WEAPON PROPERTIES
Many weapons have special properties related to their use, as shown in the Weapons table.
Auto
Weapons with this property can only fire in burst, penetrating, or rapid modes. If the weapon has any combination of burst, penetrating, and rapid modes, you choose which mode to use. You can only use one mode at a time.
Burst
When you would make a ranged weapon attack with a weapon with this property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the burst number. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon’s normal damage. Before you use this property, you can declare one creature that would be affected by it. If the creature fails its save, in addition to the weapon’s normal damage, it is subjected to any additional effects that would occur on a hit. 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.
Dexterity
A weapon with this property requires more skill to control. While wielding it, you have disadvantage on attack rolls unless you meet the Dexterity requirement.
Disguised
You have advantage on Charisma (Deception) checks made to hide the nature of a weapon with this property.
Double
A weapon with this property can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with Double-Weapon Fighting. See the rules for Double-Weapon Fighting in chapter 9.
Finesse
When making an attack with a weapon with this property, 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.
Fixed
A weapon with this property does not fill the hand, but you can’t use the weapon while the hand is full. Additionally, you have a +10 bonus to ability checks and saving throws to avoid being disarmed of this weapon.
Heavy
When you hit with an attack roll using Strength with a weapon with this property, you deal additional damage equal to half your Strength modifier (minimum of +1).
Hidden
You have advantage on Dexterity (Sleight of Hand) checks made to conceal a weapon with this property.
Interlocking
While wielding a weapon with the interlocking property, you can use your object interaction to detach the weapon into two separate weapons or reattach into a single weapon. While separated, each weapon has the same damage, damage type, combined value and weight, and properties (except for the double property) as the single weapon.
Light
A weapon with this property is small and easy to handle, making it ideal for use when engaging in Double- or Two-Weapon Fighting. See the rules for Double- and Two-Weapon Fighting in chapter 9.
Luminous
A weapon with this property sheds dim light in a 5-foot radius while activated. Additionally, Dexterity (Stealth) checks made while the weapon is activated have disadvantage.
Penetrating
When you would make a ranged weapon attack with a weapon with this property, you can instead attempt to penetrate and hit a creature behind the target, consuming ammunition equal to the penetrating number. Make an attack roll against the initial target. If the attack hits, there is a creature within 15 feet of that creature and directly behind it, and the original attack roll would hit the second creature, it also takes normal weapon damage. Alternatively, you can use this property to fire at a creature through partial cover. When you do so, you reduce the target’s cover by one step (from three-quarters to half or half to one-quarter), rather than targeting a second creature.
Power Cell
Weapons with this property are fueled by power cells, which must be loaded in order to fire the weapon.
Range
A weapon that can be used to make a ranged attack has this property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Rapid
When you would make a ranged weapon attack with a weapon with this property, you can instead unload on a single target, consuming ammunition equal to the rapid number. The target must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, roll the weapon’s damage dice twice and add them together, adding relevant modifiers as normal and subjecting the target to any additional effects that would occur on a hit. 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.
Reach
A weapon with this property adds 5 feet to your reach with it.
Reload
A number of shots equal to the reload number can be made with a weapon with this property. A character must then reload it using an action or a bonus action (their choice). You must have one free hand to reload.
Returning
When you throw a weapon with this property, it automatically returns to your hand after the attack is complete, whether you hit or miss.
Slug Cartridge
Weapons with this property fire slug cartridges, which must be loaded in order to fire the weapon.
Special
A weapon with this property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
Strength
A weapon with this property has a heavy kickback. While wielding it, you have disadvantage on attack rolls unless you meet the Strength requirement. If the weapon has the burst, penetrating, or rapid property, you must meet the Strength requirement to use this feature. If the weapon lacks the two-handed property, you can wield the weapon in two hands to temporarily reduce the strength number by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If this would reduce the strength number below 11, you ignore it entirely.
Thrown
Weapons with this property can be thrown to make a ranged attack. If the weapon would normally be used to make melee weapon attacks, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Two- Handed
A weapon with this property requires two hands to use.
