuses which are used to channel their respective powers. While focus generators are optional for forcecasters, techcasters are required to have a focus in order to cast their powers. Wristpads are traditionally worn on the wrist and do not require a hand to activate, while focus generators generally take the form of a small scepter or crystal that is traditionally held in the hand.

Focus Proficiency

Unlike weapons and armor, no proficiency is required to use focuses. Instead, you need the ability to forcecast for focus generators and the ability to techcast for wristpads.

Variant: Alternative Focuses

While traditionally there are only two types of focuses—focus generators and wristpads—certain class features and enhanced items unlock the ability to use an alternative item type. If a character wants to use something else as their focus, such as a lightsaber or a heavy shield, consider allowing them to do so. Later in this chapter, you'll find rules to add casting properties to unenhanced focuses. As GM, you can consider extending these rules to weapons and armor, or even tools for your engineer, as you deem appropriate. Additionally, there are a significant number of focus generator and wristpad modifications that grant these properties. If a player wants to use an alternative focus, consider allowing them to use focus generator and wristpad modifications to in place of the normal modifications for the item they're using as a focus. If they do so, the DC to install or remove a modification, as shown on page \\\_, is increased by 5. You should also consider allowing engineers to install these mods in their archetype focus, even if there is no existing chassis for that item.

Casting Properties

Some focuses have special properties related to their use, as shown in the Data Recording and Storage subsection of the Adventuring Gear section.

Absorbing

While using this item as your focus, when you take damage from any source, you can reduce that damage by an amount up to the absorptive number, provided you have a number of force or tech points equal to half the damage absorbed. When you do so, you lose half the damage taken in force or tech points.

Accessing

While using this item as your focus, you gain access to a number of new powers (chosen by the GM) of a combined total no greater than the access number. The powers count as known by you, and you can't unlearn the powers.

Amplifying

While using this item as your focus, your critical hit range with melee force or tech attacks increases by an amount equal to the amplifying number.

Bolstering

Prerequisite: Focus generator property While using this item as your focus, your maximum force points increase by the bolstering number.

Constitution

While using an item with this property as your focus, you gain no benefit from any additional properties the item has unless your Constitution score meets or exceeds the constitution number.

Dispelling

While using this item as your focus, your level of proficiency in force- or tech-casting ability checks increases by a number of steps equal to the dispelling number (to trained, from trained to proficient, from proficient to expertise, from expertise to mastery, from mastery to high mastery, or from high mastery to grand mastery).

Elongating

While using this item as your focus, when you cast a power that affects a cylinder, the height of the cylinder increases by an amount equal to the elongating number, and the radius of the cylinder increases by an amount equal to half the elongating number.

Enlarging

While using this item as your focus, when you cast a power that affects a cube, the length of each side of the cube increases by an amount equal to the enlarging number.

Expanding

While using this item as your focus, when you cast a power that affects a cone, the length of that cone increases by an amount equal to the expanding number.

Extending

While using this item as your focus, when you cast a power that affects a line, the length of the line increases by an amount equal to the extending number, and the width of the line increases by an amount equal to half the extending number.

Fading

While using this item as your focus, the critical fail range of force or tech powers that require a Strength or Constitution saving throw increases by an amount equal to the fading number.

Focused

While using this item as your focus, you can't have disadvantage on Constitution saving throws to maintain concentration.

Increasing

While using this item as your focus, when you cast a power that has a range of 5 feet or greater, the range of that power increases by an amount equal to the increasing number.

Adding Casting Properties to Focuses

Each of these properties can be used to create a new unenhanced focus generator wristpad. When generating new focuses for player character use, each positive property should be offset by a level of Constitution, and each property should increase the of the focus by 1,000 cr. This cost scales by the number of properties and it is in addition to the base cost of the time. For instance, a wristpad with one positive property and the Constitution 11 property would cost 1,600 cr (1,000 cr for the positive property + 600 for the base cost of the wristpad). A wristpad with two positive properties and the Constitution 13 property, however, would cost 3,600 cr (1,000 cr for the first property, 2,000 cr for the second property, and 600 for the base cost of the wristpad). GMs can generate new focuses in this way, similar to how the Weapon Calculator can be used to generate new weapons at the discretion of the GM. Unenhanced focuses can't exceed 1 level in a single property.

