Contents
-
The Mandalorian Faction
- 3 The Mandalorians
- 4 Faction Information
- 5 Faction Features
-
Warriors of Mandalore
-
6-16 The Mando'ade
- 7 Mandalorian Initiate - CR
- 9 Mandalorian Scout - CR
- 9 Mandalorian Heavy Gunner - CR
- 10 Mandalorian Commando - CR
- 11 Mandalorian Infiltrator - CR
- 12 Mandalorian Explosives Artiste - CR
- 13 Mandalorian Pyrotech - CR
- 14 Mandalorian Hunter - CR
- 15 Mandalorian Supercommando - CR 15
- 17 Mand'alor - CR 20
-
MANDALORIAN ARMORY
- 20Beskar'gam
- 21The Darksaber
- 22Equipment
- 23Tech Powers
-
The Mandalorian Crusaders
-
28The Mando'ade Crusaders
- 30Mandalorian Soldier
- 30Mandalorian Enforcer
- 31-32Mand'alor the Crusader
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31Crusader Armory
- 33The Mask of Mandalore
- 34Neo-Crusader Armor
- 35Weapons of the Crusaders
Updated statblocks
In the process of rebalancing all Mandalorians
Completed
Supercommando
The Mandalorians
The Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture.
History
In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, they moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Alliance to Restore the Republic in about 3 ABY and continued to serve the New Republic.
Culture
Central to the Mandalorian culture were the Resol'nare, or the "Six Actions". These six tenets defined what it meant to be a Mandalorian, and any who wished to be considered as such was expected to abide by them. The Resol'nare consisted of wearing armor, speaking the Mandalorian language, defending oneself along with one's family, contributing to the welfare of your clan, rallying to the Mand'alor when summoned, and raising one's children in the Mandalorian ways. In order to retain their heritage in the face of outside influence, Mandalorians placed a high value on rigorously carrying out the Resol'nare's tenets in a daily manner.
Many Mandalorian soldiers would become bounty hunters and mercenaries, selling their services to the highest bidder, many in the galaxy saw the Mandalorians as little else. While mercenary work and bounty hunting would be a primary means of income for the them, several Mandalorians earned their living as weaponsmiths, or bodyguards. Others toiled in workshops and factories, working the land as farmers, or as doctors. Despite the wide array of professions they took, every Mandalorian was combat trained and they could band together into an army on short notice. They were also considerably more sociable than many would expect. As long as individuals spoke their mind and said what they meant, looked them straight in the eye, paid their debts, never made a pass at a Mandalorian of the opposite sex unless they planned to become part of the culture, and respected the elderly—any Mandalorian who has reached such an age would be a renowned warrior—anyone who encountered a Mandalorian outside of combat was unlikely to come to harm.
Armor
The most recognizable symbol of the Mandalorian culture, Mandalorian armor was a catch-all term for the sets of distinctive full-body armor worn by Mandalorian warriors and soldiers throughout galactic history. Known as beskar'gam in the Mandalorian language of Mando'a—a name which meant "iron skin" when translated into Basic—Mandalorian armor was central to the Mandalorian way of life. The wearing of armor was one of the Resol'nare, the six tenets that defined the Mandalorian culture. In an expansive community comprised of beings from numerous origins, the easily identifiable armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.
The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years, including the incorporation of advanced helmet heads-up displays, and armor-mounted weapon systems such as flamethrowers and wrist rocket launchers. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. Mandalorian armor forged from beskar was highly prized for its incredible resilience, and while sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, as the highly independent Mandalorian people customized their armor with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns in accordance to their own tastes.
Mandalorians
Tier 17, lawful balanced
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 8 (-1)
- Assocation Proficiencies
Strength +18, Dexterity +7, Constitution +8, Wisdom +15,
Goals
Mandalorian culture places heavy emphasis on strength and worthiness. The primary goal of the Mandalorians is to prove that their strength is greater than that of others.
Beliefs
The Mandalorian's beliefs are
characterized by the Resol'nare, or the Six Actions:
A Mandalorian must wear armor.
A Mandalorian must speak Mando'a.
A Mandalorian must defend themself and their
family.
A Mandalorian must contribute to the overall well-
being of the clan.
A Mandalorian must raise their children as
Mandalorians.
A Mandalorian must heed Mandalore's call and
rally to their cause.
Traits
Mandalorians often share member traits of being strong, hardy, resilient, and uncompromising.
Insignia
The Mandalorian insignia—the Kyr'bes—features the skull of a mythosaur. It is a badge of honor that Mandalorians wear openly.
Headquarters
As a society of nomadic soldiers the Mandalorians have a myriad of headquarters throughout the galaxy. Their primary headquarters is their homeworld of Mandalore, with other planets in the Mandalore System, such as Akaan, Cheravh, Concord Dawn, Dxun, Mandallia, Ordo, and Shogun also falling under their control for much of their known history. There have also been times where they claim starships, such as the massive starship, the Spirit of Vengeance, their home.
Becoming a Mandalorian
Mandalorians are a large, galaxy-spanning faction, that doesn't rely on active recruitment. Instead, new members tend to seek out Mandalorian clans to join.
In order to join the Mandalorians, new members must be proficient in at least one martial weapon and require at least one workweek of faction activity downtime a month to retain status. They must also learn the history and traditions of the Mandalorian people.
Once they have shown their commitment to learning, they must then prove themselves to be an exceptional warrior. This can be done by fighting Mandalorians in unarmed combat or by accomplishing a feat of strength against a worthy opponent.
Maintaining Membership
To remain a Mando'ade you must follow the Resol'nare, or Six Actions.
The Six Actions
A Mandalorian must wear armor.
A Mandalorian must speak Mando'a.
A Mandalorian must defend themself and their family.
A Mandalorian must contribute to the overall well-being of the clan.
A Mandalorian must raise their children as Mandalorians.
A Mandalorian must heed Manda'lor's call and rally to their cause.
The ranks of the mando'ade
1st Rank - Verd
The same word as "warrior", a Verd is a competant, highly trained soldier of Mandalore.
2nd Rank - Ruus'alor
The Ruus'alor is a veteran soldier and warrior. He most frequently commands squads and patrols and is responsible for basic discipline as well as being a liason between higher ranking Mando'ade and the basic soldiers.
3rd Rank - Alor'ad
Alor'ade command a company strength unit. Usually, they are men and women with many years of service to their clan and the Mand'alor, and are veterans of many battles.
4th Rank - Aliit'alor
Aliit'alor are both high ranking generals and the chieftains of their respective clans. Depending on the size of their clan, an Aliit'alor can expect to command anywhere from brigade size units, to whole divisions, to full corps and even whole armies.
5th Rank - Mand'alor
The singular and ultimate title of Mand'alor is bestowed upon only one man or woman at a time, and he or she commands the Mando'ade both in times of war and of relative peace. He or she is the end all be all of Mandalorian society, and is the commander-in-chief of all Mandalorian forces across all theatres of war. A legitimate wielder of The Darksaber is also considered the current Mand'alor.
Faction Training.
Mandalorians have four faction training options. They have their faction-specific language, Mando'a. They also place heavy emphasis on crafting, with armormech's implements, armstech's implements, and gadgeteer's implements.
Faction Activities.
Mandalorians have three faction activities: Bounty Hunting, Mercenary Contracting, and Pit Fighting.
Enhanced Insignia.
Ruus'alor rank or higher Mandalorians have an enhanced insignia. While wearing their insignia, all Mandalorians can cast the combustive shot at-will tech power (Player's Handbook, page 230). Intelligence is their casting ability for this tech power.
Prototype Item Stockpile.