Versatile
A weapon with this property can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
Volatile
A weapon with this property is a particularly powerful or juryrigged weapon. Critical Failures with this weapon have a 10% chance to cause the weapon to explode while Critical Hits roll double damage die.
SPECIAL WEAPONS
Weapons with special rules are described below.
Net
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.
Vibrodart
Due to their diminutive size, vibrodarts make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
Wrist Launcher
Rather than traditional power cells, the wrist launcher fires specialized projectiles in the form of darts, small missiles, or specialized canisters.
Weapons
Simple Weapons
Name |
Cost |
Damage |
Weight |
Properties |
Blaster carbine |
425 cr |
1d6 energy |
5.50 lb |
Power cell (range 70/280), reload 16, two-handed |
Blaster pistol |
175 cr |
1d6 energy |
2.50 lb |
Power cell (range 50/200), reload 16 |
Bowcaster |
1,150 cr |
1d10 energy |
11.00 lb |
Burst 4, power cell (range 50/200), reload 4, strength 13, two-handed |
Hold-out |
225 cr |
1d4 energy |
0.50 lb |
Hidden, light, power cell (range 30/120), reload 8 |
Ion carbine |
750 cr |
1d3 ion |
5.00 lb |
Power cell (range 60/240), reload 16, two-handed |
Ion pistol |
250 cr |
1d3 ion |
1.00 lb |
Power cell (range 40/160), reload 16 |
Light pistol |
250 cr |
1d4 energy |
0.50 lb |
Light, power cell (range 40/160), reload 8 |
Light repeater |
625 cr |
1d6 energy |
6.00 lb |
Auto, power cell (range 50/200), rapid 5, reload 20, two-handed |
Light slugpistol |
250 cr |
1d4 kinetic |
1.00 lb |
Light, reload 8, slug cartridge (range 35/140) |
Scattergun |
625 cr |
1d6 kinetic |
2.00 lb |
Burst 2, reload 8, slug cartridge (range 30/120), strength 11 |
Shotgun |
725 cr |
2d4 kinetic |
6.50 lb |
urst 2, reload 4, slug cartridge (range 30/120), strength 11, two-handed |
Slugpistol |
325 cr |
1d6 kinetic |
3.00 lb |
Rapid 8, reload 16, slug cartridge (range 40/160), strength 11 |
Wristblaster |
200 cr |
1d4 energy |
0.50 lb |
Disguised, fixed, light, power cell (range 30/120), reload 8 |
Wrist launcher |
400 cr |
|
2.00 lb |
Fixed, reload 1, special (range 30/120) |
Hardlight Smallsword |
375 cr |
1d6 energy |
1.50 lb |
Finesse, hidden, luminous |
Hardlight club |
1,300 cr |
1d10 energy |
3.75 lb |
Dexterity 11, heavy, luminous, two-handed |
Hardlight Dagger |
425 cr |
1d4 energy |
1.00 lb |
Finesse, hidden, light, luminous, thrown (range 20/60) |
Hardlight Lance |
1,275 cr |
2d4 energy |
4.25 lb |
Dexterity 11, luminous, reach, two-handed |
Hardlight Sword |
450 cr |
1d6 energy |
2.25 lb |
Hidden, luminous, versatile (2d4) |
Electro dagger |
50 cr |
1d4 kinetic, |
0.50 lb |
Finesse, light, thrown (range 20/60) |
Electro knuckler |
75 cr |
1d6 kinetic |
1.25 lb |
Hidden, light |
Electro mace |
700 cr |
1d10 kinetic |
7.00 lb |
Dexterity 11, heavy, two-handed |
Electro spear |
125 cr |
1d6 kinetic |
4.00 lb |
Thrown (range 25/75), versatile (2d4) |
Electro staff |
100 cr |
1d6 kinetic |
4.00 lb |
Versatile (2d4) |
Electro axe |
75 cr |
1d kinetic |
1.00 lb |
Light, thrown (range 25/75) |
|
|
|
|
|
Martial Weapons
Assault cannon |
1,550 cr |
1d12 energy |
15.00 lb |
Burst 4, power cell (range 90/360), reload 4, strength 15, two-handed |
Beam rifle |
1,850 cr |
2d6 energy |
16.00 lb |
Penetrating 2, power cell (range 150/600), reload 2, strength 15, two-handed, Volatile |