Inflating

While using this item as your focus, when you cast a power that affects a sphere, the radius of the sphere increases by an amount equal to the inflating number.

Mitigating

While using this item as your focus, using the Ready action to cast a force or tech power no longer requires concentration. You can only have one instance of this feature active at a time. Additionally, if the power would not be released, and the power was 1st level or higher, the cost of the power is reduced by a number of points equal to the mitigating number, to a minimum of 1.

Ranging

While using this item as your focus, your critical hit range with ranged force or tech attacks increases by an amount equal to the ranging number.

Rending

While using this item as your focus, the critical fail range of force or tech powers that require a Dexterity or Intelligence saving throw increases by an amount equal to the rending number.

Repelling

While using this item as your focus, your powers are no longer automatically dispelled or interrupted. Instead, the DC to interrupt or dispel your powers is equal to 10 + the power's level, or 8 + half your proficiency bonus + your casting modifier for that power, whichever is greater.

Storing

While using this item as your focus, you can store 1st-level or higher powers of a combined total no greater than the storing number within the focus for later use. You can cast a power into this item while touching it. The power has no effect other than to be stored in the item. If the item can't hold the power, the power is expended without effect. You can cast any power stored in it at its base level, causing the power to no longer be stored, freeing up the space.

Surging

Prerequisite: Wristpad property While using this item as your focus, your maximum tech points increase by the surging number.

Withering

While using this item as your focus, the critical fail range of force or tech powers that require a Wisdom or Charisma saving throw increases by an amount equal to the withering number.

Variant: Focus Properties and Features

Many of these properties could affect class features. Consider extending those properties to benefit those features, as appropriate.

Adventuring Gear

This section describes items that have special rules or require further explanation.

Ammunition

Corrosive Cartridge

A corrosive cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Constitution saving throw, taking 1d8 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Cryo Cell

A cryo cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Deafening Calibrator

As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 13 property. If it already has the sonorous property, its sonorous number increases by 1, to a maximum of 18.

Deafening Cell

A deafening cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn't deafened.

Deafening Collimator

As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 13 property. If it already has the sonorous property, its sonorous number increases by 1, to a maximum of 18.

ItemCostWeight
Ammunition
Corrosive cartridge42 cr
Cryo cell350 cr1.00 lb
Deafening calibrator550 cr1.00 lb
Deafening cell425 cr1.00 lb
Deafening collimator575 cr1.00 lb
Deafening dart70 cr
Electrifying calibrator700 cr1.00 lb
Electrifying cartridge28 cr
Electrifying collimator725 cr1.00 lb

Deafening Dart

This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Constitution saving throw, taking 1d4 sonic damage on a failed save.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Electrifying Calibrator

As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 13 property. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.

Electrifying Cartridge

An electrifying cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.

Electrifying Collimator

As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 13 property. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.

Ammunition

Electrifying Dart

This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Dexterity saving throw, taking 1d4 lightning damage on a failed save.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Gas Cartridge

A gas cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.

Flechette Clip, Fragmentation

When triggered, this wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it

Flechette Clip, Ion

When triggered, this wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it

Flechette Clip, Plasma

When triggered, this wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it

ItemCostWeight
Ammunition
Electrifying dart85 cr
Gas cartridge36 cr
Flechette clip, fragmentation250 cr2.00 lb
Flechette clip, ion300 cr2.00 lb
Flechette clip, plasma275 cr2.00 lb
Flechette mag, fragmentation550 cr4.00 lb
Flechette mag, ion600 cr4.00 lb
Flechette mag, plasma575 cr4.00 lb
Flux collimator180 cr1.00 lb

Flechette Mag, Fragmentation

When triggered, this flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one.