Alor'ad rank or higher Mandalorians can spend 100 days of downtime furthering mandalorian interests, they gain access to a set of Mandalorian Beskar'gam, an Improved suit of armor, an Improved shield, or an Improved Weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.
Advanced Item Stockpile.
Aliit'alor rank or higher Mandalorians can spend 200 days of downtime furthering mandalorian interests, they gain access to a Mandalorian Jetpack, a Superior suit of armor, a Superior shield, or a Superior Weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.
Legendary.
The Mand'alor can spend 500 days of downtime furthering the faction’s interests, they gain access to The Darksaber and can procure it at no cost.
The Mando'ade
The Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.
History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.
Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.
Armor. Known as beskar'gam, meaning "iron skin," Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.
The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.
Adding beskar armor
To add the effects of Beskar'gam to any mandalorian, add the Absorptive 1-3 armor property to any statblock.
Absorptive 1-3: When a creature takes damage from weapons, it 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.
Alternatively give them resistance to unenhanced or enhanced energy and kinetic damage, however the CR for every Mandalorian will go up by 2-4 CR.
Mandalorian Initiate
Medium humanoid, lawful neutral
- Armor Class 16 (weave armor)
- Hit Points 33 (6d8+6)
- Speed 30ft
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 11 (+0)
- Saving Throws Dexterity +5
- Skills Perception +4, Survival +4
- Senses darkvision 60 ft, passive Perception 14,
(Adv, sight and hearing)- Languages Galactic Basic, Mando'a
- Challenge 2 (450 XP) Proficiency Bonus +2
Mandalorian Tech. Weapons deal 2x dice of damage.
Actions
Multiattack. The mandalorian makes two weapon attacks.
Blaster Carbine. Ranged Weapon Attack: (105/420 ft.), +5, 2d6+3 (10) energy.
Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6+3 (10) kinetic damage.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Credit: Drake Ryzer
Special Equipment
This section is devoted to a comprehensive list of weapons, equipment, and other gadgets that any Mandalorian might have. Feel free as a GM to add these to any Mandalorian you use from this book.
Fill in any X with the mandalorian's attack or damage bonus as needed.
Additionally, add any of the following to any Mandalorian to create more varied encounters.
Grenades
The mandalorian throws a grenade at a point it can see within 30ft + (Str mod * 5ft) feet of it.
Fragmentation Grenade. DC 14 Dex save:
2d10 (11) [fail] or half [success] kinetic.
The mandalorian throws a grenade at a point it can see within 30ft + (Str mod * 5ft) feet of it. It explodes, affecting each creature within 10 feet.Flash Grenade. DC 14 Con save: blinded [fail] (1min; repeat start of turn).
The mandalorian throws a grenade at a point it can see within 30ft + (Str mod * 5ft) feet of it. It explodes, affecting each creature within 10 feet.Stun Grenade. DC 14 Con save: stunned [fail] (end of their next turn), unconscious [fail] (1 min, takes damage, another creature's action to wake, or repeat start of turn).
The mandalorian throws a grenade at a point it can see within 30ft + (Str mod * 5ft) feet of it. It explodes, affecting each creature within 10 feet.Rockets
Jetpack Rocket. Ranged: (100/400 ft.), To hit +X, 2d6+X (11) kinetic. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d10 (11) kinetic damage on a failed save or half as much on a successful one. When firing a rocket at long range, creatures within the radius of the rocket’s explosion have advantage on the saving throw.
Wrist Launcher
Wrist Flamer. Each creature in a 15-foot cone or 5-foot wide line from the mandalorian must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one.
The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Mandalorian Trooper
Medium humanoid, Lawful Neutral
- Armor Class 16 (mesh armor, light shield generator)
- Hit Points 39 (7d8+6)
- Speed 30ft
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 11 (+0)
- Saving Throws Dex +5
- Skills Acrobatics +5, Nature +5, Perception +5, Piloting +4, Stealth +5, Survival +5
- Senses darkvision 60 ft, passive Perception 15,
(Adv, sight and hearing)- Languages Galactic Basic and Mando'a
- Challenge 2 (450 XP) Proficiency Bonus +2
Mandalorian Tech. Weapons deal 2x dice of damage.
Special equipment. The mandalorian has an assortment of equipment, consisting of:
3x grenades; flash and stun
Actions
Multiattack. The mandalorian makes two weapon attacks and throws an electrostun grenade, if available.
Blaster Rifle. Ranged: (105/420 ft.), To hit +5, 2d8+3 (12) energy.
Hidden blade. Melee: (5 ft.) To hit +5, 2d4+3 (8) kinetic.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Credit: Drake Ryzer
Mandalorian Heavy Gunner
Medium humanoid, lawful neutral
- Armor Class 17 (composite armor)
- Hit Points 91 (14d8+28)
- Speed 30ft
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 11 (+0)
- Saving Throws Dex +7, Con +6
- Skills Athletics +5, Perception +5, Survival +5
- Senses darkvision 60 ft, passive Perception 15,
(Adv, sight and hearing)- Languages Galactic Basic, Mando'a
- Challenge 7 (2,900 Xp Proficiency Bonus +2
Mandalorian Mettle. The mandalorian has advantage on saving throws against being frightened and charmed.
Mandalorian Tech. Weapons deal 2x dice of damage.
Gunning Style. When a creature rolls a 1 on the saving throw against the assault cannon, it takes damage as if it had rolled the maximum.
Actions
Multiattack. The mandalorian makes two attacks.
Assault Cannon Burst. Dex save: (120/480 ft.), DC 15,
2d12+4 (17) [fail] or (4) [success] energy.
The mandalorian sprays creatures in a 10-foot-cube or a line 20 feet long and 5 feet wide within range with shots.If the mandalorian would have disadvantage, affected targets instead have advantage on the saving throw.
Assault Cannon Rapid. Dex save: (120/480 ft.), DC 15,
4d12+4 (30) [fail] or (4) [success] energy.
The mandalorian rapidly sprays a single creature within range with shots.If the mandalorian would have disadvantage, affected targets instead have advantage on the saving throw.
Bash. Melee: +5, 2d4+2 (7) kinetic.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Credit: Drake Ryzer
Mandalorian warriors
Mandalorian warriors, sometimes known as Mandalorian commandos, were soldiers of the warrior clans of Mandalore that were active throughout the group's cultural history. Many Mandalorian warriors were part of Mandalorian organizations such as Death Watch, Mandalorian Protectors, Nite Owls, and the Children of the Watch, where they served as saboteurs, assassins, infantry, and bounty hunters.
Mandalorian Commando
Medium humanoid, lawful neutral
- Armor Class 18 (weave armor, light shield generator)
- Hit Points 72 (11d8+22)
- Speed 30ft, fly 30ft
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 11 (+0)
- Saving Throws Dexterity +7, Wisdom +6
- Skills Acrobatics +5, Perception +6, Piloting +4, Stealth +7, Survival +6
- Senses darkvision 60 ft, passive Perception 16,
(Adv, sight and hearing)- Languages Galactic Basic and Mando'a
- Challenge 5 (1,800 Xp) Proficiency Bonus +2
Mandalorian Mettle. The mandalorian has advantage on saving throws against being frightened and charmed.
Mandalorian Tech. Weapons deal 2x dice of damage.
Special equipment. The mandalorian has an assortment of equipment, consisting of:
3x grenades; fragmentation and stun
1x projector canister, incendiary
1x rocket, fragmentation (+6 to hit, +4 to attack damage)Actions
Multiattack. The mandalorian makes two weapon attacks and uses a special equipment, if available.
Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 11 (2d6+4) energy.