Blaster rifle |
525 cr |
1d8 energy |
7.50 lb |
Power cell (range 105/420), reload 12, two-handed |
Carbine rifle |
925 cr |
1d8 energy |
8.50 lb |
Auto, power cell (range 90/360), rapid 3, reload 12, strength 11, two-handed |
Cycler rifle |
825 cr |
1d8 kinetic |
7.50 lb |
Rapid 2, reload 8, slug cartridge (range 90/360), strength 11, two-handed |
Heavy blaster rifle |
1,025 cr |
2d4 energy |
10.00 lb |
Power cell (range 100/400), rapid 2, reload 8, strength 13, two-handed |
Heavy bowcaster |
1,750 cr |
1d12 energy |
15.50 lb |
Burst 2, power cell (range 90/360), reload 4, strength 17, two-handed |
Heavy carbine |
775 cr |
1d8 energy |
7.50 lb |
Power cell (range 60/240), rapid 4, reload 16, strength 11, two-handed |
Heavy pistol |
300 cr |
1d8 energy |
4.00 lb |
Power cell (range 45/180), reload 16 |
Heavy repeater |
1,225 cr |
2d4 energy |
11.00 lb |
Auto, burst 4, power cell (range 80/320), rapid 4, reload 8, strength 13, two-handed |
Heavy shotgun |
1,125 cr |
2d4 kinetic |
9.50 lb |
Burst 2, reload 8, slug cartridge (range 60/240), strength 13, two-handed |
Heavy Slugpistol |
375 cr |
1d8 kinetic |
3.50 lb |
Rapid 8, reload 12, slug cartridge (range 30/120) |
Hunting rifle |
1,000 cr |
1d10 kinetic |
11.00 lb |
Reload 4, slug cartridge (range 125/500), strength 11, two-handed |
Ion cannon |
3,800 cr |
1d10 ion |
16.50 lb |
Auto, burst 4, power cell (range 90/360), reload 4, strength 15, two-handed |
Ion rifle |
1,150 cr |
1d6 ion |
8.00 lb |
Power cell (range 80/320), reload 8, two-handed |
Repeating blaster |
1,025 cr |
1d8 energy |
9.00 lb |
Auto, burst 4, power cell (range 75/300), rapid 4, reload 8, strength 11, two-handed |
Rotary cannon |
1,500 cr |
1d10 energy |
12.50 lb |
Auto, power cell (range 75/300), rapid 2, reload 8, strength 13, two-handed |
Slugthrower |
525 cr |
1d8 kinetic |
7.50 lb |
Reload 12, slug cartridge (range 105/420), two-handed |
Sniper rifle |
1,300 cr |
1d12 energy |
13.50 lb |
Power cell (range 150/600), reload 2, strength 13, two-handed |
Subrepeater |
625 cr |
1d6 energy |
4.00 lb |
Auto, rapid 4, light, power cell (range 30/120), reload 16, strength 11 |
Hardlight Dualblade |
725 cr |
1d8 energy |
2.25 lb |
Double (1d8 energy), finesse, luminous |
Plasma Blade |
1,725 cr |
2d6 energy |
3.25 lb |
Dexterity 11, luminous, two-handed, Volatile |
Plasma axe |
1,550 cr |
1d12 energy |
3.75 lb |
Dexterity 11, heavy, luminous, two-handed, Volatile |
Hardlight Rapier |
475 cr |
1d8 energy |
1.50 lb |
Finesse, hidden, luminous |
Plasma Pike |
1,675 cr |
1d10 energy |
5.25 lb |
Dexterity 11, luminous, reach, two-handed,Volatile |
Plasma Whip |
750 cr |
1d4 energy |
3.50 lb |
Finesse, hidden, luminous, reach, Volatile |
Hardlight Splitsword |
1,500 cr |
2d4 energy |
3 lb |
Double (2d4 energy), interlocking, luminous |
Doublesword |
450 cr |
1d8 kinetic |
5.50 lb |
Double (1d8 kinetic), finesse |
Net |
300 cr |
- |
3.00 lb |
Light, finesse, special, thrown (range 15) |
Poweraxe |
950 cr |
1d12 kinetic |
9.25 lb |
Dexterity 11, heavy, two-handed |
Powerblade |
200 cr |
1d8 kinetic |
5.00 lb |
Versatile (1d10) |
Powerpike |
950 cr |
1d10 kinetic |
9.25 lb |
Dexterity 11, reach, two-handed |
Powerrapier |
150 cr |
1d8 kinetic |
3.50 lb |
Finesse |
Powersword |
1,150 cr |
2d6 kinetic |
9.25 lb |
Dexterity 11, two-handed |
Powerwhip |
275 cr |
1d4 kinetic |
3.50 lb |