Flechette Mag, Ion

When triggered, this flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Flechette Mag, Plasma

When triggered, this flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one.

Flux Collimator

As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.

Ammunition

Incendiary Cell

An incendiary cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Missile, Incendiary

This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Missile, Ion

This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 1d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Oscillation Calibrator

As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.

Panic Calibrator

As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.

Panic Collimator

As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.

ItemCostWeight
Ammunition
Incendiary cell275 cr1.00 lb
Missile, incendiary160 cr.50 lb
Missile, ion140 cr.50 lb
Oscillation calibrator170 cr1.00 lb
Panic calibrator850 cr1.00 lb
Panic collimator875 cr1.00 lb
Panic dart100 cr
Power generator1,250 cr5.00 lb
Projector canister, corrosive300 cr2.00 lb

Panic Dart

This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Wisdom saving throw, taking 1d4 psychic damage on a failed save.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Power Generator

Power generators energize the blaster cannon.

Projector Canister, Corrosive

When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it

Ammunition

Projector Tank, Corrosive

When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

Projector Tank, Cryo

When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Projector Tank, Incendiary

When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Rocket, Fragmentation

This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d10 kinetic damage on a failed save or half as much on a successful one.

Rocket, Incendiary

This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

ItemCostWeight
Ammunition
Projector tank, corrosive625 cr3.00 lb
Projector tank, cryo675 cr3.00 lb
Projector tank, incendiary650 cr3.00 lb
Rocket, fragmentation350 cr2.00 lb
Rocket, incendiary535 cr2.00 lb
Rocket, ion475 cr2.00 lb
Snare300 cr2.00 lb
Clothing
Clothes, clandestine300 cr7.00 lb
Sunshades20 cr

Rocket, Ion

This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Snare

When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 13 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.

Clothing

Clothes, Clandestine

These clothes come with two hidden pockets, each of which can store up to 1.00 lb. Finding these hidden pockets requires a DC 15 Investigation check.

Sunshades

These shades are worn over the eyes. While worn, you can no longer have disadvantage due to direct sunlight on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. However, while worn, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in dim light.

Communications

Personal Translator

A personal translator is a hand held device that can translate verbal communications between up to five languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

Vocoder Mask

A vocoder mask is worn over the nose and mouth of a creature, and can translate verbal communications between up to 15 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

Data Recording and Storage

Credit Chip

The credit chip is a small, flat card that features a security code and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 15 slicer's kit check.

Focus Generator

A focus generator is a handheld object used to help forcecasters learn to focus on their powers.

Repelling Wristpad

This wristpad has the repelling and constitution 11 properties.

Storing, Withering Focus Generator

This focus generator has the storing 1, withering 1, and constitution 13 properties.

Explosives

Grenade, Corrosive

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Grenade, Cryo

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

ItemCostWeight
Communications
Personal translator150 cr.50 lb
Vocoder mask450 cr.50 lb
Data Recording and Storage
Credit chip100 cr
Focus generator200 cr1.00 lb
Repelling wristpad1,600 cr2.00 lb
Storing, withering focus generator3,200 cr1.00 lb
Explosives
Grenade, corrosive200 cr1.00 lb
Grenade, cryo325 cr1.00 lb
Grenade, deafening225 cr1.00 lb
Grenade, electrifying300 cr1.00 lb
Grenade, flash350 cr1.00 lb

Grenade, Deafening

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Electrifying

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Flash

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Explosives

Grenade, Incendiary

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 14 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

Grenade, Panic

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Stun

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Corrosive

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

ItemCostWeight
Explosives
Grenade, incendiary275 cr1.00 lb
Grenade, panic375 cr1.00 lb
Grenade, stun250 cr1.00 lb
Mine, corrosive425 cr2.00 lb
Mine, cryo625 cr2.00 lb
Mine, deafening450 cr2.00 lb
Mine, electrifying550 cr2.00 lb

Mine, Cryo

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Deafening

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Electrifying

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Explosives

Mine, Flash

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Ion

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Mine, Panic

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Plasma

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one.