Hidden blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Jetpack. While active, the Mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Credit: Drake Ryzer
The Death Watch
The Death Watch was a Mandalorian terrorist splinter group of warriors that opposed the pacifist government of Mandalore. Following the end of the Mandalorian Civil War, the remaining Mandalorian martial traditionalists, who believed in the old warrior ways of Mandalore, were exiled to the moon of Concordia, where most of them were thought by the pacifistic New Mandalorians to have died out.
However, the survivors eventually regrouped and began calling themselves the Death Watch. Whereas the Old Mandalorians did not seek vengeance on the New Mandalorians, the Death Watch intended to overthrow the pacifist government and restore the traditional warrior ways of their people. They were then led in secret by Concordia's governor, Pre Vizsla of Clan Vizsla, who wielded the Darksaber, and Duchess Satine Kryze's sister, Bo-Katan Kryze.
Mandalorian Infiltrator
Medium humanoid, lawful neutral
- Armor Class 17 (fiber armor)
- Hit Points 85 (13d8+26)
- Speed 30ft
STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 14 (+2) 16 (+3) 18 (+4) 11 (+0)
- Saving Throws Dexterity +8, Wisdom +7
- Skills Acrobatics +8, Perception +7, Stealth +8, Survival +7
- Senses darkvision 60 ft, passive Perception 17
- Languages Galactic Basic and Mando'a
- Challenge 6 (2,300 Xp)
Ambusher. The infiltrator has advantage on attack rolls against any creature it has surprised.
Mandalorian Mettle. The infiltrator has advantage on saving throws against being frightened and charmed.
Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The infiltrator's weapons deal one extra die of damage and are enhanced.
Sharpshooter. The scout can use its bonus action to mark a target 30 feet or greater from it. If it does so, and that target moves at least 5 feet before the start of its next turn, they provoke an opportunity attack from it, and it can use a blaster weapon for that opportunity attack.
Its ranged weapon attacks also ignore one-quarter and half cover against targets 30 feet or greater from it.
Sneak Attack (1/Turn). The infiltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the roll.
Tech-Casting. The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points.
The infiltrator knows the following tech powers:
At will: assess the situation, combustive shot, encrypted message, minor hologram, rime shot
1st level: alarm, element of surprise, gleaming outline, smoke cloud
2nd level: concealed caltrop, infiltrate, smuggle
3rd level: invisibility to camerasActions
Multiattack. The infiltrator makes two weapon attacks.
Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 18 (2d12+5) energy damage.
Hidden blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4+5) kinetic damage.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Credit: Drake Ryzer
Mandalorian
Explosives ArtisteMedium humanoid, lawful neutral
- Armor Class 15 (fiber armor)
- Hit Points 262 (35d8+105)
- Speed 35ft, fly 30 ft
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 22 (+6) 17 (+3) 15 (+2)
- Saving Throws Dex +10, Int +10. Wis +8
- Skills Acrobatics +10, Deception +7, Investigation +8, Perception +8, Piloting +10, Sleight of Hand +10, Survival +8, Stealth +10, Technology +10
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft, passive Perception 18
- Languages Galactic Basic and Mando'a
- Challenge 12 (8,400 Xp)
Explosives Master. As a bonus action, the artiste can throw a grenade, has advantage on saving throws against grenades it controls, and when a creature rolls a 1 on the saving throw against a grenade, it takes damage as if suffering a critical hit.
Additionally the artiste's explosives deal 6 extra points of damage (included in the attack).
Keen Hearing and Sight. The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Legendary Resistance (3/Day). If The artiste fails a saving throw, he can choose to succeed instead.
Mandalorian Tech. Weapons deal 2x dice of damage and are enhanced.
Tactical Technology. When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.
Tech-Casting. The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.
The artiste knows the following tech powers:
At will: assess the situation, on/off
1st level: element of surprise, energy shield, flash, homing rockets, smoke cloud, spot the weakness, stack the deck, tranquilizer
2nd level: concealed caltrops, detect traps, electromesh, magnetic field, overheat, shatter
3rd level: debilitating gas, diminish tech, explosion, fabricate trap, kolto cloud, sabotage charges, scramble interface
4th level: salvo, sensor probeActions
Multiattack. The artiste makes two weapon attacks with its blaster pistols or throws a grenade.
Blaster pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 12 (2d6+5) energy damage.
Explosive Repertoire (6/Day). The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 18 Dexterity saving throw. A creature takes 17 (2d10+6) damage of either acid, cold, energy, fire, kinetic, ion, or lightning on a failed save, or half as much as on a successful one.
Paint Grenade (4/Day). The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 18 Dexterity saving throw. A creature takes 7 (1d4+5) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint, removing the condition.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Jetpack. While active, the Mandalorian has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.
Credit: Drake Ryzer
Sabine Wren
Though she was first and foremost a free-spirited artist, Wren had been trained as a Mandalorian
warrior from an early age, and had extensive
expertise and knowledge in weaponry, as
well as proficiency in numerous combat skills.
A prodigy of sorts, accomplished and acrobatic
warrior and saboteur, both Hera Syndulla and
Kanan Jarrus had the greatest respect for Wren's skills and trusted her expertise on the inner workings of the Imperial military, a remnant of her past as a cadet at the Imperial Academy on Mandalore. As munitions specialist of the Ghost crew, she maintained and tuned all weapons but her crewmates' lightsabers, but also created many of the explosive devices she and the team used.
Mandalorian Hunter
Medium humanoid, lawful neutral
- Armor Class 18 (composite armor)
- Hit Points 187 (25d8+75)
- Speed 30ft
STR DEX CON INT WIS CHA 15 (+2) 22 (+6) 16 (+3) 16 (+3) 20 (+5) 14 (+2)
- Saving Throws Dexterity +11, Wisdom +10
- Skills Acrobatics +11, Insight +10, Perception +10, Piloting +8, Stealth +11, Survival +10
- Damage Resistances kinetic and energy damage from weapons
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft, passive Perception 20
- Languages Galactic Basic, Mando'a
- Challenge 14 (11,500 XP)
Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Legendary Resistance (2/Day). If the hunter fails a saving throw, he can choose to succeed instead.
Mandalorian Tech. Weapons deal 2x dice of damage and are enhanced.
Moderately Armored. While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.
Ranger's Quarry. The hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used.
Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.
Actions
Multiattack. The hunter makes two weapon attacks and uses either its whistling birds, wrist flamer, wire restraint, or throws a detonator.
Sniper Rifle. Ranged Weapon Attack: +11 Bonus to hit, range 600 ft, one target. Hit: 19 (2d12+6) energy damage.
Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 160 ft., one target. Hit: 15 (2d8+6) energy damage.
Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) kinetic damage.
Thermal detonator. (3/Day). The hunter throws a grenade, at a point within 40 ft. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 11 (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.
Whistling Birds (4/Day) The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within 120 feet. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.
Wire Restraint. The hunter uses its wire restraint on one creature within range. Ranged Weapon Attack: +11 to hit, range 30 ft., one target. On a hit the target is grappled. On the targets turn, it can use a it's action to make a DC 15 Strength check to break the wire.
Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Jetpack. While active, the Mandalorian has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.
Sharpshooter Master. The hunter can use its bonus action to mark a target 30 feet or greater from it. If it does so, and that target moves at least 5 feet before the start of its next turn, they provoke an opportunity attack from it, and it can use a blaster weapon for that opportunity attack.
Additionally the hunter's ranged attacks ignore one-quarter, half, and three quarters cover against targets 30 feet or greater from it and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.