Finesse, reach |
Powerstaff |
650 cr |
2d4 kinetic |
5.25 lb |
Dexterity 11, double (2d4 kinetic), light |
EQUIPMENT PACKS
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
BURGLAR’S PACK
Costs 290 credits. Includes a backpack, two glowrods, a hydrospanner, a fusion cutter, a chronometer, a grappling hook, 5 days of field rations, and a canteen.
DIPLOMAT’S PACK
Costs 330 credits. Includes a chest, a set of fine clothes, a datapad, 5 datacards, a stylus, 5 days of field rations, and a canteen.
DUNGEONEER’S PACK
Costs 320 credits. Includes a backpack, five glowrods, a fusion cutter, a grappling hook, a chronometer, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.
ENTERTAINER’S PACK
Costs 420 credits. Includes a backpack, a bedroll, two costumes, two glowrods, 5 days of field rations, a canteen, and a disguise kit.
EXPLORER’S PACK
Costs 250 credits. Includes a backpack, a bedroll, a blanket, a mess kit, two glowrods, a commlink, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.
PRIEST’S PACK
Costs 275 credits. Includes a backpack, a blanket, two glowrods, a datapad, a traumakit, 5 days of field rations, and a canteen.
SCHOLAR’S PACK
Costs 290 credits. Includes a backpack, a datapad, 5 datacards, a stylus, a holorecorder, 5 days of field rations, and a canteen.
TECHNOLOGIST’S PACK
Costs 670 credits. Includes a backpack, chronometer, respirator, datapad, Webcomm, commlink, bedroll, canteen, and 5 days of field rations.
AMMUNITION
Dart
This wrist launcher ammunition deals 1d6 kinetic damage on a hit.
Ammunition |
Cost |
Weight |
Dart |
5 cr |
- |
Missile, fragmentation |
100 cr |
.50 lb |
Power cell |
10 cr |
1.00 lb |
Projector canister, cryo |
350 cr |
2.00 lb |
Projector canister, incendiary |
325 cr |
2.00 lb |
Slug cartridge |
2 cr |
- |
MISSILE, FRAGMENTATION
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 1d10 kinetic damage on a failed save or half as much on a successful one.
Power Cell
Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.
Projector Canister, Cryo
When triggered, this wrist launcher 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 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 1d4 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. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.
Projector Canister, incediary
When triggered, this wrist launcher ammunition produces a burst of flame 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 Dexterity saving throw, taking 1d8 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. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.
Slug Cartridge
Slug cartridges are ammunition for blaster weapons that deal kinetic damage. When you reload a weapon that uses cartridges, you can reload any number of cartridges up to the weapon’s reload number as a part of the same action.
COMMUNICATIONS
Communications |
Cost |
Weight |
Commlink |
50 cr |
.50 lb |
Comm jammer |
450 cr |
3.00 lb |
Commlink, hands-free |
200 cr |
1.00 lb |
Webcomm |
300 cr |
2.00 lb |
Webtrace device |
1,000 cr |
5.00 lb |
Pocket scrambler |
800 cr |
1.00 lb |
Commlink
commlinks are simple handheld communication devices, fitted with microphones and receivers. Basic, personal commlinks have a range of up to 30 miles, but are reduced in dense, urban areas or areas of high level interference. The commlink lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.