Mine, Stun

Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

ItemCostWeight
Explosives
Mine, flash600 cr2.00 lb
Mine, ion525 cr2.00 lb
Mine, panic700 cr2.00 lb
Mine, plasma250 cr2.00 lb
Mine, stun475 cr2.00 lb
Life Support
Underwater respirator300 cr.50 lb
Water suit1,500 cr20.00 lb
Medical
Arm prosthesis450 cr16.00 lb
Ear prosthesis100 cr.50 lb
Eye prosthesis250 cr.50 lb
Facial prosthesis300 cr2.00 lb
Foot prosthesis150 cr4.00 lb
Forearm prosthesis300 cr8.00 lb
Hand prosthesis225 cr3.00 lb
Leg prosthesis450 cr24.00 lb
Throat prosthesis325 cr2.00 lb
Torso prosthesis600 cr36.00 lb

Life Support

Underwater Respirator

Underwater respirators are worn over the mouth and lower face. While worn, you can breath underwater, as the respirator filters the water to create breathable oxygen. The respirator functions for 1 hour per power cell (to a maximum of 2 hours) and can be recharged by a power source or replacing the power cells.

Water Suit

Water suits are sealed suits that prevent water from getting in or out. Additionally, while wearing a water suit, you can breath underwater, as the suit filters the water to create breathable oxygen.

Medical

Prosthetics

These cybernetic augmentations don't count against the maximum cybernetic augmentations you can support, but they do count towards your total cybernetics augmentations as shown in the Cybernetic Augmentations Side Effects table. Rules for installing augmentations can be found in chapter 7.

Arm Prosthesis. This cybernetic augmentation replaces a single arm, forearm, and hand.

Ear Prosthesis. This cybernetic augmentation replaces an ear.

Eye Prosthesis. This cybernetic augmentation replaces an eye.

Facial Prosthesis. This cybernetic augmentation replaces all or part of a damaged face.

Foot Prosthesis. This cybernetic augmentation replaces a foot.

Forearm Prosthesis. This cybernetic augmentation replaces a forearm and hand.

Hand Prosthesis. This cybernetic augmentation replaces a hand.

Leg Prosthesis. This cybernetic augmentation replaces a leg and a foot.

Throat Prosthesis. This cybernetic augmentation replaces a throat, including a creature's voice, though it does not grant a creature the ability to speak beyond their species' capabilities.

Torso Prosthesis. This cybernetic augmentation replaces all or part of a damage torso.

Storage

Camtono

A camtono is a secured, handle container used for transporting valuable goods. A camtono comes with one key. Without the key, unlocking the camtono requires a DC 15 security kit to force open. It stores 5 lb., not exceeding 1/4 cubic foot, has an AC of 10, and 15 hit points. Destroying the camtono risks damaging any goods stored inside.

Smugglepack

This backpack comes with a main compartment that stores 15.00 lb., not exceeding 1/2 cubic foot. Additionally, it has a hidden storage compartment that stores 5 lb., not exceeding 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.

Utilities

Computer Spike

When you make an Intelligence (slicer's kit) check, you can use the spike (no action required) to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.

Security Spike

When you make an Intelligence (security kit) check, you can use the spike (no action required) to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.

Weapon and Armor Accessories

Ammo-feed Belt

This belt has slots to hold 60 slug cartridges, and can be connected to directly fuel a single blaster weapon that uses slug cartridges. Once per turn, if the powered weapon would be reloaded, it can be done without using an action using any ammunition in the belt. Connecting or disconnecting a weapon takes an action. Replacing 10 slug cartridges takes an action.

ItemCostWeight
Storage
Camtono750 cr3.00 lb
Smugglepack400 cr6.00 lb
Utilities
Computer spike145 cr.50 lb
Security spike150 cr.50 lb
Weapon and Armor Accessories
Ammo-feed belt450 cr1.00 lb
Holster75 cr2.00 lb
Power belt400 cr1.00 lb
Rocketpack10,000 cr35.00 lb

Holster

A holster can be worn on the leg, hip, or back, and can be used to store a single weapon. You can draw a weapon stored in a holster without using an action. Once you've done so, you can't do so again until you store a weapon in the holster as an action.