Credit: Drake Ryzer
Mandalorian Pyrotech
Process of reworking
Medium humanoid, lawful neutral
- Armor Class 19 (composite armor, light shield generator)
- Hit Points 117 (18d8+36)
- Speed 30ft, fly 30 ft
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1)
- Saving Throws Dex +7, Int +8
- Skills Perception +7, Survival +7, Technology +8
- Damage Resistance fire
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft, passive Perception 17
- Languages Galactic Basic and Mando'a
- Challenge 10 (5,900 Xp)
Aggressive. As a bonus action, the pyrotech can move up to its speed toward a hostile creature that it can see.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the pyrotech has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Keen Hearing and Sight. The pyrotech has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. Weapons deal 2x dice of damage and are enhanced.
Moderately Armored. While wearing medium armor, the pyrotech adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.
Personal Barrier. The pyrotech has a personal barrier that has 40 hit points. Whenever the pyrotech takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the pyrotech takes the remaining damage.
Whenever the pyrotech casts a tech power of 1st level or higher, the barrier regains hit points equal to the level of the power + 1. The barrier cannot exceed 40 total hit points.
Tactical Technology. When the pyrotech casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.
Tech-Casting. The pyrotech is a 10th-level techcaster. Its techcasting ability is Intelligence (tech power save DC 16, +8 to hit with tech attacks) and it has 44 tech points.
The pyrotech knows the following tech powers:
At will: assess the situation, combustive shot, jet of flame
1st level: energy shield, flame sweep (see "Actions" below), oil slick, ring of fire
2nd level: electromesh, magnetic field, overheat, pyrotechnics
3rd level: explosion (see "Actions" below), flaming shots, kolto cloud, sabotage charges, tech overide
4th level: ballistic shield, elemental accelerant
5th level: immolateTechnological Advantage. Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.
Actions
Multiattack. The pyrotech makes one weapon attack with its blaster carbine or tech blast.
Incinerator carbine. Ranged Weapon Attack: +6 to hit, range 45/180 ft., one target. Hit: 10 (2d6+3) fire damage, dire 1, disintegrate 13 properties.
Tech Blast. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 13 (2d8+4) energy damage.
Flame Sweep. (1st level Power; Requires 2 tech points) A thin sheet of flames shoots forth from the pyrotech. Each creature in a 15-foot cone must make a DC 16 Dexterity saving throw. A creature takes 11 (3d6) fire damage on a failed save, or half as much damage on a successful one.
If the pyrotech casts this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
The fire ignites any flammable objects in the area that aren’t being worn or carried.Explosion. (3rd level Power; Requires 4 tech points) The pyrotech creates an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw. A target takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
If the pyrotech casts this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Credit: Drake Ryzer
Mandalorian Supercommando
Medium humanoid, lawful neutral
- Armor Class 17 (composite)
- Hit Points 262 (35d8 + 105)
- Speed 30ft, fly 30 ft
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 14 (+2)
- Saving Throws Dex +9, Wis +9
- Skills Acrobatics +9, Intimidation +7, Perception +9, Persuasion +7, Survival +9
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft, passive Perception 19
- Languages Galactic Basic, Mando'a
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Aggressive. As a bonus action, the supercommando can move up to its speed toward a hostile creature that it can see.
Akimbo Master. When the supercommando rolls the maximum on a weapon damage die against a creature, that creature suffers a -1 penalty on the first attack roll it makes before the start of the supercommando's next turn.
Keen Hearing and Sight. The supercommando has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the supercommando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Mandalorian Tech. The supercommando's heavy pistrol deals one extra die of damage and their weapons are enhanced.
Moderately Armored. While wearing medium armor, the supercommando adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.
Snapshot Master. The supercommando's ranged weapon attacks ignore one-quarter, half, and three-quarters cover against targets within 30 feet of it. Additionally other creatures provoke an opportunity attack from the supercommando when they move to within 30 feet of it, and it can use its heavy pistol when making opportunity attacks.
Actions
Multiattack. The supercommando makes three weapon attacks with its heavy pistol or vibrodagger and uses their jetpack rocket, wrist flamer, or wrist missile, if available.
Heavy pistol. Ranged Weapon Attack: +9 to hit, range 45/180 ft., one target. Hit: 13 (2d8+4) energy damage.
Vibrodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage.
Jetpack Rocket (1/Day). Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 11 (2d6+4) kinetic damage. The target and each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 33 (6d10) kinetic damage on a failed save or half as much on a successful one. When firing a rocket at long range, creatures within the radius of the rocket’s explosion have advantage on the saving throw.
Wrist Flamer (2/Day). Each creature in a 15-foot cone or 5-foot wide line must make a DC 18 Dexterity saving throw, taking 13 (3d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Wrist Missile (2/Day) Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 14 (3d6+4) kinetic damage, and each creature within 5 feet must make a DC 18 Dexterity saving throw, taking 16 (3d10) kinetic damage on a failed save, or half on a successful save.
Reactions
Leadership. (Recharges after a Short or Long Rest). The supercommando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the supercommando. A creature can benefit from only one Leadership die at a time.
Credit: Drake Ryzer
Mand'alor
Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of conflicts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul.
During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father.
After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.
Prominent Mand'alors
Tarre Vizsla
Tarre Vizsla was the first Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies.
The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.
Pre Vizsla
Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing Duchess Satine as a tarnish to Mandalorians.
Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At first, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch.
Bo-Katan Kryze
During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to
her failing as Regent. With Clan Wren, she was able
to free Sabine's father Alrich Wren.
Unfortunately, Kryze learned that the
Empire, under Governor Tiber Saxon, had
rebuilt the Arc Pulse Generator (a weapon
designed to attack mandalorian beskar)
that Sabine had designed and codenamed
the Duchess after Kryze's sister. Despite
wanting to punish
Wren for creating the
Weapon, Kryze knew that they needed
her help to destroy it. Thus, Kryze,
Sabine, and their allies boarded
Saxon's Star Destroyer. Despite being
briefly captured by Saxon and Captain
Hark who wanted Wren to improve the
Duchess. Fortunately, Wren was
able to make the Duchess target
Stormtrooper armor. Despite this
development, Kryze convinced
Wren to destroy it instead of
using it against the Empire.
After the destruction of the
Duchess and Saxon's star destroyer,
Kryze regrouped with her forces. With
support from the Protector Fenn Rau
and the other clans, Kryze accepted the
title Mand'alor and the Darksaber in
honor of her people and her sister.
Mand'alor (being reworked)
Medium humanoid, lawful neutral
- Armor Class 18 (composite armor)
- Hit Points 239 (33d8+99)
- Speed 30ft
STR DEX CON INT WIS CHA 16 (+3) 24 (+6) 17 (+3) 18 (+4) 18 (+4) 22 (+6)
- Saving Throws Dexterity +14, Wisdom +11, Charisma +13
- Skills Acrobatics +14, Insight +11, Intimidation +13, Perception +11, Persuasion +13, Stealth +14, Survival +11
- Damage Resistances kinetic and energy damage from weapons
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft, passive Perception 21
- Languages Galactic Basic, Mando'a
- Challenge 20 (25,000 XP)
Aggressive. As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.
Akimbo Master. When Mand'alor rolls the maximum on a weapon damage die against a creature, that creature suffers a -1 penalty on the first attack roll it makes before the start of Mand'alor's next turn.
Combat Tech. When Mand'alor uses an action to cast a tech power, they can make two weapon attacks as a bonus action.
Improved Mandalorian Tech. Mand'alor's weapons deal two extra die of damage and are enhanced.