Comm Jammer
A device used to scramble and block transmissions from communications devices in a 300 foot radius. The device can be activated or deactivated as an action. Any creature sending incoming or outgoing communications within range must succeed on a DC 15 Intelligence (Technology) check. On a failure, their communications are jammed until the comm jammer is deactivated or they move out of its range. The comm jammer lasts for 1 hour and can be recharged by connecting to a power source or by replacing the power cell.
Commlink, Hands-free
A hands-free commlink functions as a commlink, but can be installed in a helmet or worn independently, such as on your head or ear.
Webcomm
A Webcomm is a communications unit that utilizes the Union Web. It enables users to send and receive messages through UWeb-based transmission networks.
Webtrace Device
A Webtrace device is a wrist-worn gadget that can be used to trace a UWeb transmission back to its source.
Pocket Scrambler
A pocket scrambler is a simple add-on to any commlink that automatically encodes any messages sent out. The transmitted message can only be read by a device equipped with a matched scrambler.
DATA RECORDING AND STORAGE
Data Recording and Storage |
Cost |
Weight |
Code cylinder |
20 cr |
.50 lb |
Datacard |
5 cr |
- |
Holopad |
1,000 cr |
2.00 lb |
Datapad |
100 cr |
.50 lb |
Arcpad |
1,000 cr |
2.00 lb |
Holorecorder |
100 cr |
1.00 lb |
Stylus pen |
10 cr |
.50 lb |
Wristpad |
600 cr |
2.00 lb |
Code Cylinder
Code cylinders are security devices in the shape of short cylinders that contain coded information about their bearers and grant them access to secure areas.
Datacard
A datacard or data disk is a flat, hand-held device used in conjunction with a datapad to store information.
Holopad
A Holopad is a type of Arcpad that can be accessed by non-magic users and are mainly used to store encrypted data. They are complete with an interactive projection to access the information.
Datapad
A datapad is a small electronic device used for the input, storage and displaying of information. It features a holoprojective surface for 3D viewing.
Arcpad
Arcpads are information-storage devices used by megic users that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the the correct magical trigger
Holorecorder
A holorecorder is a device used to record and project holograms. Some droid models are equipped with internal holorecorders.
Stylus Pen
A stylus pen is designed to write on both solid surfaces and touch screen interfaces.
Wristpad
A wristpad is a harness with an integrated datapad and holoprojector interface that fits on the forearm and includes self-charging battery packs.
EXPLOSIVES
Explosives |
Cost |
Weight |
Grenade, fragmentation |
100 cr |
1.00 lb |
Grenade, gas |
300 cr |
1.00 lb |
Grenade, ion |
250 cr |
1.00 lb |
Grenade, plasma |
125 cr |
1.00 lb |
Mine, fragmentation |
200 cr |
2.00 lb |
Mine, gas |
625 cr |
2.00 lb |
Mine, incendiary |
550 cr |
2.00 lb |
Thermal detonator |
2,000 cr |
1.00 lb |
GRENADE, FRAGMENTATION
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 2d10 kinetic damage on a failed save, or half as much as on a successful one.
GRENADE, GAS
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, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.
When a creature enters the fog or starts its turn there, it creature must make a DC 14 Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.
GRENADE, ION
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 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
GRENADE, PLASMA
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 2d10 energy damage on a failed save, or half as much as on a successful one.
MINE, FRAGMENTATION
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 kinetic damage on a failed save, or half as much as on a successful one.
MINE, GAS
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, the mine fills the air in a 15-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.
When a creature enters the fog or starts its turn there, it creature must make a DC 14 Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.
MINE, INCENDIARY
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, the mine sets the ground in a 15-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.
THERMAL DETONATOR
Thermal detonators are unique in that can only be turned off by whoever turned them on. They 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 20 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.