Power Belt

This belt has slots to hold six power cells, and can be connected to directly power a single blaster weapon that uses power cells. Once per turn, if the powered weapon would be reloaded, it can be done without using an action using any ammunition in the belt. Connecting or disconnecting a weapon takes an action. Replacing an expended power cell takes an action.

Rocketpack

Rocketpacks combine the aerial transportation of a jetpack with the firepower of a rocket launcher. Activating or deactivating the rocketpack's flight capabilities requires a bonus action and, while active, you have a flying speed of 25 feet. The jetpack last for 1 minute per power cell (to a maximum of 5 minutes) and can be recharged by a power source or replacing the power cells.

Additionally, your rocketpack comes with an integrated rocket launcher with the Ammunition (range 100/400) and reload 1 properties. Rather than traditional power cells, this rocket launcher fires specialized projectiles in the form of rockets. Whenever you would make a ranged weapon attack, you can instead fire this rocket launcher. When firing a rocket at long range, creatures within the radius of the rocket's explosion have advantage on the saving throw. Reloading this rocket launcher takes 1 minute.

Adventuring Gear
ItemCostWeight
Ammunition
Corrosive cartridge42 cr
Cryo cell350 cr1.00 lb
Deafening calibrator550 cr1.00 lb
Deafening cell425 cr1.00 lb
Deafening collimator575 cr1.00 lb
Deafening dart70 cr
Electrifying calibrator700 cr1.00 lb
Electrifying cartridge28 cr
Electrifying collimator725 cr1.00 lb
Electrifying dart85 cr
Gas cartridge36 cr
Flechette clip, fragmentation250 cr2.00 lb
Flechette clip, ion300 cr2.00 lb
Flechette clip, plasma275 cr2.00 lb
Flechette mag, fragmentation550 cr4.00 lb
Flechette mag, ion600 cr4.00 lb
Flechette mag, plasma575 cr4.00 lb
Flux collimator180 cr1.00 lb
Incendiary cell275 cr1.00 lb
Missile, incendiary160 cr.50 lb
Missile, ion140 cr.50 lb
Oscillation calibrator170 cr1.00 lb
Panic calibrator850 cr1.00 lb
Panic collimator875 cr1.00 lb
Panic dart100 cr
Power generator1,250 cr5.00 lb
Projector canister, corrosive300 cr2.00 lb
Projector tank, corrosive625 cr3.00 lb
Projector tank, cryo675 cr3.00 lb
Projector tank, incendiary650 cr3.00 lb
Rocket, fragmentation350 cr2.00 lb
Rocket, incendiary535 cr2.00 lb
Rocket, ion475 cr2.00 lb
Snare300 cr2.00 lb
Clothing
Clothes, clandestine300 cr7.00 lb
Sunshades20 cr
Communications
Personal translator150 cr.50 lb
Vocoder mask450 cr.50 lb
Data Recording and Storage
Credit chip100 cr
Focus generator200 cr1.00 lb
Repelling wristpad1,600 cr2.00 lb
ItemCostWeight
Data Recording and Storage
Storing, withering focus generator3,200 cr1.00 lb
Explosives
Grenade, corrosive200 cr1.00 lb
Grenade, cryo325 cr1.00 lb
Grenade, deafening225 cr1.00 lb
Grenade, electrifying300 cr1.00 lb
Grenade, flash350 cr1.00 lb
Grenade, incendiary275 cr1.00 lb
Grenade, panic375 cr1.00 lb
Grenade, stun250 cr1.00 lb
Mine, corrosive425 cr2.00 lb
Mine, cryo625 cr2.00 lb
Mine, deafening450 cr2.00 lb
Mine, electrifying550 cr2.00 lb
Mine, flash600 cr2.00 lb
Mine, ion525 cr2.00 lb
Mine, panic700 cr2.00 lb
Mine, plasma250 cr2.00 lb
Mine, stun475 cr2.00 lb
Life Support
Underwater respirator300 cr.50 lb
Water suit1,500 cr20.00 lb
Medical
Arm prosthesis450 cr16.00 lb
Ear prosthesis100 cr.50 lb
Eye prosthesis250 cr.50 lb
Facial prosthesis300 cr2.00 lb
Foot prosthesis150 cr4.00 lb
Forearm prosthesis300 cr8.00 lb
Hand prosthesis225 cr3.00 lb
Leg prosthesis450 cr24.00 lb
Throat prosthesis325 cr2.00 lb
Torso prosthesis600 cr36.00 lb
Storage
Camtono750 cr3.00 lb
Smugglepack400 cr6.00 lb
Utilities
Computer spike145 cr.50 lb
Security spike150 cr.50 lb
Weapon and Armor Accessories
Ammo-feed belt450 cr1.00 lb
Holster75 cr2.00 lb
Power belt400 cr1.00 lb
Rocketpack10,000 cr35.00 lb