Keen Hearing and Sight. Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Legendary Resistance (3/Day). If The Mandalorian fails a saving throw, he can choose to succeed instead.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 50 feet. The jetpack lasts for a maximum of 10 minutes.
Moderately Armored. While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.
Snapshot Master. Mand'alor's ranged weapon attacks ignore one-quarter, half, and three-quarters cover against targets within 30 feet of it.
Additionally other creatures provoke an opportunity attack from it when they move to within 30 feet of it, and it can use its heavy pistol when making opportunity attacks.
Tech-Casting. Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest.
Mand'alor knows the following tech powers:
At will: assess the situation, encrypted message, wire line
1st level: energy shield, flame sweep, flash, homing rockets, smoke cloud, spot the weakness, tactical barrier
2nd level: detect invisibility, electromesh, shared shielding, smuggle
3rd level: kolto cloud, tactical advantage, tech overide, vertical maneuvering
4th level: ballistic shield, scan area, wire bind
5th level: immolate, paralyze creature
6th level: disperse energy, firestorm
7th level: squad shield, tactical superiorityActions
Multiattack. Mand'alor makes three weapon attacks.
Heavy pistol. Ranged Weapon Attack: +13 to hit, range 40/160 ft., one target. Hit: 19 (3d8+6) energy damage.
The Darksaber. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (3d6+9) energy damage.
Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon attack ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they deal an extra 21 (6d6) energy damage.
Legendary Actions
Mand'alor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mand'alor regains spent legendary actions at the start of his turn.
Move. Mand'alor can move up to their speed without provoking opportunity attacks.
Attack. Mand'alor makes one weapon attack.
For Mandalore. (Costs 3 Actions) Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d10 and add the number rolled to the attack roll or saving throw. This aura lasts until the end of Mand'alor's next turn.
Credit: Drake Ryzer
The Darksaber
The version of The Darksaber used by Mand'alor is of legendary quality. If you want to have a more iconic weapon for your Mand'alor. Replace it with the Artifact variant on: Page 20
Mandalorian Beskar'gam
The most recognizable symbol of the Mandalorian culture, Mandalorian armor was a catch-all term for the sets of distinctive full-body armor worn by Mandalorian warriors and soldiers throughout galactic history. Known as beskar'gam in the Mandalorian language of Mando'a—a name which meant "iron skin" when translated into Basic—Mandalorian armor was central to the Mandalorian way of life. The wearing of armor was one of the Resol'nare, the six tenets that defined the Mandalorian culture. In an expansive community comprised of beings from numerous origins, the easily identifiable armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.
Mandalorian Helmet
Adventuring gear (head), premium,
Requires Attunement
This helmet comes equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have darkvision out to 60 feet.
Mandalorian Vestments: While you are attuned to and wearing two or more enhanced items that have this named property, you gain additional properties as shown on page 20 under Mandalorian Vestments.
Mandalorian Beskar'gam
Armor (any), prototype
Requires Attunement
This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb and once per turn, drawing an item does not require your object interaction. Additionally, this armor has the impermeable 2 (space suit, hazard suit) property and grants a +1 bonus to AC.
Mandalorian Vestments: While you are attuned to and wearing two or more enhanced items that have this named property, you gain additional properties as shown on page 20 under Mandalorian Vestments.
Mandalorian vambrace
Weapon (wrist launcher), advanced
Requires Attunement
You gain a +1 bonus to attack and damage rolls with this enhanced weapon and its reload value increases by 3, to 4. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you're using as you fire it (no action required).
These vambraces have 5 charges. While wearing and attuned to them, you can use an action or a reaction to expend 0 or more of its charges to activate one of the following powers or effects, using +8 on tech attack rolls and a tech save DC of 16. A tech caster can use their own bonus to tech attack rolls and tech save DC.
Powers: wire line or repulser (0 charges), energy shield (1 charges), greater energy shield or wire tow (2 charges).
The vambrace regains 1d3 + 2 expended charges after a long rest.
Mandalorian Vestments: While you are attuned to and wearing two or more enhanced items that have this named property, you gain additional properties as shown on page 20 under Mandalorian Vestments.
Repulsor
The Repulsor tech power is found page 22.
Mandalorian Vestments.
While you are attuned to and in contact with multiple enhanced items with this named property, you gain the following additional benefits:
- (2) At least one item of premium rarity or rarer:
You gain advantage on Wisdom (Perception) checks that rely on sight within 60 feet. Additionally, this set grants a +1 bonus to AC. - (3) At least one item of prototype rarity or rarer:
You gain an additional attunement slot as well as advantage on Intelligence (Investigation) checks within 5 feet. Additionally, you have resistance to kinetic and energy damage from unenhanced sources and this set now grants a +2 bonus to AC, instead of +1. - (4) At least one item of advanced rarity or rarer:
While you are wearing this armor, damage that you take from weapons is reduced by 6. If this would reduce the damage to 0, the damage is instead reduced to 1. Additionally, this set now grants resistance to kinetic and energy damage from enhanced sources.
The Darksaber
Anyone can hold the Darksaber. The trick is keeping it, along with your head."
―Ursa Wren to Sabine Wren
The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.
The Darksaber was an ancient black-bladed lightsaber. It had a unique blade that was shorter than that of most lightsabers, and shaped like a traditional sword. Its overall profile was distinctly Mandalorian with an angular pommel, hand guard, and slit-shaped blade emitter. The sound emitted by its blade was also higher pitched than other lightsabers.
The Darksaber had a crystal which served as a conduit for Force energy. The wielder's thoughts and actions guided the blade's current of power, with the blade often producing an electrical effect in response to a heightened emotional state. The Darksaber was also capable of parrying lightsaber blades, with them being drawn to each other in an almost magnetic pull. It was respected by the Mandalorians as a symbol for the leadership of House Vizsla, and later Death Watch.
According to Mandalorian custom, one could only obtain the Darksaber by defeating the previous owner in combat. Should they have claimed it any other way, their claim was considered illegitimate.
The Darksaber
Weapon (lightkatana), legendary
Requires Attunement
You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. Additionally, the weapon gains the finesse property and ignores resistance to energy damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.
The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order. It features a distinctly Mandalorian hilt and an ominous black blade.
The Darksaber (artifact)
Weapon (lightkatana), artifact
Requires Attunement
You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. Additionally, the weapon gains the finesse property and ignores resistance to energy damage.
While attuned to and wielding The Darksaber, you gain the following benefits:
You have proficiency with the Darksaber
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.
Symbol of the Manda'lor: You have advantage on Charisma (persuasion) checks against Mandalorians
Deflection: In response to being hit by a ranged attack, you can use a reaction to reduce the damage you take from the attack by 3d6.
Charges: The Darksaber has 10 charges for the following properties, and regains 1d6+4 charges at the end of a long rest. You gain the following actions:
Spark of the Force: By expending three charges as an action, you can hone your emotions to a heightened state. The Darksaber deals an additional 1d8 plus your Charisma or Wisdom modifier in lighting damage for the next minute.
Magnetic Parry: As a bonus action, You may expend one charge to prepare yourself for combat against lightsabers. Until the start of your next turn, all attacks made against you with lightweapons are at disadvantage as you use the Darksaber’s unique nature against these weapons.
The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order. It features a distinctly Mandalorian hilt and an ominous black blade.
Attunement Condition
The Darksaber is traditionally in the possession of a Mandalorian warrior and is treasured amongst the many clans of Mandalore. To truly be a wielder of this artifact, one must follow the customs of these battle hardened people. This is done by challenging the current wielder to a duel, often times to the death. Other than there being no interference, there is no other rules either combatant must contend themselves to, though this depends on the warrior. If successful in beating the current wielder of the Darksaber, the recipient of the blade is considered its rightful owner.