Life Support
Life Support |
Cost |
Weight |
Emergency shelter |
600 cr |
15.00 lb |
Respirator |
200 cr |
1.00 lb |
EMERGENCY SHELTER
This shelter comes packed in a 2-foot-long tube. When activated, the shelter deploys, expanding to full size in 1 minute. The shelter is 8 feet long, 8 feet wide, and 6 feet tall, and can house up to six Medium creatures. The shelter includes spikes that automatically mount to the ground, provided they can find purchase. The shelter comes with an integrated power generator, faint glowing lights in the interior which provide dim light, and creatures in the shelter are protected from the elements, including hot and cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The shelter’s power generator lasts for seven days, after which it stops providing light. The shelter can be collapsed and restored over the course of 10 minutes.
RESPIRATOR
A respirator, or breath mask, is a portable device that includes 1 hour’s worth of oxygen. The respirator is designed to function in all environments.
MEDICAL SUPPLIES
Medical |
Cost |
Weight |
Antitoxkit |
600 cr |
4.00 lb |
Emergency battery |
70 cr |
5.00 lb |
Traumakit |
50 cr |
3.00 lb |
Medpac |
300 cr |
.50 lb |
Poison |
125 cr |
.50 lb |
Repair kit |
750 cr |
3.00 lb |
ANTITOX KIT
An antitoxkit contained a variety of wide-spectrum antidote hypospray injectors that were designed to neutralize all known poisons. A kit has five charges. As an action, you can administer a charge of the kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.
EMERGENCY BATTERY
All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the battery to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.
MEDPAC
A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore hit points to a beast or humanoid within 5 feet. The creature rolls one die equal to the size of their Hit Die and regains hit points equal to the amount rolled + their Constitution modifier (minimum of one hit point). If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.
POISON
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 14 Constitution saving throw, taking 2d4 poison damage on a failed save or half as much on a successful one. Once applied, the poison retains potency for 1 minute before drying.
REPAIR KIT
A repair kit included the basic tools needed to repair a droid or construct after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore hit points to a droid or construct within 5 feet. The creature rolls one die equal to the size of their Hit Die and regains hit points equal to the amount rolled + their Constitution modifier (minimum of one hit point). If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.
TRAUMAKIT
A common traumakit is stocked with essentials for the treatment of wounds. A traumakit has five uses. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
STORAGE
Storage |
Cost |
Weight |
Backpack |
50 cr |
5.00 lb |
Bottle |
20 cr |
1.00 lb |
Canteen |
10 cr |
3.00 lb |
Crate |
50 cr |
25.00 lb |
Chest |
50 cr |
25.00 lb |
Pitcher |
8 cr |
2.00 lb |
Pouch |
5 cr |
1.00 lb |
BACKPACK
A backpack stores 30 lb., not exceeding 1 cubic foot.
BOTTLE
A bottle stores 1 and 1/2 pints of liquid.
CANTEEN
A canteen stores 4 pints of liquid.
CRATE
A crate stores 40 gallons of liquid or 4 cubic feet of solid.
CHEST
A chest stores 300 lb., not exceeding 12 cubic feet.
PITCHER
A pitcher stores 1 gallon of liquid.
POUCH
A pouch stores 6.00 lb., not exceeding 1/5 cubic foot.
UTILITIES
Utilities |
Cost |
Weight |
Bedroll |
10 cr |
7.00 lb |
Blanket |
5 cr |
3.00 lb |
Binders |
50 cr |
6.00 lb |
Chronometer |
100 cr |
1.00 lb |
Fibercord cable, 50 ft (rolled) |
20 cr |
2.00 lb |
Field rations (one day’s) |
5 cr |
1.00 lb |
Fusion cutter |
25 cr |
2.00 lb |
Glowrod |
10 cr |
2.00 lb |
Grappling hook |
50 cr |
4.00 lb |
Heat generator |
400 cr |
4.00 lb |
Homing beacon |
450 cr |
1.00 lb |
Hydrospanner |
10 cr |
2.00 lb |
Macrobinoculars |
750 cr |
1.00 lb |
Mess kit |
20 cr |
1.00 lb |
Mirror |
50 cr |
.50 lb |
Ram, portable |
40 cr |
35.00 lb |
Restraining bolt |
350 cr |
1.00 lb |
Shovel |
7 cr |
5.00 lb |
Tent, two-person |
20 cr |
5.00 lb |
BINDERS
Binders can be used to restrain a Small or Medium creature with appropriate appendages. Applying binders takes an action, and the target must make a DC 14 Strength or Dexterity saving throw (the target chooses the ability to use). A hostile creature makes this save with advantage. Breaking the binders requires a DC 20 Strength check. Escaping them requires a DC 20 Dexterity check. A set of binders comes with one key. Without the key, unlocking the binders requires a DC 15 security kit to force open. Binders have an AC of 10 and 15 hit points. Destroying the binders frees the creature without harming it.