Tools

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, pick a lock, or slice into a computer. Your species, class, background, or feats give you proficiency with certain tools. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. Like skills, proficiency with a tool allows you to add your proficiency bonus to checks you make with it. Unlike skills, you must have your tools present in order to make an ability check with them.

The table shows examples of some of the most common types of tools. Each tool falls under one of four categories: artisan's implements, gaming sets, musical instruments, or specialist's kits. Each tool requires a separate proficiency.

Artisan's Implements

Artisan's implements are predominantly designed for building and crafting things of permanent nature. Each set of implements focuses on a specific craft.

Artist's Implements. Artist's implements encompasses any set of tools designed to create art.

Audiotech's Implements. Audiotech's implements are for crafting and tuning musical instruments.

Constructor's Implements. Constructor's implements are for creating and fortifying structures.

Cybertech's Implements. Cybertech's implements are used for crafting and modifying wristpads.

Geneticist's Implements. Geneticist's implements are for creating and grafting genetic mutations.

Jeweler's Implements. Jeweler's implements are used to appraise gemstones and create jewelry.

Surveyor's Implements. Surveyor's implements are used to create both physical and digital maps.

Synthweaver's Implements. Synthweaver's implements create and modify articles of clothing.

Writer's Implements. Writer's implements contains everything needed to create and publish physical and digital written works.

Gaming Sets

This item encompasses a wide range of game pieces, including dice and/or decks of cards. A few common examples appear on the Tools table, but other kinds of gaming sets exist.

Musical Instruments

Several of the most common types of musical instruments are shown on the table as examples. Musical instruments can often be used in place of—or in addition to—a performance.

Specialist's Kits

Like artisan's implements, specialist's kits are need to pursue a craft or trade. Some specialist's kits are used to craft items that are impermanent, such as grenades, medpacs, or poisons while other tools are used to achieve a specific purpose, such as picking locks or creating a disguise.

Alchemist's Kit. Alchemist's kits contains everything needed to enhance creatures and items with alchemy.

Archaeologist Kit. Archelogist kits contains instruments used to collect gems and relics.

Artillerist's Kit. Artillerist's kits contains all the necessary tools to create, repair, and modify turrets.

Bioanalysis Kit. Bioanalysis kits contains a variety of instruments to harvest and store plants and herbs.

Brewer's Kit. Brewer's kits contains a variety of devices and containers to adequately distill and house liquors and beers.

Munitions Kit. Munitions kits contains the necessary tools to create ammunition for blasters, as well as devices to hone lightweapons and vibroweapons.

Scavenging Kit. Scavenging kits contains the necessary implements to harvest and scavenge ores and metals.

Spicer's Kit. Spicer's kits contains the required tools to create and refine illicit substances.