Should the blade be claimed in any other way, the user may attune to it, but they cannot use the Symbol of The Manda'lor feature, and the charges granted by the blade, as well risk being challenged by Mandalorian warriors who seek to reclaim their ‘stolen’ heritage.
Mandalorian Shuk'orok
Adventuring gear (gloves), advanced
Requires Attunement*
While wearing these gloves, your Strength score becomes 21. If your Strength is already equal to or greater than 21, it has no effect on you.
Mandalorian Vestments: While you are attuned to and wearing two or more enhanced items that have this named property, you gain additional properties as shown on page 20 under Mandalorian Vestments.
The crushgaunt (or shuk'orok in Mando'a) was a gauntlet designed to augment its wearer's strength.
Beskar Spear
Weapon (Vibrospear), prototype
Requires Attunement
You gain a +1 bonus to attack and damage rolls with this enhanced weapon, and when you hit a creature with a melee weapon attack using this weapon, it deals an extra 1d4 kinetic damage.
This weapon gains the Defensive 1 property. Additionally, if an attack would be made against you using a lightweapon while you have the AC bonus granted by this weapons defensive property, the bonus granted increases by 1 for the attack.
The staff was made of pure beskar, a metal alloy tied with Mandalorian culture. The staff was durable enough to be able to block and deflect lightsaber blows.
Mandalorian manacles
Adventuring Gear (binders), premium
Escaping the binders requires a successful DC 30 Dexterity check. Breaking them requires a successful DC 30 Strength check. Each set of binders comes with one key. Without the key, a creature proficient with security kit can pick the binders’ lock with a successful DC 25 Dexterity check. Binders have 40 hit points.
A type of binders that used beskar iron in their construction.
Repulsor gauntlet
Adventuring Gear, standard
The gauntlet has 5 charges. While wearing it, you can use an action it on a creature within melee range or reaction, which you can take when you are hit by a melee attack, to expend 1 of its charges to activate it. A creature must make a DC 13 Strength saving throw. On a failed save, the creature takes 1d4 kinetic damage and if the creature is Medium or smaller, it is pushed up to 10 feet away from you.
The gauntlet regains 1d4 + 1 expended charges after a long rest.
Weaponized repulser technology that creates shockwaves capable of repelling enemies
WESTAR-35 Blaster Pistol
Weapon (hand blaster), prototype
Requires Attunement
You gain a +1 bonus to attack and damage rolls with this enhanced weapon, and when you hit a creature with a ranged weapon attack using this weapon, it deals an extra 1d6 energy damage.
Capable of firing yellow or blue bolts of plasma, the WESTAR-35 was the favored weapon of numerous Mandalorians.
Whistling Bird
Ammunition, premium
A wrist launcher loaded with this ammunition locks on to one or more targets within range and expels a series of three small explosives. Each explosive hits a creature of your choice that you can see within normal range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.
These explosives are affected by the Countermeasures tech power as if they are the homing rockets tech power.
Named for the whistling noise they make, these tiny darts home in on their targets before exploding.
Tech Powers
Repulsor
At-will tech power
- Casting Time: Special
- Range: Touch
- Duration: Instantaneous
If you cast this power as an action on a creature or object within melee range. A creature must make a Dexterity saving throw. On a failed save, if the creature or object is Medium or smaller, it is pushed up to 10 feet away from you, and a Large creature or object is pushed up to 5 feet away from you.
If you cast this power as a reaction, which you take when you are hit by a melee attack. The creature must make a Strength saving throw. On a failed save, the creature takes 1d4 kinetic damage and if the creature is Medium or smaller, it is pushed up to 5 feet away from you.
This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). And the distance a creature or object is pushed increases by 5 feet at 5th level, by 10 feet at 11th level, and by 15 feet 17th level.
To-do-list
Small Ships
- Fang Fighter
- Aka'jor-class shuttle
- M3-A Scyk Fighter
- M22-T Krayt Gunship
- StarViper-class Assault Fighter
- G1-M4-C Dunelizard Fighter
Medium Ships
- Kom'rk-class fighter
- AIAT/i
- Meteor-class Q-Carrier
- Lancer-class pursuit craft
- Pursuer-class enforcement ship
Large Ships
- Crusader-class corvette
- Mandalorian carrier
Huge Ships
- Keldabe-class battleship
Vehicles
- Large - Buirk'alor-class speeder
- Huge - Canderous-class assault tank
The Mandalorian Crusaders
The Mandalorian Crusaders were the first documented type of Mandalorians, established by Mandalore the First, sometime after 24,000 BBY and under the command of Mandalore the Conqueror, later Mandalore the Indomitable, they eventually became involved in the Great Sith War and fought for the Jedi Knight-turned-Dark Lord of the Sith Ulic Qel-Droma. The Crusaders were traditional Mandalorian warriors, placing highest value on gaining honor and glory in combat.
According to legend, the Crusaders were first formed on the planet Mandalore around the year 24,000 BBY by Mandalore the First, who is said to have conquered the world by defeating the Mythosaur, the great beasts who dominated the planet. After conquering Mandalore, the Mandalorians ventured on crusades in the years leading up to the Great Sith War, gaining them valuable planets such as Ordo, Concord Dawn, Shogun and Gargon.
History
The Mandalorians began as the humanoid Taung species from the planet Coruscant. Intense fighting with the thirteen Human nations of Coruscant known as the Battalions of Zhell began millennia before the Republic, and when a powerful volcano nearly wiped out the humans and darkened the skies over Coruscant, the Taung came to call themselves the Dha Werda Verda—the "Warriors of the Shadow". Despite the volcano's devastating effect, the Taung were eventually driven off Coruscant and took refuge on the world of Roon. Led by the warlord known as Mandalore the First, they would conquer another planet in the Outer Rim in 7000 BBY, which they named Mandalore after their leader. The Taung took on the name Mandalorians and were seen by many as the most skilled fighters in the galaxy, thriving in battle. These Mandalorian Crusaders were known for their use of cutting-edge weaponry and held to a strict code of honor, and wore armor known simply as "Crusader Armor" that differed from one soldier to the next.
In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy.
In the decades since their defeat in the Great Sith War, many Mandalorians had become convinced that their once-prophesied "Great Last Battle" was soon to be at hand. Emboldened by an element of the "True Sith" in hiding, Mandalore the Ultimate launched a campaign into the Outer Rim, on the edge of Republic space. Conquering several independent planets outside of the Republic's interests, the Mandalorian Neo-Crusaders were able to amass a clan territory larger than that ruled by the Hutts in the short span of a decade.
As the Republic refused to get involved in the Mandalorians' conquests, wary of being dragged into another war so soon after the last, the Mandalorians plundered resources from conquered worlds and stockpiled them in order to fuel the growing campaign. With each victory in this ongoing series of proxy wars and border skirmishes, the Mandalorian clans grew more powerful, conscripting conquered species into their ranks as they probed the Republic's military strength and resolve. Just as it appeared as though the Neo-Crusaders' appetite for conquest had been satisfied, with the Mandalorians having failed to conquer a populated system in over a year by 3964 BBY, the Mandalorians struck out in force against the Republic. Striking swiftly from their outpost on Dxun, Onderon quickly fell to the Mandalorians,[ and it wasn't long before the likes of Vanquo and Taris soon joined it.