CHRONOMETER
A chronometer is a device that measures and keeps linear time.
FIELD RATIONS (ONE DAY’S)
Ration packs consist of dry foods suitable for extended travel, and are used when other food is scarce. Each pack is divided into portions and can provide enough food for one person per day.
FUSION CUTTER
A fusion cutter is a handheld cutting tool popular among technicians. It can cut through almost any reinforced material, given enough time. The internal power cell supplies an hour’s worth of continuous operation.
GLOWROD
Glowrods create a beam of light illuminating the area around you in bright light for a 20-foot radius and dim light for an additional 20 feet. The glowrod lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.
GRAPPLING HOOK
A grappling hook allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length.
HEAT GENERATOR
Heat generators are special devices typically worn on belts that function as a portable, personal heat supply. Activating or deactivating the generator requires a bonus action and, while active, you are adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.
HOMING BEACON
A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.
MACROBINOCULARS
Macrobinoculars are handheld viewing devices that allow users to observe distant objects. Some models are able to see into space from the surface of a planets.
MESS KIT
This box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
RAM, PORTABLE
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
RESTRAINING BOLT
Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.
Installing a restraining bolt takes 1 minute. The droid must make a DC 14 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.
WEAPON AND ARMOR ACCESSORIES
Weapon and Armor Accessories |
Cost |
Weight |
Bandolier |
100 cr |
2.00 lb |
Bipod |
200 cr |
2.00 lb |
Friction-grip gear |
2,000 cr |
12.00 lb |
Jetpack |
4,500 cr |
20.00 lb |
Remote detonator |
150 cr |
1.00 lb |
Rocket boots |
2,500 cr |
3.00 lb |
Stealth field generator |
8,000 cr |
3.00 lb |
Tracker utility vest |
150 cr |
3.00 lb |
Tripod |
450 cr |
16.00 lb |
BANDOLIER
A bandolier is worn across the chest. It has 12 pockets that can each hold a single item that weighs less than 2.00 lb, such as a vibrodagger, a fragmentation grenade, or a power cell. Once per turn, drawing an item from a bandolier does not require your object interaction.
BIPOD
A bipod is a device mounted to a two-handed blaster that lacks the fixed property to offer increased stability while prone. As an action, you can deploy or collapse the bipod. While deployed, you ignore the Strength requirement on the attached blaster with the strength property while you are prone, and your speed is reduced to 0. Additionally, while deployed and prone, you have a +10 bonus to ability checks and saving throws to avoid being disarmed of the weapon.
FRICTION-GRIP GEAR
A special set of gloves and boots that allow the wearer to stick to and climb surfaces. While wearing these items, you gain the ability to move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal your walking speed.
JETPACK
Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
REMOTE DETONATOR
A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to two mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 30 feet of the mines to detonate them.
ROCKET BOOTS
Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 25 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cells.
STEALTH FIELD GENERATOR
Stealth field generators are special devices typically worn on belts that function as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or cast a force or tech power.
TRACKER UTILITY VEST
A utility vest is a sleeveless item of clothing that includes several evenly-distributed pockets, popular among hunters, smugglers, and adventurers. The vest is made of leathery, hide material to resist rips, corrosion and water. The wearer can carry up to 10 light items (up to 1.00 lb each) without increasing their total encumbrance.