Tools

ItemCostWeight
Artisan's implements
Artist's implements100 cr5.00 lb
Audiotech's implements550 cr7.00 lb
Constructor's implements100 cr7.00 lb
Geneticist's implements900 cr4.00 lb
Jeweler's implements250 cr2.00 lb
Surveyor's implements500 cr6.00 lb
Synthweaver's implements250 cr2.00 lb
Writer's implements200 cr3.00 lb
Gaming set
Chatta-ragul set450 cr11.00 lb
Kirgatz set250 cr6.00 lb
Musical instrument
Bandfill300 cr2.00 lb
Chindinkalu horn120 cr7.00 lb
Fanfar220 cr4.00 lb
Fizzz160 cr3.00 lb
Kloo horn330 cr2.00 lb
Mandoviol425 cr1.00 lb
Shawm20 cr1.00 lb
Slitherhorn120 cr2.00 lb
Traz300 cr6.00 lb
Valahorn340 cr4.00 lb
Xantha170 cr7.00 lb
Specialist's kit
Alchemist's kit500 cr2.00 lb
Archaeologist kit125 cr4.00 lb
Artillerist's kit275 cr11.00 lb
Bioanalysis kit50 cr3.00 lb
Brewer's kit200 cr9.00 lb
Munitions kit425 cr6.00 lb
Scavenging kit75 cr4.00 lb
Spicer's kit700 cr4.00 lb

Trade Goods

Trade is an essential part of the galactic economy. Many spacers make their living buying and selling goods along hyperspace routes that connect the galaxy's major worlds.

A merchant may be chartered by an individual or a corporation to deliver goods to a certain port, or move goods along a specified route. During times of war, opportunities abound in the shipping of ammunition and medical supplies. Some traders, seeking to earn a quick profit, may resort to smuggling illegal or restricted cargo on behalf of one of the galaxy's many crime syndicates. The Trade Goods table shows the value of commonly exchanged goods.

Trade Goods

CostGoods
100 crAnimal, common
500 crAnimal, livestock
2,000 crAnimal, uncommon
100 crArt. common
1,000 crArt. quality
10,000 crArt, precious
400 crBacta, 1 gal
10 crFood, common (5 lbs)
20 crFood. quality (5 lbs)
50 crFood. exotic (5 lbs)
10,000 crGems, exotic (1 carat)
100 crGems, semiprecious (1 carat)
1,000 crGems, precious (1 carat)
10 crHolovid
2,500 crMetal, common (1 ton)
100 crMetal, semi-precious (1 lb)
5,000 crMetal, precious (1 lb)
1,500 crOre. common (1 ton)
2,000 crSpice, common (1 lb)
5,000 crSpice, precious (1 lb)
10,000 crSpice, illicit (1 lb)

Substances

Substances, most commonly coming in the alcohol and spice varieties, are goods often sought after by the more seedy denizens of the Star Wars underworld. Whether legal or not, people search for these wares, whether to consume or profit on.

Consumption

Consuming substances offers powerful temporary boons in the form of a high, potentially offset by a subsequent low. Additionally, consuming substances regularly risks addiction, which reduces the efficacy of substances until a creature abstains from using them.

Highs and Lows

Each substance offers a high followed immediately by a potential low. For the duration of the high, a creature might gain a bonus to an ability score, temporary force or tech points, or some other boon. Immediately when the high ends, the character must succeed on a saving throw depending on the substance or suffer a longer-lasting low, which reverses the effects. The high and low varies depending on the substance consumed, and the duration of the high and low vary based on the rarity of the substance consumed, as determined in the item's description.

A creature can only benefit from one substance at a time. If a creature consumes an additional unit of a substance, while currently experiencing a high or a low, they must immediately make a saving throw to resist the effects of addiction before applying the benefits of the consumed substance. Consuming a substance while experiencing a low immediately ends the low, but any time remaining in that low is added to the duration of the low of the additional consumed substance.

Addiction

Consuming substances regularly also risks becoming addicted to a substance. When the low of a substance ends, a creature must make a saving throw, determined by what substance they are coming off of, as determined in the substance's description. Addiction is measured in six levels. An effect can give a creature one or more levels of addiction, as specified in the effect's description.