The Mandalorians seemed on the verge of victory, with the Republic outmatched and overwhelmed by the sheer ferocity of the Mandalorian tactics. Finally, when the Jedi Revanchists unveiled the true events of the Cathar genocide in a tragic vision, hundreds of Jedi followed the Knights Revan and Malak into the war against the Mandalorians, no longer able to stand back and watch without action. Revan proved to be an extremely capable commander in the field, masterminding a string of military victories, and rose swiftly through the ranks of the Republic Military; with his new-found authority to spearhead the Republic war effort, Revan spurred the all-but-defeated Republic Navy to push the Mandalorians back.
In relatively short order, the Mandalorians were forced off of Taris, driven from Dxun—even Cassus Fett's victory at Jaga's Cluster could do little to halt the Republic's growing momentum. The year 3960 BBY would usher in the ultimate battle of the Mandalorian Wars, as Revan forced a confrontation with the Mandalorians in orbit over Malachor V. Drawing upon the dark side energies of Malachor, Revan faced off against Mandalore the Ultimate in single combat, slaying the Mand'alor. The experimental superweapon known as the Mass Shadow Generator was activated by one of Revan's Jedi Generals, destroying the Mandalorian fleet, but at the cost of a significant amount of the Republic fleet as well. With their fleet in ruins and their leader dead, the Mandalorians transmitted their unconditional surrender.
Mand'alor of the Crusaders
Prominent Mand'alors
Mand'alor the Indomitable
Mand'alor the Ultimate
Mand'alor the Preserver
Mandalorian Scout
Medium humanoid, lawful evil
- Armor Class 17 (weave armor, light shield generator)
- Hit Points 59 (9d8+18)
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 11 (+0)
- Saving Throws Strength +4, Dexterity +5
- Skills Athletics +4, Perception +4, Survival +4
- Senses darkvision 60 ft, passive Perception 11
- Languages Galactic Basic, Mando'a
- Challenge 4 (1,100 Xp)
Aggressive. As a bonus action, the soldier can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The soldier has advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The soldier's weapons deal one extra die of damage and are enhanced.
Actions
Multiattack. The soldier makes two weapon attacks and throws a fragmentation grenade, if available.
Blaster Rifle. Ranged Weapon Attack: +5 Bonus to hit, range 100/400 ft, one target. Hit: 12 (2d8+3) energy damage.
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) kinetic damage.
Fragmentation Grenade (3/Day). The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.
Credit: Drake Ryzer
Mandalorian Enforcer
Medium humanoid, lawful evil
- Armor Class 19 (composite armor, medium shield generator)
- Hit Points 136 (16d8+64)
- Speed 30ft
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
- Saving Throws Strength +7, Constitution +6
- Skills Athletics +7, Intimidation (Strength) +7, Perception +5, Survival +5
- Senses darkvision 60 ft, passive Perception 15
- Languages Galactic Basic, Mando'a
- Challenge 6 (2,300 XP)
Aggressive. As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The enforcer has advantage on saving throws against being frightened and charmed.
Mandalorian Tech. The enforcer's weapons deal one extra die of damage and are enhanced.
Actions
Multiattack. The enforcer makes two vibroblade attacks and one shield bash.
Vibroblade. Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Reactions
Defense Mastery. When a creature makes a melee attack against the enforcer while within its reach, whether the attack hits or misses, it can use its reaction to attempt to shove that creature up to 10 feet directly away from it.
Credit: Drake Ryzer
WIP
Mandalorian Crusader
Medium humanoid, lawful evil
- Armor Class 17 (weave armor, light shield generator)
- Hit Points 59 (9d8+18)
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 11 (+0)
- Saving Throws Strength +4, Dexterity +5
- Skills Athletics +4, Perception +4, Survival +4
- Senses darkvision 60 ft, passive Perception 11
- Languages Galactic Basic, Mando'a
- Challenge 4 (1,100 Xp)
Mandalorian Mettle. The soldier has advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The soldier's weapons deal one extra die of damage and are enhanced.
Actions
Multiattack. The soldier makes two weapon attacks and throws a fragmentation grenade, if available.
Blaster Rifle. Ranged Weapon Attack: +5 Bonus to hit, range 100/400 ft, one target. Hit: 12 (2d8+3) energy damage.
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) kinetic damage.
Fragmentation Grenade (3/Day). The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Credit: Drake Ryzer
WIP
Mand'alor of The Crusaders
Medium humanoid, lawful evil
- Armor Class 18 (composite armor)
- Hit Points 300 (36d8+108)
- Speed 30ft, fly 30 ft
STR DEX CON INT WIS CHA 16 (+3) 24 (+7) 17 (+3) 18 (+4) 18 (+4) 22 (+6)
- Saving Throws Dexterity +14, Wisdom +11, Charisma +13
- Skills Acrobatics +14, Insight +11, Intimidation +13, Perception +11, Persuasion +13, Stealth +14, Survival +11
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft, passive Perception 21
- Languages Galactic Basic, Mando'a
- Challenge 21 (30,000 XP)
Keen Hearing and Sight. Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Improved Mandalorian Tech. Mand'alor's weapons deal two extra die of damage and are enhanced.
Actions
Multiattack. Mand'alor makes three weapon attacks and can make two offhand attacks as a bonus action.
Heavy pistol. Ranged Weapon Attack: +14 to hit, range 40/160 ft., one target. Hit: 20 (3d8+7) energy damage.
The Darksaber. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) energy damage.
Legendary Actions
Mand'alor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mand'alor regains spent legendary actions at the start of his turn.
Move. Mand'alor can move up to their speed without provoking opportunity attacks.
Attack. Mand'alor makes one weapon attack.
Sole Leader. (Costs 3 Actions) Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts until the end of Mand'alor's next turn.
Bonus Actions
Aggressive. The mandalorian moves up to its speed toward a hostile creature that it can see.
Credit: Drake Ryzer
The Mask of Mandalore
Mandalore's Mask was a ceremonial war mask worn by the Mandalore, the traditional leader of the Mandalorian warrior clans.
The Mask of Mandalore was first worn by the Taung warrior Mandalore the First, carved from the rigid bone of a mythosaur's sternum, and modeled after the facial features of the Taung species. In time, the fabled helm became the symbol of leadership among the Mandalorians. It was passed down through the ages to those Mandalorians who proved themselves worthy of the title of Mand'alor, leader of the Mandalorian clans.
During the concluding battle of the Mandalorian Wars, the Jedi Knight Revan and Mandalore the Ultimate faced each other in single combat. Revan was the victor of the duel, after slaying his opponent, Revan and Malak traveled to the planet Rekkiad. There, Revan left the mask in a Sith's sarcophagus. By hiding the mask on Rekkiad, Revan condemned the clans to wander without a leader.
Years later, Revan and Canderous Ordo—a Mandalorian who had traveled with him during the war—traveled to Rekkiad, where many of the clans had gathered in an attempt to find the mask. When the two discovered the tomb, Revan gave Canderous the mask, telling him to reunite the Mandalorian clans to protect against the unknown enemy that Revan was chasing. Having acquired the mask of Mandalore, Canderous began a quest to unite the Mandalorian Clans.
Mandalore's Mask
Adventuring Gear (head), artifact
Requires Attunement
This mask comes integrated into a helmet and equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have darkvision out to 60 feet.
Mandalorian Vestments: Helmet. While wearing and attuned to this helmet and mandalorian armor, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. While wearing and attuned to this helmet, mandalorian armor, and mandalorian gear, you have advantage on Intelligence (Investigation) checks within 5 feet.