TRIPOD
A tripod is a device mounted to a two-handed blaster that lacks the fixed property to offer increased stability. Over the course of 1 minute, you can deploy or collapse the tripod. While deployed, you ignore the Strength requirement on the attached blaster with the strength property, and your speed is reduced to 0. Additionally, while deployed, you have a +10 bonus to ability checks and saving throws to avoid being disarmed of the weapon.
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 |
Cost |
Weight |
Armormech’s implements |
200 cr |
8.00 lb |
Armstech’s implements |
250 cr |
9.00 lb |
Artificer’s implements |
300 cr |
5.00 lb |
Astrotech’s implements |
400 cr |
12.00 lb |
Biotech’s implements |
450 cr |
6.00 lb |
Cybertech’s implements |
500 cr |
10.00 lb |
Gadgeteer’s implements |
350 cr |
7.00 lb |
Tinker’s implements |
500 cr |
10.00 lb |
Artisan’s implements are predominantly designed for building and crafting things of permanent nature. Each set of implements focuses on a specific craft.
Armormech’s Implements. Armormech’s implements are for crafting and repairing armor and shields.
Armstech’s Implements. Armstech’s implements are for crafting and repairing blasters and vibroweapons.
Artificer’s Implements. Artificer’s implements are for creating lightweapons.
Astrotech’s Implements. Astrotech’s implements are for crafting and modifying droids.
Biotech’s Implements. Biotech’s implements are used to create cybernetic augmentations.
Cybertech’s Implements. Cybertech’s implements are used for crafting and modifying wristpads.
Gadgeteer’s Implements. Gadgeteer’s implements are used for crafting many types of adventuring gear, such as jet packs or friction-grip gear.
Tinker’s Implements. Tinker’s implements are general use tools that can craft small and versatile trinkets.
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
Specialist’s kit |
Cost |
Weight |
Biochemist’s kit |
500 cr |
8.00 lb |
Chef’s kit |
70 cr |
8.00 lb |
Demolitions kit |
400 cr |
4.00 lb |
Disguise kit |
250 cr |
3.00 lb |
Forgery kit |
150 cr |
5.00 lb |
Mechanic’s kit |
650 cr |
25 lb |
Poisoner’s kit |
500 cr |
2.00 lb |
Security kit |
650 cr |
3.00 lb |
Slicer’s kit |
800 cr |
6.00 lb |
Trapper’s kit |
300 cr |
12.00 lb |
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.
Biochemist’s Kit. Biochemist’s kits are used to create and enhance medpacs and other healing implements.
Chef’s Kit. Chef’s kits are used to prepare food and identify food that might be spoiled or tampered with.
Demolitions Kit. Demolitions kits are used to create, enhance, and disarm explosives.
Disguise Kit. Disguise kits are used to modify a creature’s appearance, to hide their appearance or to mimic the appearance of others.
Forgery Kit. Forgery kits create false document and certifications, both physical and digital.
Mechanic’s Kit. Mechanic’s kits are used to craft and repair vehicles and starships.
Poisoner’s Kit. Poisoner’s kits are designed to create and identify poisons.
Security Kit. Security kits are used to bypass physical locks.
Slicer’s Kit. Slicer’s kits can bypass computerized defenses and locks.
Trapper’s Kit. Trapper’s kits can create, disarm, and disassemble traps.
EXPENSES
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.
LIFESTYLE EXPENSES
Lifestyle |
Price/Day |
Wretched |
- |
Squalid |
1 cr |
Poor |
2 cr |
Modest |
10 cr |
Comfortable |
20 cr |
Wealthy |
40 cr |
Aristocratic |
at least 100 cr |
Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
WRETCHED
You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.
SQUALID
You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed diseased.
POOR
A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a cantina. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, peddlers, thieves, mercenaries, and other disreputable types.
MODEST
A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, and the like.
COMFORTABLE
Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small domicile in a middle-class neighborhood or in a private room at a fine establishment. You associate with merchants, skilled tradespeople, and military officers.
WEALTHY
Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
ARISTOCRATIC
You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of the affluent. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.
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