Addiction Level
LevelEffect
1The duration of lows is doubled.
2The duration of highs is halved.
3The duration of lows is quadrupled, instead of doubled.
4The effect of highs is halved.
5The effect of lows is maximized.
6The effect of highs is minimized.
Substances
ItemCostWeight
Alcoholic beverages
Deuterium-pyro80 cr.50 lb
Mummergy65 cr.50 lb
Novanian grog70 cr.50 lb
Raava95 cr.50 lb
Spicebrew90 cr.50 lb
Tihaar85 cr.50 lb
Tsiraki60 cr.50 lb
Vayerbok75 cr.50 lb
Spices
Andris75 cr.25 lb
Cilona60 cr.25 lb
Giggledust80 cr.25 lb
Glitterstim95 cr.25 lb
Karrak90 cr.25 lb
Muon gold65 cr.25 lb
Yaladai70 cr.25 lb
Yarrock85 cr.25 lb

If an already addicted creature suffers another effect that causes addiction, its current level of addiction increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of addiction as well as all lower levels. For example, a creature suffering level 2 addiction has the duration of its lows doubled, and the duration of its highs halved.

An effect that removes addiction reduces its level as specified in the effect's description, with all addiction effects ending if a creature's addiction level is reduced below 1.

If a creature abstains from consuming a substance for 24 hours, they can make a Wisdom saving throw to reduce their addiction level by 1, provided they've completed a long rest during that 24 hours. The DC for the saving throw equals 10 + the creature's addiction level. On a success, their addiction level is reduced by 1. For instance, a creature suffering addiction level 3 can abstain from consuming any substance for 24 hours. If they do so, and they complete a long rest during that 24 hour period, they can make a DC 13 Wisdom saving throw. On a success, their addiction level is reduced to 2.

Availability

While alcoholic beverages are legal on most planets, spices are not. Whether or these items are readily available is up to your GM.

Alcoholic Beverages

The alcoholic beverages are presented in alphabetical order.

Deuterium-pyro

This alcoholic beverage, favored amongst ruffians, features a terrible flavor and strong aftertaste. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Mummergy

Mummergy is a strong-smelling liquor derived from a plant of the same name. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Novanian Grog

This grog features a pungent odor and a strong kick. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d3. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Raava

Raava is a traditional liquor breed from zsajhira berries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Spicebrew

Spicebrew, a popular drink across the galaxy, is a tanned alcoholic beverage topped with foam. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d3. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Tihaar

This colorless spirit, favored by Mandalorians, burns the mouth and throat when consumed. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check or saving throw using Constitution, and at the start of each of the creature's turns it gains 2d3 temporary hit points. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by 2d3. If this would reduce your maximum hit points below 1, it instead becomes 1. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Tsiraki

Tsiraki is a blue-colored alcoholic beverage crafted from fermented salakberries and pickling spices. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Vayerbok

Vayerbok is a thick, green, vegetable-based alcoholic beverage typically served hot. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.

Spices

The spices are presented in alphabetical order.

Andris

Refined andris crystal, a spice mined most commonly on Sevarcos II, sharpens a creature's mind when smoked. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.

Cilona

Cilona, the active ingredient in deathsticks, is a hallucinogen that causes an ecstatic feeling that improves strength. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.

Giggledust

This sandy-brown powder makes everything humorous while enhancing a creature's nimbleness. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.

Glitterstim

A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 14 Constitution

saving throw to resist addiction.

Karrak

A powerful painkiller, karrak allows creatures to continue through the most grievous injuries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check or saving throw using Constitution, and at the start of each of the creature's turns it gains 2d3 temporary hit points. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by 2d3. If this would reduce your maximum hit points below 1, it instead becomes 1. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.

Muon Gold

Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d3. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.

Yaladai

Yaladai is a powerful stimulant that grants extreme clarity, improving relaxation and focus. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d3. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.

Yarrock

Yarrock is a hallucinogen which is said to instill a creature with a clear vision of "the meaning of life", granting a boost to confidence. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.