While properly attuned to and wearing Mandalore's Mask, you gain the following benefits:
Symbol of the Manda'lor: You have advantage on Charisma (persuasion) checks against Mandalorians
Charges: Mandalore's Mask has 4 charges for the following properties, and regains 1d4 charges at the end of a long rest. You gain the following actions:
For Mandalore!: Using 1 charge, you rally allies within 90 feet that can hear or see you. Whenever you or a friendly creature within range makes an attack roll or a saving throw, they can roll a d10 and add the number rolled to the attack roll or saving throw. Additionally they gain temporary hit points equal to twice your Charisma modifier. This rallying cry lasts until the end of Mand'alor's next turn.
Feared Leader: Using 1 charge, Each creature within 90 feet of you and aware of you must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the masks Frightful Presence for the next 24 hours.
A helmet with a ruddy golden color and the iconic Mandalorian T-shaped visor. For decoration, it was embossed with a series of concentric lines and above the visor, it was adorned with two emblems of the Mandalorian Crusaders.
Attunement Condition
Mandalore's Mask is traditionally in the possession of the Manda'lor and is treasured amongst the many Mandalorian clans. To truly be the bearer of this artifact, one must follow the customs of these battle hardened people. This is either done by having it handed down to you by the current Manda'lor or by challenging the current wielder to a duel, often times to the death. Other than there being no interference, there is no other rules either combatant must contend themselves to, though this depends on the warrior. If successful in beating the current bearer of Mandalore's Mask, the recipient of the helmet is considered its rightful owner and sole ruler of the Mandalorians.
Should the mask be claimed in any other way, the user may attune to it, but they cannot use the Symbol of The Manda'lor feature, and the charges granted by the mask, as well risk being hunted by Mandalorian warriors who seek to reclaim their ‘stolen’ heritage.
Neo-Crusader Battle Armor
Armor (any heavy), prototype
Requires Attunement
This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants Resistance to lightning damage.
Mandalorian Vestments: Armor. While wearing and attuned to this armor and a mandalorian helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +1 bonus to AC. While wearing and attuned to this armor, mandalorian helmet, and mandalorian gear, this armor now grants a +2 bonus to AC, instead of +1.
Republic soldiers saw this armor all too often during the Mandalorian War. It's understandable that the conflict could drag on when a fanatical enemy is so defensively outfitted.
Neo-Crusader Heavy Armor
Armor (any heavy), prototype
Requires Attunement
This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants advantage on saving throws to be stunned or paralyzed.
Mandalorian Vestments: Armor. While wearing and attuned to this armor and a mandalorian helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +1 bonus to AC. While wearing and attuned to this armor, mandalorian helmet, and mandalorian gear, this armor now grants a +2 bonus to AC, instead of +1.
This armor is reserved for respected veteran Mandalorians. Immensely sturdy, stabilizers diffuse energy throughout the frame, shielding the wearer from disorienting impacts.
Neo-Crusader Assault Armor
Armor (any heavy), advanced
Requires Attunement
This armor comes equipped with 24 slots that can each hold a single item that weighs less than 2 lb. Additionally, it grants Resistance to cold and fire damage and grants a +1 bonus to AC.
Mandalorian Vestments: Armor. While wearing and attuned to this armor and a mandalorian helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +2 bonus to AC, instead of +1. While wearing and attuned to this armor, a mandalorian helmet, and mandalorian gear, this armor now grants a +3 bonus to AC, instead of +2.
This was the armor of the Mandalorian elite frontline troops, a sight that Republic soldiers were all too familiar with during the war.
Neo-Crusader Armor
Neo-Crusader armor was a collective term referring to a type of Mandalorian armor developed sometime after the Great Sith War and in use by 3964 BBY.
Neo-Crusader armor came in four colors and configurations, each corresponding to a rank—silver for veterans on the front line, gold for Field Marshals, crimson for Rally Masters and blue for all others. Later in the war, new armors were developed for use by special units such as the Neo-Crusader Shock Troopers.
As the Mandalorian Neo-Crusaders comprised many different species, different designs were employed to fit the wearer.
Weapons of the Crusaders
Beskad
Weapon (vibrocutter), premium
This weapon gains the vicious 2 property.
The beskad was a weighty and incredibly resilient weapon, commonly forged from beskar iron, capable of delivering powerful blows with each swing.
Bes'bev
Weapon (vibrosabre), premium
You gain a +1 bonus to attack and damage rolls with this enhanced weapon. Additionally, this weapon can be used as a flute and grants advantage to Charisma (Performance) checks made while using this flute.
Forged from beskar iron, a bes'bev was a combination of a flute and a sharp weapon.
Bevii'ragir
Weapon (vibropike), prototype
You gain a +1 bonus to attack and damage rolls with this enhanced weapon, additionally this weapon gains the piercing 2 property.
A traditional Mandalorian hunting spear. The Bevii'ragir was built strong enough to support the weight of an adult Human male, it had a removable counterbalance weight located at the end opposite to the pointed tip.
Kal
Weapon (vibrostiletto), prototype
You gain a +1 bonus to attack and damage rolls with this enhanced weapon, additionally its keen number increases by 1.
Forged of beskar iron, Mandalorian Crusaders were known to wield a kal into battle in their off hand, often in addition to another weapon.
Mandalore the Ultimate's battle-axe
Weapon (vibrobattleaxe), legendary
Requires Attunement
You gain a +3 bonus to attack and damage rolls made with this enhanced weapon, and when you hit a creature with a weapon attack using this weapon, the creature takes an extra 1d12 lightning damage. Additionally its brutal number increases by 2 and it gains the reach property
You also have advantage on Charisma (Persuasion) checks made against Mandalorians.
A powerful weapon created and wielded by an ancient Mandalorian leader. Based on the traditional design of the mythosaur-bone axes crafted on Mandalore, this modern variation is longer and forged from the hull of a fallen capital ship and the fabled metal cortosis. It incorporates an internal energy cell that imbues the axe with a potent electrical field, doubling its lethality.
Mythosaur Axe
Weapon (vibro-battleaxe), premium
You gain a +1 bonus to attack and damage rolls with this enhanced weapon, additionally its brutal number increases by 1.
This axe was forged from the calcified bones of the mythosaur, an extinct creature native to Mandalore. Although a primarily ceremonial weapon, it can still be quite powerful in the hands of a Mandalorian warrior.
Mandalorian Shield
Shield (medium physical), prototype
You have a +1 bonus to AC while wielding this enhanced shield and you gain a +1 bonus to attack and damage rolls to attacks made with this enhanced shield. You can use a bonus action to make a melee weapon attack against a creature within 5 feet of you with the shield. On a hit, the creature takes 1d6 slashing damage.
This shield, crafted from beskar iron, could be used for defense and offense alike, allowing the wielder to strike their opponent or cut them with edges that have been honed to a razor sharpness.
Credits
- Disney: - For owning Star Wars xD
- Lucasfilm: - For owning Star Wars prior to Disney xD
- Wookiepedia: - Lore information, flavor text, and images -
- Cover: - swmand4 on Deviant Art
- Aziz: - for the Mythosaur axe and Mandalore the Ultimate's Battle-axe
- GSWoof: - Buckethead mando on the SW5e discord for the Beskar Spear
- WeaverQM: - Artifact Darksaber inspiration
Archive
DO NOT USE
Mandalorian Jetpack
Weapon (superior rocketpack), advanced
Requires Attunement
This jetpack has an increased flying speed from 30 feet to 60 feet, additionally it comes equipped with an integrated rocket launcher.
Mandalorian Vestments: Gear. While wearing and attuned to this jetpack and mandalorian armor, this jetpack requires one less attunement slot. While wearing and attuned to this jetpack, mandalorian armor, and a mandalorian helmet; you have resistance to kinetic and energy damage from unenhanced sources. You cannot benefit from this feature more than once.
A model of jetpack built and used by the Mandalorians.